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na-openxr-wgpu

This is an example OpenXR application that builds for desktop or Android and simply renders a head-locked gradient using Wgpu (via Vulkan).

This borrows heavily from here and here, although updated to run with Wgpu 0.13 and with most of the boilerplate for initializing OpenXR and Vulkan + Wgpu factored into a re-usable XrShell that could potentially be a helpful starting point for building more complex applications.

Oculus Quest

To build for the Oculus Quest then you first need to download the Oculus OpenXR Mobile SDK from: https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/

and after unpacking the zip file you need to copy a suitable libopenxr_loader.so library to app/src/main/jniLibs/<abi>

For example if building for arm64-v8a: cp path/to/ovr_openxr_mobile_sdk_42.0/OpenXR/Libs/Android/arm64-v8a/Debug/libopenxr_loader.so app/src/main/jniLibs/arm64-v8a

export ANDROID_NDK_HOME="path/to/ndk"
export ANDROID_HOME="path/to/sdk"

rustup target add aarch64-linux-android
cargo install cargo-ndk

cargo ndk -t arm64-v8a -o app/src/main/jniLibs/ build
./gradlew build
./gradlew installDebug

Oculus Quest: Vulkan Validation Layer

To enable the Vulkan validation layer on the Oculus Quest run:

adb shell setprop debug.oculus.loadandinjectpackagedvvl.co.realfit.naopenxrwgpu 1

Desktop

To build for PC you need to build with the "desktop" feature

cargo run --features=desktop