// Minimal OpenXR bring-up for questshock's immersive Quest build. Keeps the // game's own rendering untouched (see android/engine-patches/ // 11-android-openxr-present.patch) - this module only owns the OpenXR // instance/session/swapchains and the final "submit quad layers instead of // presenting to a window" step. No stereo rendering - the game composite is // shown as a single flat quad floating in front of the viewer. #ifndef QUESTSHOCK_XR_SESSION_H #define QUESTSHOCK_XR_SESSION_H #include #ifdef __cplusplus extern "C" { #endif // Call once, right after init_opengl() (OpenGL.cc) has created and made // current the GL context SDL/gl4es already use - creates the OpenXR // instance/session sharing that same EGL display/context, plus the game // quad's own swapchain, sized to the game's logical resolution // (game_width/height, i.e. grd_cap->w/h - see Shock.c's InitSDL()). The // menu quad's own, independently-sized swapchain (see xr_menu.h) is created // alongside it. Returns false if OpenXR bring-up failed (e.g. no runtime // installed) - callers should fall back to the existing window-present path // in that case. bool xr_init(int game_width, int game_height); // Pumps XR session-state events. Call once per frame, before // xr_frame_begin(). Must still be called even when xr_init() returned // false (no-op in that case). void xr_poll_events(void); // True once the session has reached a state where frames are expected // (XR_SESSION_STATE_SYNCHRONIZED or later) - i.e. it's safe/required to // start calling xr_frame_begin()/xr_frame_end() each frame. bool xr_is_session_running(void); // Begins the XR frame (xrWaitFrame/xrBeginFrame) and, if the runtime wants // this frame rendered, acquires the game quad's next swapchain image and // binds its framebuffer as the current render target - ready for the // caller to draw into exactly as it would have drawn to the default // framebuffer. Returns true if the caller should draw this frame; // xr_frame_end() must be called unconditionally afterward either way (a // begun XR frame must always be ended, rendered or not). bool xr_frame_begin(void); // Releases the game quad's swapchain image (if one was acquired this // frame), acquires/renders/releases the menu quad's own swapchain image if // it's currently visible (see xr_menu.h), submits whichever of the two // quads actually rendered this frame as composition layers positioned in // front of the local reference space's origin, then ends the XR frame. void xr_frame_end(void); void xr_shutdown(void); // Local-space geometry of the single game quad xr_frame_end() submits // (distance in front of the local space origin, half-width/half-height, // all in meters) - shared with xr_input.c's ray/quad hit-testing so the // laser pointer always matches whatever's actually visible. void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m); #ifdef __cplusplus } #endif #endif