This tests being able to write an OpenXR application based on Wgpu (using the Vulkan HAL backend) for the Oculus Quest.
This is a minimal OpenXR application that builds for desktop or Android and simply prints out extension information for the OpenXR library.
This is based on the hello example from the openxrs repo.
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