This document covers how to build OpenXR (VR/AR) applications using SDL's GPU API with OpenXR integration.
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:
OpenXR Loader (openxr_loader.dll / libopenxr_loader.so)
libopenxr-loader1 on Ubuntu)SDL_HINT_OPENXR_LIBRARY to specify a custom loader pathOpenXR Runtime
VR Headset
#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.
Building OpenXR applications for Android standalone headsets (Meta Quest, Pico, etc.) requires additional manifest configuration beyond standard Android apps.
The manifest requirements fall into three categories:
These are required by the Khronos OpenXR specification for Android:
<!-- OpenXR runtime broker communication -->
<uses-permission android:name="org.khronos.openxr.permission.OPENXR" />
<uses-permission android:name="org.khronos.openxr.permission.OPENXR_SYSTEM" />
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>
<!-- 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" />
<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>
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.
<activity ...>
<intent-filter>
...
<!-- CRITICAL: Without this, app launches in 2D mode on Quest! -->
<category android:name="com.oculus.intent.category.VR" />
</intent-filter>
</activity>
<application ...>
<!-- Required: Specifies which Quest devices are supported -->
<meta-data android:name="com.oculus.supportedDevices"
android:value="quest|quest2|questpro|quest3|quest3s" />
</application>
<application ...>
<!-- Properly handles when user opens the Quest system menu -->
<meta-data android:name="com.oculus.vr.focusaware"
android:value="true" />
</application>
<!-- 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>
<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>
For Pico Neo, Pico 4, and other Pico headsets:
<activity ...>
<intent-filter>
...
<!-- Pico VR category -->
<category android:name="com.picovr.intent.category.VR" />
</intent-filter>
</activity>
<application ...>
<!-- Pico device support -->
<meta-data android:name="pvr.app.type"
android:value="vr" />
</application>
<activity ...>
<intent-filter>
...
<!-- HTC Vive category -->
<category android:name="com.htc.intent.category.VRAPP" />
</intent-filter>
</activity>
| 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 |
SDL provides an example XR manifest template at:
test/android/cmake/AndroidManifest.xr.xml.cmake
This template includes:
SDL_ANDROID_XR_META_SUPPORT CMake option)Cause: Missing platform-specific VR intent category.
Solution: Add the appropriate category for your target platform:
com.oculus.intent.category.VRcom.picovr.intent.category.VRcom.htc.intent.category.VRAPPCause: The OpenXR loader can't find a runtime.
Solutions:
<queries> block for runtime discoverylibopenxr-loader1 and configure the active runtimeCause: openxr_loader.dll / libopenxr_loader.so is not in the library path.
Solutions:
SDL_HINT_OPENXR_LIBRARY to specify the loader path explicitlyCause: GPU resources destroyed while still in use.
Solution: Call SDL_WaitForGPUIdle(device) before releasing any GPU resources or destroying the device.
test/testgpu_spinning_cube_xr.c