About This Page
This page is part of the Azure documentation. It contains code examples and configuration instructions for working with Azure services.
Bias Analysis
Bias Types:
⚠️
windows_first
⚠️
missing_linux_example
⚠️
windows_tools
⚠️
powershell_heavy
Summary:
The documentation is heavily biased towards Windows development. All instructions, tools, and examples assume the use of Windows, Visual Studio, and Windows-specific SDKs and APIs. There are no mentions of Linux or cross-platform alternatives, and the workflow is tightly coupled to the Windows ecosystem, including UWP, DirectX11, and HoloLens, with no guidance for Linux users.
Recommendations:
- Add a section clarifying platform support and, if possible, provide equivalent instructions for Linux (e.g., using CMake, GCC/Clang, and cross-platform graphics APIs like OpenGL or Vulkan).
- Include Linux-compatible project setup instructions, such as using CMake or Makefiles instead of Visual Studio project wizards.
- If Remote Rendering is not supported on Linux, explicitly state this early in the documentation.
- Provide alternative debugging and status feedback mechanisms that do not rely on Visual Studio or Windows-only tools.
- Mention and, if possible, provide code samples for cross-platform development environments or tools.
- List any platform limitations or requirements up front, so Linux/macOS developers know what to expect.
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Flagged Code Snippets
#include <AzureRemoteRendering.inl>
#include <RemoteRenderingExtensions.h>
#include <windows.perception.spatial.h>
class HolographicAppMain
{
...
// members:
std::string m_sessionOverride; // if we have a valid session ID, we specify it here. Otherwise a new one is created
RR::ApiHandle<RR::RemoteRenderingClient> m_client; // the client instance
RR::ApiHandle<RR::RenderingSession> m_session; // the current remote rendering session
RR::ApiHandle<RR::RenderingConnection> m_api; // the API instance, that is used to perform all the actions. This is just a shortcut to m_session->Connection()
RR::ApiHandle<RR::GraphicsBindingWmrD3d11> m_graphicsBinding; // the graphics binding instance
}
HolographicAppMain::HolographicAppMain(std::shared_ptr<DX::DeviceResources> const& deviceResources) :
m_deviceResources(deviceResources)
{
// 1. One time initialization
{
RR::RemoteRenderingInitialization clientInit;
clientInit.ConnectionType = RR::ConnectionType::General;
clientInit.GraphicsApi = RR::GraphicsApiType::WmrD3D11;
clientInit.ToolId = "<sample name goes here>"; // <put your sample name here>
clientInit.UnitsPerMeter = 1.0f;
clientInit.Forward = RR::Axis::NegativeZ;
clientInit.Right = RR::Axis::X;
clientInit.Up = RR::Axis::Y;
if (RR::StartupRemoteRendering(clientInit) != RR::Result::Success)
{
// something fundamental went wrong with the initialization
throw std::exception("Failed to start remote rendering. Invalid client init data.");
}
}
// 2. Create Client
{
// Users need to fill out the following with their account data and model
RR::SessionConfiguration init;
init.AccountId = "00000000-0000-0000-0000-000000000000";
init.AccountKey = "<account key>";
init.RemoteRenderingDomain = "westus2.mixedreality.azure.com"; // <change to the region that the rendering session should be created in>
init.AccountDomain = "westus2.mixedreality.azure.com"; // <change to the region the account was created in>
m_modelURI = "builtin://Engine";
m_sessionOverride = ""; // If there is a valid session ID to re-use, put it here. Otherwise a new one is created
m_client = RR::ApiHandle(RR::RemoteRenderingClient(init));
}
// 3. Open/create rendering session
{
auto SessionHandler = [&](RR::Status status, RR::ApiHandle<RR::CreateRenderingSessionResult> result)
{
if (status == RR::Status::OK)
{
auto ctx = result->GetContext();
if (ctx.Result == RR::Result::Success)
{
SetNewSession(result->GetSession());
}
else
{
SetNewState(AppConnectionStatus::ConnectionFailed, ctx.ErrorMessage.c_str());
}
}
else
{
SetNewState(AppConnectionStatus::ConnectionFailed, "failed");
}
};
// If we had an old (valid) session that we can recycle, we call async function m_client->OpenRenderingSessionAsync
if (!m_sessionOverride.empty())
{
m_client->OpenRenderingSessionAsync(m_sessionOverride, SessionHandler);
SetNewState(AppConnectionStatus::CreatingSession, nullptr);
}
else
{
// create a new session
RR::RenderingSessionCreationOptions init;
init.MaxLeaseInMinutes = 10; // session is leased for 10 minutes
init.Size = RR::RenderingSessionVmSize::Standard;
m_client->CreateNewRenderingSessionAsync(init, SessionHandler);
SetNewState(AppConnectionStatus::CreatingSession, nullptr);
}
}
// Rest of constructor code:
...
}
...
// Existing clear function:
context->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// ...
// Existing check to test for valid camera:
bool cameraActive = pCameraResources->AttachViewProjectionBuffer(m_deviceResources);
// Inject remote rendering: as soon as we are connected, start blitting the remote frame.
// We do the blitting after the Clear, and before cube rendering.
if (m_isConnected && cameraActive)
{
m_graphicsBinding->BlitRemoteFrame();
}
...
void HolographicAppMain::StartModelLoading()
{
m_modelLoadingProgress = 0.f;
RR::LoadModelFromSasOptions options;
options.ModelUri = m_modelURI.c_str();
options.Parent = nullptr;
// start the async model loading
m_api->LoadModelFromSasAsync(options,
// completed callback
[this](RR::Status status, RR::ApiHandle<RR::LoadModelResult> result)
{
m_modelLoadResult = RR::StatusToResult(status);
m_modelLoadFinished = true;
if (m_modelLoadResult == RR::Result::Success)
{
RR::Double3 pos = { 0.0, 0.0, -2.0 };
result->GetRoot()->SetPosition(pos);
}
},
// progress update callback
[this](float progress)
{
// progress callback
m_modelLoadingProgress = progress;
m_needsStatusUpdate = true;
});
}
void HolographicAppMain::SetNewState(AppConnectionStatus state, const char* statusMsg)
{
m_currentStatus = state;
m_statusMsg = statusMsg ? statusMsg : "";
// Some log for the VS output panel:
const char* appStatus = nullptr;
switch (state)
{
case AppConnectionStatus::Disconnected: appStatus = "Disconnected"; break;
case AppConnectionStatus::CreatingSession: appStatus = "CreatingSession"; break;
case AppConnectionStatus::StartingSession: appStatus = "StartingSession"; break;
case AppConnectionStatus::Connecting: appStatus = "Connecting"; break;
case AppConnectionStatus::Connected: appStatus = "Connected"; break;
case AppConnectionStatus::ConnectionFailed: appStatus = "ConnectionFailed"; break;
}
char buffer[1024];
sprintf_s(buffer, "Remote Rendering: New status: %s, result: %s\n", appStatus, m_statusMsg.c_str());
OutputDebugStringA(buffer);
}
void HolographicAppMain::SetNewSession(RR::ApiHandle<RR::RenderingSession> newSession)
{
SetNewState(AppConnectionStatus::StartingSession, nullptr);
m_sessionStartingTime = m_timeAtLastRESTCall = m_timer.GetTotalSeconds();
m_session = newSession;
m_api = m_session->Connection();
m_graphicsBinding = m_session->GetGraphicsBinding().as<RR::GraphicsBindingWmrD3d11>();
m_session->ConnectionStatusChanged([this](auto status, auto error)
{
OnConnectionStatusChanged(status, error);
});
};
void HolographicAppMain::OnConnectionStatusChanged(RR::ConnectionStatus status, RR::Result error)
{
const char* asString = RR::ResultToString(error);
m_connectionResult = error;
switch (status)
{
case RR::ConnectionStatus::Connecting:
SetNewState(AppConnectionStatus::Connecting, asString);
break;
case RR::ConnectionStatus::Connected:
if (error == RR::Result::Success)
{
SetNewState(AppConnectionStatus::Connected, asString);
}
else
{
SetNewState(AppConnectionStatus::ConnectionFailed, asString);
}
m_modelLoadTriggered = m_modelLoadFinished = false;
m_isConnected = error == RR::Result::Success;
break;
case RR::ConnectionStatus::Disconnected:
if (error == RR::Result::Success)
{
SetNewState(AppConnectionStatus::Disconnected, asString);
}
else
{
SetNewState(AppConnectionStatus::ConnectionFailed, asString);
}
m_modelLoadTriggered = m_modelLoadFinished = false;
m_isConnected = false;
break;
default:
break;
}
}
// Updates the application state once per frame.
HolographicFrame HolographicAppMain::Update()
{
if (m_session != nullptr)
{
// Tick the client to receive messages
m_api->Update();
if (!m_sessionStarted)
{
// Important: To avoid server-side throttling of the requests, we should call GetPropertiesAsync very infrequently:
const double delayBetweenRESTCalls = 10.0;
// query session status periodically until we reach 'session started'
if (m_sessionPropertiesAsync == nullptr && m_timer.GetTotalSeconds() - m_timeAtLastRESTCall > delayBetweenRESTCalls)
{
m_timeAtLastRESTCall = m_timer.GetTotalSeconds();
m_session->GetPropertiesAsync([this](RR::Status status, RR::ApiHandle<RR::RenderingSessionPropertiesResult> propertiesResult)
{
if (status == RR::Status::OK)
{
auto ctx = propertiesResult->GetContext();
if (ctx.Result == RR::Result::Success)
{
auto res = propertiesResult->GetSessionProperties();
switch (res.Status)
{
case RR::RenderingSessionStatus::Ready:
{
// The following ConnectAsync is async, but we'll get notifications via OnConnectionStatusChanged
m_sessionStarted = true;
SetNewState(AppConnectionStatus::Connecting, nullptr);
RR::RendererInitOptions init;
init.IgnoreCertificateValidation = false;
init.RenderMode = RR::ServiceRenderMode::Default;
m_session->ConnectAsync(init, [](RR::Status, RR::ConnectionStatus) {});
}
break;
case RR::RenderingSessionStatus::Error:
SetNewState(AppConnectionStatus::ConnectionFailed, "Session error");
break;
case RR::RenderingSessionStatus::Stopped:
SetNewState(AppConnectionStatus::ConnectionFailed, "Session stopped");
break;
case RR::RenderingSessionStatus::Expired:
SetNewState(AppConnectionStatus::ConnectionFailed, "Session expired");
break;
}
}
else
{
SetNewState(AppConnectionStatus::ConnectionFailed, ctx.ErrorMessage.c_str());
}
}
else
{
SetNewState(AppConnectionStatus::ConnectionFailed, "Failed to retrieve session status");
}
m_sessionPropertiesQueryInProgress = false; // next try
}); }
}
}
if (m_isConnected && !m_modelLoadTriggered)
{
m_modelLoadTriggered = true;
StartModelLoading();
}
}
if (m_needsCoordinateSystemUpdate && m_stationaryReferenceFrame && m_graphicsBinding)
{
// Set the coordinate system once. This must be called again whenever the coordinate system changes.
winrt::com_ptr<ABI::Windows::Perception::Spatial::ISpatialCoordinateSystem> ptr{ m_stationaryReferenceFrame.CoordinateSystem().as<ABI::Windows::Perception::Spatial::ISpatialCoordinateSystem>() };
m_graphicsBinding->UpdateUserCoordinateSystem(ptr.get());
m_needsCoordinateSystemUpdate = false;
}
// Rest of the body:
...
}
...
if (m_isConnected)
{
// Any near/far plane values of your choosing.
constexpr float fNear = 0.1f;
constexpr float fFar = 10.0f;
for (HolographicCameraPose const& cameraPose : prediction.CameraPoses())
{
// Set near and far to the holographic camera as normal
cameraPose.HolographicCamera().SetNearPlaneDistance(fNear);
cameraPose.HolographicCamera().SetFarPlaneDistance(fFar);
}
// The API to inform the server always requires near < far. Depth buffer data will be converted locally to match what is set on the HolographicCamera.
auto settings = m_api->GetCameraSettings();
settings->SetNearAndFarPlane(std::min(fNear, fFar), std::max(fNear, fFar));
settings->SetEnableDepth(true);
}
// The holographic frame will be used to get up-to-date view and projection matrices and
// to present the swap chain.
return holographicFrame;
}
// Enable multi thread protection as now multiple threads use the immediate context.
Microsoft::WRL::ComPtr<ID3D11Multithread> contextMultithread;
if (context.As(&contextMultithread) == S_OK)
{
contextMultithread->SetMultithreadProtected(true);
}