Certain source files are generated at build time from the xr.xml
file, utilizing
python scripts. The scripts make use of the python pathlib
module, which is
fully supported in python version 3.6 or later.
You will also need the python jinja2
package, available from your package
manager or with something like pip3 install jinja2
.
Building the OpenXR components in this tree on Windows is supported using Visual Studio 2013 and newer. Before beginning, make sure the appropriate "msbuild.exe" is in your PATH. Also, when generating the solutions/projects using CMake, be sure to use the correct compiler version number. The following table is provided to help you:
Visual Studio | Version Number |
---|---|
Visual Studio 2013 | 12 |
Visual Studio 2015 | 14 |
Visual Studio 2017 | 15 |
First, generate the 64-bit solution and project files using CMake:
mkdir build\win64
cd build\win64
cmake -G "Visual Studio [Version Number] Win64" ../..
Finally, open the build\win64\OPENXR.sln in the Visual Studio to build the samples.
First, generate the 32-bit solution and project files using CMake:
mkdir build\win32
cd build\win32
cmake -G "Visual Studio [Version Number]" ../..
Open the build\win32\OPENXR.sln in the Visual Studio to build the samples.
The following set of packages provides all required libs for building for xlib or xcb with OpenGL and Vulkan support.
- build-essential
- cmake (of somewhat recent vintage, 3.10+ known working)
- libgl1-mesa-dev
- libvulkan-dev
- libx11-xcb-dev
- libxcb-dri2-0-dev
- libxcb-glx0-dev
- libxcb-icccm4-dev
- libxcb-keysyms1-dev
- libxcb-randr0-dev
- libxrandr-dev
- libxxf86vm-dev
- mesa-common-dev
mkdir -p build/linux_debug
cd build/linux_debug
cmake -DCMAKE_BUILD_TYPE=Debug ../..
make
mkdir -p build/linux_release
cd build/linux_release
cmake -DCMAKE_BUILD_TYPE=Release ../..
make
The OpenXR loader is built as a static library by default. To instead build as a dynamic link library, define
the cmake option DYNAMIC_LOADER=ON
. e.g. for Win64, replace the cmake line shown above with:
cmake -DDYNAMIC_LOADER=ON -G "Visual Studio [Version Number] Win64" ../..
An OpenXR runtime must first be installed before running the hello_xr sample. The runtime is an implementation of the OpenXR API, typically tailed to a specific device and distributed by the device manufacturer. To allow experimentation with the API in the absence of a specific device runtime, several organizations have made available prototype OpenXR runtimes, linked from the main OpenXR landing page at https://www.khronos.org/openxr
The OpenXR loader looks in system-specific locations for the JSON file active_runtime.json
, which describes the
default installed OpenXR runtime. To override the default selection, you may define an environment variable
XR_RUNTIME_JSON
to select a different runtime, or a runtime which has not been installed in the default
location.
For example, you might set XR_RUNTIME_JSON to <build_dir>/test/runtime/my_custom_runtime.json
to select
an OpenXR runtime described by JSON file my_custom_runtime.json
.
The binary for the hello_xr application is written to the <build_dir>/src/tests/hello_xr
directory.
Set your working directory to this directory and execute the hello_xr binary.
When building a DLL version of the loader, the Visual Studio projects generated by CMake will copy the loader
DLLs to the test application's (hello_xr) binary directory. This makes it unnecessary to copy these files to someplace like Windows\System32
.