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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@@ -57,6 +57,14 @@ ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
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# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
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# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
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ARG ANDROID_GL4ES_VERSION=1.1.6
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# Khronos' own OpenXR loader (https://github.com/KhronosGroup/OpenXR-SDK) -
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# the vendor-neutral loader, not Meta's redistributed copy, per this
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# project's "favor OpenXR" rule (see README's Design principles). Only the
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# loader is built (BUILD_LOADER=ON, everything else off) - the actual XR
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# runtime implementation is resolved on-device by Horizon OS at load time,
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# nothing else needs bundling. Verify this is still the latest release tag
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# at https://github.com/KhronosGroup/OpenXR-SDK/releases when bumping.
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ARG ANDROID_OPENXR_VERSION=1.1.42
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ENV DEBIAN_FRONTEND=noninteractive
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@@ -272,6 +280,26 @@ RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
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&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
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&& rm -rf gl4es-android build-gl4es-android
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# OpenXR loader, for the immersive VR mode (android/app/src/main/cpp/
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# xr_session.c and friends) - see android/engine-patches/
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# 11-android-openxr-cmake.patch for how the engine links it.
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RUN git clone --branch "release-${ANDROID_OPENXR_VERSION}" --depth 1 \
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https://github.com/KhronosGroup/OpenXR-SDK.git openxr-sdk-android \
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&& rm -rf openxr-sdk-android/.git \
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&& cmake -S openxr-sdk-android -B build-openxr-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/openxr \
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-DBUILD_LOADER=ON -DBUILD_TESTS=OFF -DBUILD_API_LAYERS=OFF \
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-DBUILD_CONFORMANCE_TESTS=OFF -DBUILD_WITH_SYSTEM_JSONCPP=OFF \
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-DDYNAMIC_LOADER=ON \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-openxr-android -j"$(nproc)" --target openxr_loader \
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&& cmake --install build-openxr-android \
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&& mkdir -p /opt/prebuilt/android/openxr/include \
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&& cp -a openxr-sdk-android/include/. /opt/prebuilt/android/openxr/include/ \
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&& rm -rf openxr-sdk-android build-openxr-android
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COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
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COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh
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RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
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@@ -1,8 +1,8 @@
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#!/usr/bin/env bash
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# Prepares android/ to be built: a scratch, patched copy of engine/ (see
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# android/engine-patches/ - engine/ itself is never modified), the
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# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts staged into
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# jniLibs, bundled assets, and android/engine.properties (engineDir/
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# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr prebuilts staged
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# into jniLibs, bundled assets, and android/engine.properties (engineDir/
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# prebuiltDir, read by android/app/build.gradle). Always run inside this
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# image (via ../run-image.sh, or directly if already inside it) - it
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# reads from /opt/prebuilt/android/*, which only exists there.
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@@ -75,12 +75,12 @@ cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
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cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
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cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr .so's into jniLibs =="
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JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
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rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
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mkdir -p "$JNI_LIBS_DIR"
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find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
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/opt/prebuilt/android/gl4es/lib \
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/opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/openxr/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Done =="
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