Add OpenXR bring-up: render the game as a floating quad in an immersive Quest session
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- New android/app/src/main/cpp/xr_session.c (+.h): owns the OpenXR
instance/session/local-space/swapchain and the per-frame
xrWaitFrame/xrBeginFrame/xrEndFrame loop, submitting the game's
existing flat render as a single head-tracked XrCompositionLayerQuad.
No stereo rendering or controller input yet - that's steps B/C/D of
the plan.
- 11-android-openxr-cmake.patch: links the OpenXR loader as a build
dependency, staged into jniLibs the same way as gl4es/SDL2.
build-image/Dockerfile and prepare-android-project.sh build and stage
it.
- 12-android-openxr-present.patch: redirects OpenGL.cc's final present
step (opengl_swap_and_restore / SDLDraw's software path) into the XR
swapchain FBO instead of the window, on Android only. Two real gl4es
bugs had to be worked around to get pixels on screen at all:
- gl4es's own glBindFramebuffer errors on an FBO id it didn't create
itself, even though the real driver-level bind succeeds - fixed by
creating the swapchain FBO container via gl4es's own
glGenFramebuffers/glBindFramebuffer, and only using the real
(dlsym'd) driver call for attaching OpenXR's foreign swapchain
texture, which gl4es's own attach can't handle.
- gl4es's glBegin/glVertexAttrib/glVertex3f immediate-mode emulation
only captures a fresh per-vertex value for attribute 0 (position,
driven directly by glVertex3f) - custom attributes like this
shader's texcoords/light are GLES2's *constant*-attribute API and
applied once for the whole draw, not per vertex, silently
collapsing the UI-overlay quad to a single sampled texel. Fixed by
switching that one draw call to real vertex arrays
(glVertexAttribPointer/glDrawArrays).
Also flips the V texcoord to match SDL's top-down row order against
GL's texture convention, and reuses a persistent texture object
instead of a fresh gen/upload/delete every frame.
- AndroidManifest.xml: declares the immersive-HMD intent category and
focus-aware metadata, drops the 2D-panel layout hint.
- README: documents the new OpenXR immersive mode.
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@@ -115,15 +115,23 @@ android {
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// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
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// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
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// gl4es .so's this links against.
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// ANDROID_EXTRA_SOURCES is a semicolon-separated CMake list,
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// not shell-split - AGP passes each "arguments" string
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// straight through as one argv element to cmake, so the
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// ';' below survives intact. ANDROID_EXTRA_INCLUDE_DIRS lets
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// engine/'s own OpenGL.cc find "xr_session.h" (see
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// android/engine-patches/11-android-openxr-cmake.patch,
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// which adds it to include_directories()).
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arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
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"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
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"-DANDROID_EXTRA_INCLUDE_DIRS=${projectDir}/src/main/cpp", \
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"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c"
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c"
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abiFilters 'arm64-v8a'
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}
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}
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