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Mostly remove the use of the OPENXR ifdef #16344
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…build on Windows.
// Unsupported in VR at the moment | ||
if (IsVRBuild()) { | ||
if (IsVREnabled()) { | ||
return false; | ||
} |
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Although fine for now, I think it'll end up making sense to reverse this onto where VR is configured (until VR is available with Vulkan.)
-[Unknown]
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Yes, this is just a minimal step, how configuration works will be redone later.
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#ifdef XR_NO_PROTOTYPES | ||
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PFN_xrGetInstanceProcAddr xrGetInstanceProcAddr; |
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nit: Prefer spaces for alignment, h too...?
-[Unknown]
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I quickly tested this on Pico Neo 3 Link VR headset. It still works fine.
That is, build all the VR code regardless of platform. This is a first step towards making it possible to autodetect and use OpenXR dynamically on Windows - we don't want to build a separate exe or something like that.
This required adding a new dynamic OpenXR loader, so that things can link even when we're not using the static loaders provided by the headset makers.
The new dynamic loader is entirely untested but should work - if not I'll fix it when we actually start doing VR on desktop. In any case, it fixes linking.