9.5 KiB
OpenXR / VR Development with SDL
This document covers how to build OpenXR (VR/AR) applications using SDL's GPU API with OpenXR integration.
Overview
SDL3 provides OpenXR integration through the GPU API, allowing you to render to VR/AR headsets using a unified interface across multiple graphics backends (Vulkan, D3D12, Metal).
Key features:
- Automatic OpenXR instance and session management
- Swapchain creation and image acquisition
- Support for multi-pass stereo rendering
- Works with desktop VR runtimes (SteamVR, Oculus, Windows Mixed Reality) and standalone headsets (Meta Quest, Pico)
Desktop Development
Requirements
-
OpenXR Loader (
openxr_loader.dll/libopenxr_loader.so)- On Windows: Usually installed with VR runtime software (Oculus, SteamVR)
- On Linux: Install via package manager (e.g.,
libopenxr-loader1on Ubuntu) - Can also use
SDL_HINT_OPENXR_LIBRARYto specify a custom loader path
-
OpenXR Runtime
- At least one OpenXR runtime must be installed and active
- Examples: SteamVR, Oculus Desktop, Monado (Linux)
-
VR Headset
- Connected and recognized by the runtime
Basic Usage
#include <openxr/openxr.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_openxr.h>
// These will be populated by SDL
XrInstance xr_instance = XR_NULL_HANDLE;
XrSystemId xr_system_id = 0;
// Create GPU device with XR enabled
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_ENABLE_BOOLEAN, true);
SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_INSTANCE_POINTER, &xr_instance);
SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_SYSTEM_ID_POINTER, &xr_system_id);
// Optional: Override app name/version (defaults to SDL_SetAppMetadata values if not set)
SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_NAME_STRING, "My VR App");
SDL_SetNumberProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_VERSION_NUMBER, 1);
SDL_GPUDevice *device = SDL_CreateGPUDeviceWithProperties(props);
SDL_DestroyProperties(props);
// xr_instance and xr_system_id are now populated by SDL
See test/testgpu_spinning_cube_xr.c for a complete example.
Android Development
Building OpenXR applications for Android standalone headsets (Meta Quest, Pico, etc.) requires additional manifest configuration beyond standard Android apps.
Android Manifest Requirements
The manifest requirements fall into three categories:
- OpenXR Standard (Khronos) - Required for all OpenXR apps
- Platform-Specific - Required for specific headset platforms
- Optional Features - Enable additional capabilities
OpenXR Standard Requirements (All Platforms)
These are required by the Khronos OpenXR specification for Android:
Permissions
<!-- OpenXR runtime broker communication -->
<uses-permission android:name="org.khronos.openxr.permission.OPENXR" />
<uses-permission android:name="org.khronos.openxr.permission.OPENXR_SYSTEM" />
Queries (Android 11+)
Required for the app to discover OpenXR runtimes:
<queries>
<provider android:authorities="org.khronos.openxr.runtime_broker;org.khronos.openxr.system_runtime_broker" />
<intent>
<action android:name="org.khronos.openxr.OpenXRRuntimeService" />
</intent>
<intent>
<action android:name="org.khronos.openxr.OpenXRApiLayerService" />
</intent>
</queries>
Hardware Features
<!-- VR head tracking (standard OpenXR requirement) -->
<uses-feature android:name="android.hardware.vr.headtracking"
android:required="true"
android:version="1" />
<!-- Touchscreen not required for VR -->
<uses-feature android:name="android.hardware.touchscreen"
android:required="false" />
<!-- Graphics requirements -->
<uses-feature android:glEsVersion="0x00030002" android:required="true" />
<uses-feature android:name="android.hardware.vulkan.level"
android:required="true"
android:version="1" />
<uses-feature android:name="android.hardware.vulkan.version"
android:required="true"
android:version="0x00401000" />
Intent Category
<activity ...>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<!-- Khronos OpenXR immersive app category -->
<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
</intent-filter>
</activity>
Meta Quest Requirements
These are required for apps to run properly on Meta Quest devices. Without these, your app may launch in "pancake" 2D mode instead of VR.
VR Intent Category (Critical!)
<activity ...>
<intent-filter>
...
<!-- CRITICAL: Without this, app launches in 2D mode on Quest! -->
<category android:name="com.oculus.intent.category.VR" />
</intent-filter>
</activity>
Supported Devices
<application ...>
<!-- Required: Specifies which Quest devices are supported -->
<meta-data android:name="com.oculus.supportedDevices"
android:value="quest|quest2|questpro|quest3|quest3s" />
</application>
Focus Handling (Recommended)
<application ...>
<!-- Properly handles when user opens the Quest system menu -->
<meta-data android:name="com.oculus.vr.focusaware"
android:value="true" />
</application>
Hand Tracking (Optional)
<!-- Feature declaration -->
<uses-feature android:name="oculus.software.handtracking"
android:required="false" />
<application ...>
<!-- V2.0 allows app to launch without controllers -->
<meta-data android:name="com.oculus.handtracking.version"
android:value="V2.0" />
<meta-data android:name="com.oculus.handtracking.frequency"
android:value="HIGH" />
</application>
VR Splash Screen (Optional)
<application ...>
<meta-data android:name="com.oculus.ossplash"
android:value="true" />
<meta-data android:name="com.oculus.ossplash.colorspace"
android:value="QUEST_SRGB_NONGAMMA" />
<meta-data android:name="com.oculus.ossplash.background"
android:resource="@drawable/vr_splash" />
</application>
Pico Requirements
For Pico Neo, Pico 4, and other Pico headsets:
VR Intent Category
<activity ...>
<intent-filter>
...
<!-- Pico VR category -->
<category android:name="com.picovr.intent.category.VR" />
</intent-filter>
</activity>
Supported Devices (Optional)
<application ...>
<!-- Pico device support -->
<meta-data android:name="pvr.app.type"
android:value="vr" />
</application>
HTC Vive Focus / VIVE XR Elite
<activity ...>
<intent-filter>
...
<!-- HTC Vive category -->
<category android:name="com.htc.intent.category.VRAPP" />
</intent-filter>
</activity>
Quick Reference Table
| Declaration | Purpose | Scope |
|---|---|---|
org.khronos.openxr.permission.OPENXR |
Runtime communication | All OpenXR |
android.hardware.vr.headtracking |
Marks app as VR | All OpenXR |
org.khronos.openxr.intent.category.IMMERSIVE_HMD |
Khronos standard VR category | All OpenXR |
com.oculus.intent.category.VR |
Launch in VR mode | Meta Quest |
com.oculus.supportedDevices |
Device compatibility | Meta Quest |
com.oculus.vr.focusaware |
System menu handling | Meta Quest |
com.picovr.intent.category.VR |
Launch in VR mode | Pico |
com.htc.intent.category.VRAPP |
Launch in VR mode | HTC Vive |
Example Manifest
SDL provides an example XR manifest template at:
test/android/cmake/AndroidManifest.xr.xml.cmake
This template includes:
- All Khronos OpenXR requirements
- Meta Quest support (configurable via
SDL_ANDROID_XR_META_SUPPORTCMake option) - Proper intent filters for VR launching
Common Issues
App launches in 2D "pancake" mode
Cause: Missing platform-specific VR intent category.
Solution: Add the appropriate category for your target platform:
- Meta Quest:
com.oculus.intent.category.VR - Pico:
com.picovr.intent.category.VR - HTC:
com.htc.intent.category.VRAPP
"No OpenXR runtime found" error
Cause: The OpenXR loader can't find a runtime.
Solutions:
- Desktop: Ensure VR software (SteamVR, Oculus) is installed and running
- Android: Ensure your manifest has the correct
<queries>block for runtime discovery - Linux: Install
libopenxr-loader1and configure the active runtime
OpenXR loader not found
Cause: openxr_loader.dll / libopenxr_loader.so is not in the library path.
Solutions:
- Install the Khronos OpenXR SDK
- On Windows, VR runtimes typically install this, but may not add it to PATH
- Use
SDL_HINT_OPENXR_LIBRARYto specify the loader path explicitly
Vulkan validation errors on shutdown
Cause: GPU resources destroyed while still in use.
Solution: Call SDL_WaitForGPUIdle(device) before releasing any GPU resources or destroying the device.
Additional Resources
- Khronos OpenXR Specification
- Meta Quest Developer Documentation
- Pico Developer Documentation
- SDL GPU API Documentation
- Example code:
test/testgpu_spinning_cube_xr.c