Commit Graph
9 Commits
Author SHA1 Message Date
matzmanandClaude Opus 5.5 317db6831d Use the OpenVR SDK's bin/linuxarm64 library on aarch64
On the Steam Frame, VR_Init failed with "Installation path could not be
located": the SDK's lib/linuxarm64/libopenvr_api.so (2.15.6) reads the VR
path registry from the fixed path /data/work/openvrpaths.vrpath instead
of ~/.config/openvr. The SDK's bin/linuxarm64 library of the same version
uses ~/.config/openvr; the vrdashboard template ships it and was verified
on the Frame. It is added as a new file (third-party/openvr had no
bin/linuxarm64, and "bin" is gitignored, hence force-added), and aarch64
builds link against and ship it. x86_64 and Windows are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 23:13:47 +02:00
Matthias JanetschekandClaude Opus 5.5 3ed686dec5 Read the version from build_scripts/compile_version_string.txt
The CMake build had the version hard-coded as 5.7.4, while the qmake build
read it from compile_version_string.txt (5.8.17-release). The stale number
also made the version check report an update. As in the qmake build, the
full string becomes APPLICATION_VERSION and its numeric part the project
version.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:41:12 +02:00
Matthias JanetschekandClaude Opus 5.5 bde675f1b8 Steam Frame build, packaging and deployment scripts; render test
- build_scripts/steamframe/: Debian trixie (Qt 6.8) containers for the
  aarch64 cross build, native build and tests; toolchain; scripts to build,
  test (Vulkan validation layers), package (system Qt, ~3 MB) and deploy over
  SSH. Adapted from the vrdashboard template.
- test/render/: render test for the OpenGL and Vulkan backends, driven like
  OverlayController (option OVRAS_BUILD_TESTS).
- RPATH only $ORIGIN, without the build machine's link directories.
- Ignore dist/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:50:57 +02:00
Matthias JanetschekandClaude Opus 5.5 4826686a4d Render through public Qt API: OpenGL and Vulkan backends, --graphics-api
Replace the QRhi rendering in OverlayController (private Qt API) with the
render backends of the vrdashboard template (src/render/), which use public
Qt API only (QQuickRenderTarget::fromOpenGLTexture / fromVulkanImage). The
binary then runs on another Qt 6 patch release, e.g. the Steam Frame's system
Qt.

The Vulkan backend also does what SteamVR requires and the QRhi path lacked:
the required instance/device extensions and the HMD's GPU (via
openvr_init::renderInterop()), VK_FORMAT_R8G8B8A8_UNORM, and the transition to
TRANSFER_SRC_OPTIMAL after each frame.

- New option --graphics-api opengl|vulkan (default opengl, no fallback).
- Shutdown() calls VR_Shutdown before the render target and Qt's device go
  (crash on the Steam Frame with Vulkan otherwise); it runs only once.
- Mouse y is flipped on every platform: SteamVR reports it in GL convention.
- Render delay 5 -> 16 ms (about 60 fps).
- GuiPrivate is no longer needed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:41:13 +02:00
Matthias JanetschekandClaude Opus 5.5 423ea57db7 Add a Steam Frame build option; no chaperone commit at start; timer-based tick
- CMake option OVRAS_STEAM_FRAME. It is evaluated only in
  src/utils/platform_capabilities.h, which turns it into named capability
  constants and platform defaults.
- Where the chaperone can't be committed (Steam Frame: it shifts the play
  area), MoveCenterTabController no longer commits the working copy at start-up
  or when applying reset data, and doesn't create the init autosave profile.
  Skips are logged once.
- In "vsync disabled" mode the pump timer now runs directly at the custom tick
  rate instead of firing every 1 ms and counting. The Frame defaults to this
  mode at 11 ms (~90 Hz).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:35:46 +02:00
Matthias JanetschekandClaude Opus 5.5 266a2f9ce9 Fix the Linux build of the qt6 branch, compile QML to bytecode only
- Remove Core5Compat (unused, not part of the Steam Frame's system Qt).
- Request GuiPrivate explicitly (required since Qt 6.10 for QRhi); temporary
  until rendering moves to public API.
- Compile QML to bytecode only: C++ generated from QML uses private Qt API
  that only matches the exact Qt version it was built with.
- Pick the OpenVR library per architecture (linux64, linuxarm64, win64) for
  linking and for the copy next to the binary; RPATH $ORIGIN.
- Link libXtst, needed by input_sender_X11.cpp.
- Include d3d11.h and handle QRhi::D3D11 only on Windows.
- Replace leftover easylogging LOG(INFO) calls with qInfo().

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:29:53 +02:00
ykeara 1152cfee1f compiling and various updates 2025-10-09 18:45:53 -05:00
ykeara 44a05dfd57 fix cast error, change cmake to c++ 20 for some uses, add headers to cmake for better vs project generation 2024-05-08 18:20:19 -05:00
ykearaandRTUnreal ca0ec3e07d Qt6 (#669)
* update qt6 upgrade progress

* add flawed addition for QRenderTarget and link needed libs

* update to better logging format

* move many assets and qml files into qrc

* get rid of deprecation messages

* remove additional deprecation notices

* make Qt6 finally render on desktop with some progress on vr

* initialize QRhi with QQuickRenderControl

* use default values to stop SegFaults

* fix compilation on windows

* add windows files for aiding in running exe

* fix formatting of testing qt.conf

* first attempt on using textures instead of files in AudioTabController

* Fix public/private access issue

---------

Co-authored-by: RTUnreal <unreal@rtinf.net>
2024-04-03 22:49:24 -05:00