Add OpenXR bring-up: render the game as a floating quad in an immersive Quest session
build / build (push) Successful in 2m12s

- 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.
This commit is contained in:
ml
2026-07-25 07:25:27 +02:00
parent 0f59898bb6
commit 2300d081c3
13 changed files with 886 additions and 24 deletions
+23 -6
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@@ -6,6 +6,16 @@ An open source project to play the classic 1994 System Shock on a VR
headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock), headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
a cross-platform port of the original game. a cross-platform port of the original game.
## Design principles
- **Standalone-headset-only.** The game must run entirely on the headset
itself - no PC required, whether tethered or streamed (not PCVR). Any
feature or dependency that assumes a host PC is out of scope.
- **OpenXR-first.** Favor OpenXR-standard APIs over vendor-specific ones
(e.g. Meta's Oculus Mobile SDK) wherever there's a choice, so the port
isn't locked to Meta Quest and can work across other standalone,
Android-based OpenXR headsets (e.g. Pico) too.
## Layout ## Layout
- `engine/` - a vendored snapshot of the Shockolate engine source. Built - `engine/` - a vendored snapshot of the Shockolate engine source. Built
@@ -88,11 +98,14 @@ resulting tarball to dl.ladkau.de.
## Playing on Meta Quest ## Playing on Meta Quest
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - a plain `make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
(non-VR) Android app that runs as a flat, floating panel in the Quest's immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`): the
Home environment, same as any other sideloaded Android app. It's not a game's own rendering is unchanged (still a flat, 2D render, no stereo 3D
head-tracked 6DoF VR port (that's a much larger, separate undertaking); scene), but instead of running as a Home-hosted 2D panel it's now shown as
play with a Bluetooth mouse/keyboard connected to the headset. a single head-tracked quad floating in front of the viewer in an otherwise
empty space. There's no controller-driven interaction yet (that's ongoing
work - a laser-pointer-driven menu and on-screen keyboard); for now, play
with a Bluetooth mouse/keyboard connected to the headset same as before.
1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb 1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
install`). install`).
@@ -121,7 +134,7 @@ To have Android Studio compile and deploy `android/` itself instead:
``` ```
This stages everything `make apk` normally stages (a scratch, patched This stages everything `make apk` normally stages (a scratch, patched
copy of `engine/`; the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es copy of `engine/`; the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr
prebuilts; bundled assets) - the same as `build-apk.sh`'s own prep step - prebuilts; bundled assets) - the same as `build-apk.sh`'s own prep step -
except it writes `android/engine.properties` with paths that resolve on except it writes `android/engine.properties` with paths that resolve on
your host filesystem, and additionally exports the prebuilt libraries your host filesystem, and additionally exports the prebuilt libraries
@@ -151,6 +164,10 @@ The Quest build also bundles [GL4ES](https://github.com/ptitSeb/gl4es)
image), which translates the engine's desktop-style OpenGL calls into image), which translates the engine's desktop-style OpenGL calls into
GLES/EGL and is MIT-licensed. GLES/EGL and is MIT-licensed.
It also bundles the Khronos Group's own [OpenXR-SDK loader](
https://github.com/KhronosGroup/OpenXR-SDK) (`lib/arm64-v8a/libopenxr_loader.so`,
prebuilt unmodified into the build image), which is Apache 2.0-licensed.
The vendored engine snapshot in `engine/` is The vendored engine snapshot in `engine/` is
[Shockolate](https://github.com/Interrupt/systemshock), which is licensed [Shockolate](https://github.com/Interrupt/systemshock), which is licensed
under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
+9 -1
View File
@@ -115,15 +115,23 @@ android {
// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does // build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/ // the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
// gl4es .so's this links against. // gl4es .so's this links against.
// ANDROID_EXTRA_SOURCES is a semicolon-separated CMake list,
// not shell-split - AGP passes each "arguments" string
// straight through as one argv element to cmake, so the
// ';' below survives intact. ANDROID_EXTRA_INCLUDE_DIRS lets
// engine/'s own OpenGL.cc find "xr_session.h" (see
// android/engine-patches/11-android-openxr-cmake.patch,
// which adds it to include_directories()).
arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \ arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \ "-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
"-DANDROID_EXTRA_INCLUDE_DIRS=${projectDir}/src/main/cpp", \
"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \ "-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \ "-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \ "-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \ "-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \ "-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \ "-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c" "-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c"
abiFilters 'arm64-v8a' abiFilters 'arm64-v8a'
} }
} }
+19 -13
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@@ -12,6 +12,11 @@
<!-- External mouse input events --> <!-- External mouse input events -->
<uses-feature android:name="android.hardware.type.pc" android:required="false" /> <uses-feature android:name="android.hardware.type.pc" android:required="false" />
<!-- Immersive OpenXR app now (see android/app/src/main/cpp/xr_session.c),
not a 2D Home panel - vr.headtracking is what actually declares that
to Horizon OS. -->
<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />
<!-- Plain, unrestricted /sdcard access for the res/data,res/sound the <!-- Plain, unrestricted /sdcard access for the res/data,res/sound the
user drops in and the shaders/soundfont this app extracts there on user drops in and the shaders/soundfont this app extracts there on
first run - see res/GET_ASSETS_QUEST.txt and QuestShockActivity. first run - see res/GET_ASSETS_QUEST.txt and QuestShockActivity.
@@ -28,6 +33,11 @@
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:hardwareAccelerated="true" > android:hardwareAccelerated="true" >
<!-- Tells Horizon OS this activity wants the compositor for itself
(immersive VR), not the Home 2D-panel path - required for an
OpenXR session to actually start. -->
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
<activity android:name="de.ladkau.questshock.QuestShockActivity" <activity android:name="de.ladkau.questshock.QuestShockActivity"
android:label="@string/app_name" android:label="@string/app_name"
android:alwaysRetainTaskState="true" android:alwaysRetainTaskState="true"
@@ -40,23 +50,19 @@
<intent-filter> <intent-filter>
<action android:name="android.intent.action.MAIN" /> <action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" /> <category android:name="android.intent.category.LAUNCHER" />
<!-- The vendor-neutral, Khronos-defined way to declare an
immersive OpenXR entry point (vs. e.g. Meta's own
com.oculus.intent.category.VR) - see this project's
"favor OpenXR" rule in the README. If Horizon OS still
launches this as a flat panel on-device, the next thing
to try is adding a com.oculus.supportedDevices meta-data
listing the target Quest models - not confirmed
necessary from static analysis alone. -->
<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
</intent-filter> </intent-filter>
<intent-filter> <intent-filter>
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" /> <action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter> </intent-filter>
<!-- Without this, Quest's Home shell picks its own default 2D
panel shape for this activity - a tall portrait rectangle,
which crops a 4:3 landscape game like System Shock's classic
640x480 down to a sliver. defaultWidth/defaultHeight (the
standard Android multi-window sizing hint, which Quest's
panel system honors for 2D apps) requests a properly
landscape, 4:3-ish panel instead; minWidth/minHeight keep it
from being resized below the game's native resolution. -->
<layout android:defaultWidth="1280dp"
android:defaultHeight="960dp"
android:minWidth="640dp"
android:minHeight="480dp"
android:gravity="center" />
</activity> </activity>
</application> </application>
+456
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@@ -0,0 +1,456 @@
#include "xr_session.h"
#include <dlfcn.h>
#include <stdlib.h>
#include <string.h>
#include <android/log.h>
#include <jni.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#define XR_USE_PLATFORM_ANDROID 1
#define XR_USE_GRAPHICS_API_OPENGL_ES 1
#include <openxr/openxr.h>
#include <openxr/openxr_platform.h>
#include <SDL.h>
#define TAG "QuestShock"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
// Fixed pose/size for the single game quad - 2m in front of the local space
// origin, sized to preserve the game's own aspect ratio at a comfortable
// visual angle. No per-eye view/projection work is needed for a quad layer
// at all - the compositor handles reprojecting it per eye itself, which is
// exactly why this milestone doesn't need xrLocateViews or any stereo
// rendering (see the plan's step A notes).
#define QUAD_DISTANCE_METERS 2.0f
#define QUAD_WIDTH_METERS 1.6f
// Up to this many swapchain images/FBOs - real runtimes report small counts
// (2-4); this is just a fixed upper bound for the cache arrays below.
#define MAX_SWAPCHAIN_IMAGES 8
static XrInstance g_instance = XR_NULL_HANDLE;
static XrSystemId g_system_id = XR_NULL_SYSTEM_ID;
static XrSession g_session = XR_NULL_HANDLE;
static XrSpace g_local_space = XR_NULL_HANDLE;
static XrSessionState g_session_state = XR_SESSION_STATE_UNKNOWN;
// Distinct from g_session_state - true from a successful xrBeginSession
// until xrEndSession/loss/exit. Many runtimes only advance the *state*
// (e.g. READY -> SYNCHRONIZED -> VISIBLE -> FOCUSED) in response to the
// app actually calling xrWaitFrame/xrBeginFrame/xrEndFrame continuously
// after xrBeginSession - gating frame submission on already having
// reached SYNCHRONIZED+ (as this used to) is a chicken-and-egg deadlock,
// since the runtime never progresses past READY without the frame loop
// running in the first place. Frame calls just need the session to have
// begun, per the standard OpenXR sample pattern - not any particular
// later state.
static bool g_session_running = false;
static XrSwapchain g_game_swapchain = XR_NULL_HANDLE;
static int g_game_width = 0;
static int g_game_height = 0;
static GLuint g_swapchain_fbos[MAX_SWAPCHAIN_IMAGES];
static uint32_t g_swapchain_image_count = 0;
static XrTime g_predicted_display_time = 0;
static bool g_frame_should_render = false;
static bool g_have_acquired_image = false;
// This file's GL calls otherwise resolve to gl4es (the only GL symbol
// provider linked into this binary - see android/engine-patches/
// 02-android-opengl-es.patch), which is fine for anything shared with the
// engine's own gl4es-routed rendering. But the swapchain images OpenXR
// hands us are real driver texture objects gl4es never created itself,
// and gl4es's own glFramebufferTexture2D can't attach a texture it has no
// tracked metadata for. So the FBO *container* is created via gl4es's own
// glGenFramebuffers/glBindFramebuffer (so gl4es recognizes the id as its
// own and its own per-frame glBindFramebuffer succeeds), while the
// texture-attach step - the specifically foreign part - goes through the
// real driver directly, via dlsym against libGLESv2.so.
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
typedef GLenum (*PFNQSCHECKFRAMEBUFFERSTATUS)(GLenum);
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
static PFNQSCHECKFRAMEBUFFERSTATUS real_glCheckFramebufferStatus;
static bool xr_load_real_gles(void) {
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
if (lib == NULL) {
LOGE("XR: dlopen(libGLESv2.so) failed: %s", dlerror());
return false;
}
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
real_glCheckFramebufferStatus =
(PFNQSCHECKFRAMEBUFFERSTATUS)dlsym(lib, "glCheckFramebufferStatus");
return real_glFramebufferTexture2D && real_glCheckFramebufferStatus;
}
static bool xr_check(XrResult result, const char *what) {
if (XR_SUCCEEDED(result))
return true;
char resultString[XR_MAX_RESULT_STRING_SIZE] = {0};
if (g_instance != XR_NULL_HANDLE)
xrResultToString(g_instance, result, resultString);
LOGE("XR: %s failed: %s (%d)", what, resultString[0] ? resultString : "?", (int)result);
return false;
}
static PFN_xrVoidFunction xr_get_proc(const char *name) {
PFN_xrVoidFunction fn = NULL;
// xrGetInstanceProcAddr itself works with a NULL instance for the
// handful of functions (like xrInitializeLoaderKHR) that must be called
// before an instance exists.
if (!xr_check(xrGetInstanceProcAddr(g_instance, name, &fn), name))
return NULL;
return fn;
}
// The Android OpenXR loader needs the JavaVM/context before anything else -
// separate from XR_KHR_android_create_instance below, which only affects
// xrCreateInstance itself. Skipping this is a common cause of
// xrCreateInstance silently failing to find a runtime on Android.
static bool xr_initialize_android_loader(JavaVM *vm, jobject activity) {
PFN_xrInitializeLoaderKHR initializeLoader =
(PFN_xrInitializeLoaderKHR)xr_get_proc("xrInitializeLoaderKHR");
if (initializeLoader == NULL) {
LOGE("XR: xrInitializeLoaderKHR not available - no Android OpenXR loader present?");
return false;
}
XrLoaderInitInfoAndroidKHR loaderInitInfo = {XR_TYPE_LOADER_INIT_INFO_ANDROID_KHR};
loaderInitInfo.applicationVM = vm;
loaderInitInfo.applicationContext = activity;
return xr_check(initializeLoader((const XrLoaderInitInfoBaseHeaderKHR *)&loaderInitInfo),
"xrInitializeLoaderKHR");
}
// eglGetCurrentDisplay()/eglGetCurrentContext() hand us the display/context,
// but not the EGLConfig they were created with - eglQueryContext's
// EGL_CONFIG_ID plus eglChooseConfig is the standard way to recover it (the
// same trick Khronos' own hello_xr sample uses).
static EGLConfig xr_get_current_egl_config(EGLDisplay display, EGLContext context) {
EGLint configId = 0;
eglQueryContext(display, context, EGL_CONFIG_ID, &configId);
EGLint attribs[] = {EGL_CONFIG_ID, configId, EGL_NONE};
EGLConfig config = NULL;
EGLint numConfigs = 0;
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
return config;
}
static bool xr_create_instance_and_session(int game_width, int game_height) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
jobject activity = (jobject)SDL_AndroidGetActivity();
if (env == NULL || activity == NULL) {
LOGE("XR: no JNIEnv/Activity from SDL - can't init OpenXR");
return false;
}
JavaVM *vm = NULL;
(*env)->GetJavaVM(env, &vm);
if (!xr_initialize_android_loader(vm, activity))
return false;
const char *extensions[] = {
XR_KHR_ANDROID_CREATE_INSTANCE_EXTENSION_NAME,
XR_KHR_OPENGL_ES_ENABLE_EXTENSION_NAME,
};
XrInstanceCreateInfoAndroidKHR androidInfo = {XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR};
androidInfo.applicationVM = vm;
androidInfo.applicationActivity = activity;
XrInstanceCreateInfo createInfo = {XR_TYPE_INSTANCE_CREATE_INFO};
createInfo.next = &androidInfo;
createInfo.enabledExtensionCount = sizeof(extensions) / sizeof(extensions[0]);
createInfo.enabledExtensionNames = extensions;
strncpy(createInfo.applicationInfo.applicationName, "QuestShock",
XR_MAX_APPLICATION_NAME_SIZE - 1);
strncpy(createInfo.applicationInfo.engineName, "Shockolate", XR_MAX_ENGINE_NAME_SIZE - 1);
createInfo.applicationInfo.applicationVersion = 1;
createInfo.applicationInfo.engineVersion = 1;
createInfo.applicationInfo.apiVersion = XR_CURRENT_API_VERSION;
if (!xr_check(xrCreateInstance(&createInfo, &g_instance), "xrCreateInstance"))
return false;
XrSystemGetInfo systemInfo = {XR_TYPE_SYSTEM_GET_INFO};
systemInfo.formFactor = XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY;
if (!xr_check(xrGetSystem(g_instance, &systemInfo, &g_system_id), "xrGetSystem"))
return false;
// Required by spec before creating an OpenGL ES-backed session, even
// though we don't gate on the returned min/max API version here.
PFN_xrGetOpenGLESGraphicsRequirementsKHR getGLESRequirements =
(PFN_xrGetOpenGLESGraphicsRequirementsKHR)xr_get_proc("xrGetOpenGLESGraphicsRequirementsKHR");
if (getGLESRequirements == NULL)
return false;
XrGraphicsRequirementsOpenGLESKHR glesRequirements = {XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_ES_KHR};
if (!xr_check(getGLESRequirements(g_instance, g_system_id, &glesRequirements),
"xrGetOpenGLESGraphicsRequirementsKHR"))
return false;
EGLDisplay display = eglGetCurrentDisplay();
EGLContext context = eglGetCurrentContext();
if (display == EGL_NO_DISPLAY || context == EGL_NO_CONTEXT) {
LOGE("XR: no current EGL display/context - call xr_init() after init_opengl()");
return false;
}
XrGraphicsBindingOpenGLESAndroidKHR graphicsBinding = {
XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR};
graphicsBinding.display = display;
graphicsBinding.config = xr_get_current_egl_config(display, context);
graphicsBinding.context = context;
XrSessionCreateInfo sessionInfo = {XR_TYPE_SESSION_CREATE_INFO};
sessionInfo.next = &graphicsBinding;
sessionInfo.systemId = g_system_id;
if (!xr_check(xrCreateSession(g_instance, &sessionInfo, &g_session), "xrCreateSession"))
return false;
XrReferenceSpaceCreateInfo spaceInfo = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO};
spaceInfo.referenceSpaceType = XR_REFERENCE_SPACE_TYPE_LOCAL;
spaceInfo.poseInReferenceSpace.orientation.w = 1.0f;
if (!xr_check(xrCreateReferenceSpace(g_session, &spaceInfo, &g_local_space),
"xrCreateReferenceSpace"))
return false;
// Prefer a plain linear 8-bit format over GL_SRGB8_ALPHA8: the source
// SDL surface pixels are already sRGB-encoded (as ordinary 8-bit image
// data conventionally is) and get uploaded/sampled as plain linear
// GL_RGBA with no decode step anywhere in this path, matching the
// desktop SDL_RenderCopy path this replaces - an sRGB swapchain format
// would auto-gamma-encode on write and double-encode already-encoded
// data.
uint32_t formatCount = 0;
xrEnumerateSwapchainFormats(g_session, 0, &formatCount, NULL);
int64_t *formats = (int64_t *)malloc(sizeof(int64_t) * formatCount);
xrEnumerateSwapchainFormats(g_session, formatCount, &formatCount, formats);
int64_t chosenFormat = formats[0];
for (uint32_t i = 0; i < formatCount; i++) {
LOGI("XR: swapchain format[%u] = 0x%llx", i, (unsigned long long)formats[i]);
if (formats[i] == GL_RGBA8) {
chosenFormat = GL_RGBA8;
break;
}
}
free(formats);
XrSwapchainCreateInfo swapchainInfo = {XR_TYPE_SWAPCHAIN_CREATE_INFO};
swapchainInfo.usageFlags = XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT | XR_SWAPCHAIN_USAGE_SAMPLED_BIT;
swapchainInfo.format = chosenFormat;
swapchainInfo.sampleCount = 1;
swapchainInfo.width = (uint32_t)game_width;
swapchainInfo.height = (uint32_t)game_height;
swapchainInfo.faceCount = 1;
swapchainInfo.arraySize = 1;
swapchainInfo.mipCount = 1;
if (!xr_check(xrCreateSwapchain(g_session, &swapchainInfo, &g_game_swapchain),
"xrCreateSwapchain"))
return false;
g_game_width = game_width;
g_game_height = game_height;
uint32_t imageCount = 0;
xrEnumerateSwapchainImages(g_game_swapchain, 0, &imageCount, NULL);
if (imageCount > MAX_SWAPCHAIN_IMAGES) {
LOGE("XR: swapchain reports %u images, only room for %d", imageCount,
MAX_SWAPCHAIN_IMAGES);
return false;
}
// Zero-initialized, not just `.type` set per element - these structs
// also carry a `next` field the runtime may read, and an
// uninitialized stack array would leave it as garbage.
XrSwapchainImageOpenGLESKHR images[MAX_SWAPCHAIN_IMAGES] = {0};
for (uint32_t i = 0; i < imageCount; i++)
images[i].type = XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR;
if (!xr_check(xrEnumerateSwapchainImages(g_game_swapchain, imageCount, &imageCount,
(XrSwapchainImageBaseHeader *)images),
"xrEnumerateSwapchainImages"))
return false;
g_swapchain_image_count = imageCount;
if (!xr_load_real_gles()) {
LOGE("XR: couldn't resolve real GLES FBO functions via dlsym");
return false;
}
// Wraps each swapchain-provided texture in its own framebuffer, matching
// how OpenGL.cc's own CreateFrameBuffer() wraps backupBuffer - just
// without a depth/stencil attachment, since the final composite draw
// (see opengl_swap_and_restore) never needs one. The Gen/Bind calls are
// gl4es's own (linked, not dlsym'd) - see the comment above
// real_glFramebufferTexture2D for why.
bool all_complete = true;
for (uint32_t i = 0; i < imageCount; i++) {
glGenFramebuffers(1, &g_swapchain_fbos[i]);
glBindFramebuffer(GL_FRAMEBUFFER, g_swapchain_fbos[i]);
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
images[i].image, 0);
GLenum status = real_glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGE("XR: swapchain FBO %u incomplete: 0x%x", i, status);
all_complete = false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (!all_complete)
return false;
LOGI("XR: instance/session/swapchain ready (%dx%d, %u images)", game_width, game_height,
imageCount);
return true;
}
bool xr_init(int game_width, int game_height) {
if (!xr_create_instance_and_session(game_width, game_height)) {
LOGE("XR: bring-up failed - falling back to the normal window present path");
xr_shutdown();
return false;
}
return true;
}
void xr_poll_events(void) {
if (g_instance == XR_NULL_HANDLE)
return;
while (true) {
XrEventDataBuffer event = {XR_TYPE_EVENT_DATA_BUFFER};
XrResult result = xrPollEvent(g_instance, &event);
if (result == XR_EVENT_UNAVAILABLE)
break;
if (!xr_check(result, "xrPollEvent"))
break;
if (event.type == XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED) {
XrEventDataSessionStateChanged *stateEvent = (XrEventDataSessionStateChanged *)&event;
g_session_state = stateEvent->state;
LOGI("XR: session state -> %d", (int)g_session_state);
if (g_session_state == XR_SESSION_STATE_READY) {
XrSessionBeginInfo beginInfo = {XR_TYPE_SESSION_BEGIN_INFO};
beginInfo.primaryViewConfigurationType = XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO;
g_session_running = xr_check(xrBeginSession(g_session, &beginInfo), "xrBeginSession");
} else if (g_session_state == XR_SESSION_STATE_STOPPING) {
xr_check(xrEndSession(g_session), "xrEndSession");
g_session_running = false;
} else if (g_session_state == XR_SESSION_STATE_EXITING ||
g_session_state == XR_SESSION_STATE_LOSS_PENDING) {
g_session_running = false;
}
}
}
}
bool xr_is_session_running(void) { return g_session_running; }
bool xr_frame_begin(void) {
g_have_acquired_image = false;
if (!xr_is_session_running())
return false;
XrFrameWaitInfo waitInfo = {XR_TYPE_FRAME_WAIT_INFO};
XrFrameState frameState = {XR_TYPE_FRAME_STATE};
if (!xr_check(xrWaitFrame(g_session, &waitInfo, &frameState), "xrWaitFrame"))
return false;
g_predicted_display_time = frameState.predictedDisplayTime;
g_frame_should_render = frameState.shouldRender;
XrFrameBeginInfo beginInfo = {XR_TYPE_FRAME_BEGIN_INFO};
if (!xr_check(xrBeginFrame(g_session, &beginInfo), "xrBeginFrame"))
return false;
if (!g_frame_should_render)
return false;
uint32_t imageIndex = 0;
XrSwapchainImageAcquireInfo acquireInfo = {XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO};
if (!xr_check(xrAcquireSwapchainImage(g_game_swapchain, &acquireInfo, &imageIndex),
"xrAcquireSwapchainImage"))
return false;
XrSwapchainImageWaitInfo waitImageInfo = {XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO};
waitImageInfo.timeout = XR_INFINITE_DURATION;
if (!xr_check(xrWaitSwapchainImage(g_game_swapchain, &waitImageInfo), "xrWaitSwapchainImage"))
return false;
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id
// gl4es itself created (see xr_create_instance_and_session()), so its
// own "current FBO" bookkeeping updates correctly and its immediate-
// mode draw calls in android_draw_surface_as_quad() land in the right
// place.
glBindFramebuffer(GL_FRAMEBUFFER, g_swapchain_fbos[imageIndex]);
glViewport(0, 0, g_game_width, g_game_height);
g_have_acquired_image = true;
return true;
}
void xr_frame_end(void) {
if (g_session == XR_NULL_HANDLE)
return;
if (g_have_acquired_image) {
XrSwapchainImageReleaseInfo releaseInfo = {XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO};
xr_check(xrReleaseSwapchainImage(g_game_swapchain, &releaseInfo),
"xrReleaseSwapchainImage");
}
if (!xr_is_session_running())
return;
XrCompositionLayerQuad quad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
quad.space = g_local_space;
quad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
quad.subImage.swapchain = g_game_swapchain;
quad.subImage.imageRect.extent.width = g_game_width;
quad.subImage.imageRect.extent.height = g_game_height;
quad.pose.orientation.w = 1.0f;
quad.pose.position.z = -QUAD_DISTANCE_METERS;
quad.size.width = QUAD_WIDTH_METERS;
quad.size.height = QUAD_WIDTH_METERS * (float)g_game_height / (float)g_game_width;
const XrCompositionLayerBaseHeader *layers[1] = {(XrCompositionLayerBaseHeader *)&quad};
XrFrameEndInfo endInfo = {XR_TYPE_FRAME_END_INFO};
endInfo.displayTime = g_predicted_display_time;
endInfo.environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE;
endInfo.layerCount = g_have_acquired_image ? 1 : 0;
endInfo.layers = g_have_acquired_image ? layers : NULL;
xr_check(xrEndFrame(g_session, &endInfo), "xrEndFrame");
}
void xr_shutdown(void) {
for (uint32_t i = 0; i < g_swapchain_image_count; i++) {
if (g_swapchain_fbos[i] != 0)
glDeleteFramebuffers(1, &g_swapchain_fbos[i]);
}
g_swapchain_image_count = 0;
if (g_game_swapchain != XR_NULL_HANDLE)
xrDestroySwapchain(g_game_swapchain);
g_game_swapchain = XR_NULL_HANDLE;
if (g_local_space != XR_NULL_HANDLE)
xrDestroySpace(g_local_space);
g_local_space = XR_NULL_HANDLE;
if (g_session != XR_NULL_HANDLE)
xrDestroySession(g_session);
g_session = XR_NULL_HANDLE;
if (g_instance != XR_NULL_HANDLE)
xrDestroyInstance(g_instance);
g_instance = XR_NULL_HANDLE;
g_session_state = XR_SESSION_STATE_UNKNOWN;
g_session_running = false;
}
+56
View File
@@ -0,0 +1,56 @@
// Minimal OpenXR bring-up for questshock's immersive Quest build. Keeps the
// game's own rendering untouched (see android/engine-patches/
// 12-android-openxr-present.patch) - this module only owns the OpenXR
// instance/session/swapchain and the final "submit a quad layer instead of
// presenting to a window" step. No stereo rendering, no controller input
// yet (see the plan's steps B/C/D for those) - the game composite is shown
// as a single flat quad floating in front of the viewer.
#ifndef QUESTSHOCK_XR_SESSION_H
#define QUESTSHOCK_XR_SESSION_H
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// Call once, right after init_opengl() (OpenGL.cc) has created and made
// current the GL context SDL/gl4es already use - creates the OpenXR
// instance/session sharing that same EGL display/context, plus one
// swapchain sized to the game's logical resolution (game_width/height, i.e.
// grd_cap->w/h - see Shock.c's InitSDL()). Returns false if OpenXR bring-up
// failed (e.g. no runtime installed) - callers should fall back to the
// existing window-present path in that case.
bool xr_init(int game_width, int game_height);
// Pumps XR session-state events. Call once per frame, before
// xr_frame_begin(). Must still be called even when xr_init() returned
// false (no-op in that case).
void xr_poll_events(void);
// True once the session has reached a state where frames are expected
// (XR_SESSION_STATE_SYNCHRONIZED or later) - i.e. it's safe/required to
// start calling xr_frame_begin()/xr_frame_end() each frame.
bool xr_is_session_running(void);
// Begins the XR frame (xrWaitFrame/xrBeginFrame) and, if the runtime wants
// this frame rendered, acquires the next swapchain image and binds its
// framebuffer as the current render target - ready for the caller to draw
// into exactly as it would have drawn to the default framebuffer. Returns
// true if the caller should draw this frame; xr_frame_end() must be called
// unconditionally afterward either way (a begun XR frame must always be
// ended, rendered or not).
bool xr_frame_begin(void);
// Releases the swapchain image (if one was acquired this frame) and
// submits it as a single XrCompositionLayerQuad positioned in front of the
// local reference space's origin, then ends the XR frame.
void xr_frame_end(void);
void xr_shutdown(void);
#ifdef __cplusplus
}
#endif
#endif
@@ -0,0 +1,39 @@
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -64,6 +64,19 @@
endif(WIN32)
endif(ENABLE_OPENGL)
+# OpenXR loader (Android only for now - see android/app/src/main/cpp/
+# xr_session.c, which submits the game's existing render as a composition
+# layer instead of presenting to a normal window/surface). EGL is linked
+# explicitly too - xr_session.c calls eglGetCurrentDisplay/Context/
+# QueryContext/ChooseConfig directly (to share the GL context gl4es/SDL
+# already made), and unlike GL itself (where gl4es's own libGL.so already
+# provides every symbol the engine or xr_session.c call), there's no other
+# EGL provider in this link.
+if(ANDROID)
+ set(OPENXR_INCLUDE_DIRS ${ANDROID_PREBUILT_DIR}/openxr/include)
+ set(OPENXR_LIBRARIES ${ANDROID_PREBUILT_DIR}/openxr/lib/libopenxr_loader.so EGL)
+endif(ANDROID)
+
if(ENABLE_SDL2 MATCHES "ON")
find_package(SDL2 REQUIRED)
if(SDL2_FOUND)
@@ -109,6 +122,8 @@
${SDL2_MIXER_INCLUDE_DIRS}
${FLUIDSYNTH_INCLUDE_DIRS}
${OPENGL_INCLUDE_DIRS}
+ ${OPENXR_INCLUDE_DIRS}
+ ${ANDROID_EXTRA_INCLUDE_DIRS}
)
if(NOT WIN32)
@@ -439,6 +454,7 @@
${SDL2_MIXER_LIBRARIES}
${FLUIDSYNTH_LIBRARIES}
${OPENGL_LIBRARIES}
+ ${OPENXR_LIBRARIES}
${ALSA_LIBRARIES}
$<$<BOOL:${ANDROID}>:log>
)
@@ -0,0 +1,252 @@
--- a/src/MacSrc/OpenGL.cc 2026-07-25 07:10:06.189412183 +0200
+++ b/src/MacSrc/OpenGL.cc 2026-07-25 07:12:05.356301052 +0200
@@ -36,6 +36,7 @@
if (loc >= 0)
glUniform1f(loc, size);
}
+#include "xr_session.h"
#endif // __ANDROID__
extern "C" {
@@ -382,6 +383,21 @@
#endif
opengl_resize(width, height);
+#ifdef __ANDROID__
+ // Bring up the OpenXR session now that the shared GL context above is
+ // current (xr_init() reuses it via eglGetCurrentContext/Display - see
+ // xr_session.c) - sized to the game's own logical resolution, not the
+ // physical window, since the swapchain is composited by the XR runtime
+ // rather than upscaled by us into a physical-window-sized viewport (see
+ // opengl_swap_and_restore()/android_composite_software_frame() below).
+ // Failure here (e.g. no OpenXR runtime installed) just means the
+ // immersive path never activates - SDLDraw() falls back to the plain
+ // window-present path for the rest of the run.
+ int xr_logical_width, xr_logical_height;
+ SDL_RenderGetLogicalSize(renderer, &xr_logical_width, &xr_logical_height);
+ xr_init(xr_logical_width, xr_logical_height);
+#endif
+
// Now make the palettes
opaquePalette = SDL_AllocPalette(256);
transparentPalette = SDL_AllocPalette(256);
@@ -498,7 +514,109 @@
*y_scale = output_height / screen_height;
}
+#ifdef __ANDROID__
+// Shared by opengl_swap_and_restore()'s UI-overlay blit and
+// android_composite_software_frame() below - draws an SDL_Surface as a
+// fullscreen textured quad via gl4es. SDL's own renderer can't be used
+// here: it's tied to the window's own EGL surface, not whatever XR
+// swapchain framebuffer the caller already bound via xr_frame_begin().
+static void android_draw_surface_as_quad(SDL_Surface *ui, bool blend) {
+ SDL_Surface *uiRgba = SDL_ConvertSurfaceFormat(ui, SDL_PIXELFORMAT_RGBA32, 0);
+ if (uiRgba == nullptr)
+ return;
+
+ glUseProgram(textureShaderProgram.shaderProgram);
+ GLint tcAttrib = textureShaderProgram.tcAttrib;
+ GLint lightAttrib = textureShaderProgram.lightAttrib;
+ glUniform1i(textureShaderProgram.uniNightSight, false);
+ glUniformMatrix4fv(textureShaderProgram.uniView, 1, false, IdentityMatrix);
+ glUniformMatrix4fv(textureShaderProgram.uniProj, 1, false, IdentityMatrix);
+
+ // Persistent texture, reused every call instead of a fresh
+ // gen/upload/delete each frame.
+ static GLuint s_uiTexture = 0;
+ if (s_uiTexture == 0)
+ glGenTextures(1, &s_uiTexture);
+ bind_texture(s_uiTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, uiRgba->w, uiRgba->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ uiRgba->pixels);
+
+ set_blend_mode(blend);
+
+ // Real per-vertex arrays, not glBegin/glVertexAttrib/glVertex3f
+ // immediate mode: glVertexAttrib*() is GLES2's *constant*-attribute
+ // API - without an enabled vertex array it sets one value for the
+ // whole draw call, not a fresh value per vertex. gl4es's immediate-mode
+ // emulation only reproduces desktop GL's per-vertex-capture behavior
+ // for attribute 0 (position, driven directly by glVertex3f), not for
+ // custom attributes like this shader's texcoords/light.
+ //
+ // V is flipped (1 at the bottom, 0 at the top): GL texture v=0
+ // addresses the first row of data passed to glTexImage2D, but uiRgba
+ // (an SDL surface) stores its rows top-down.
+ struct QuadVertex {
+ float x, y, z;
+ float u, v;
+ float light;
+ };
+ static const QuadVertex quadVerts[4] = {
+ {1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
+ {1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f},
+ {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ };
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(tcAttrib);
+ glEnableVertexAttribArray(lightAttrib);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].x);
+ glVertexAttribPointer(tcAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].u);
+ glVertexAttribPointer(lightAttrib, 1, GL_FLOAT, GL_FALSE, sizeof(QuadVertex),
+ &quadVerts[0].light);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ // The engine's other rendering uses glBegin/glVertexAttrib/glVertex3f
+ // immediate mode for attribute 0, which depends on it not having an
+ // enabled array bound.
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(tcAttrib);
+ glDisableVertexAttribArray(lightAttrib);
+ glFlush();
+
+ SDL_FreeSurface(uiRgba);
+}
+
+void android_composite_software_frame(SDL_Surface *ui) {
+ // Deliberately no SDL_GL_MakeCurrent() here - see the comment in
+ // opengl_swap_and_restore() below for why.
+ glClear(GL_COLOR_BUFFER_BIT);
+ android_draw_surface_as_quad(ui, false);
+}
+#endif
+
void opengl_swap_and_restore(SDL_Surface *ui) {
+#ifdef __ANDROID__
+ // No SDL_GL_MakeCurrent() here on Android, deliberately - unlike the
+ // desktop path below. init_opengl() already made (window, context)
+ // current once; re-asserting it every frame turned out to reset
+ // gl4es's own internal "current framebuffer" bookkeeping back to
+ // whatever it associates with that context/surface pair (observed
+ // on-device: the XR swapchain image reliably received our real
+ // glClear/bind from xr_frame_begin(), but every actual gl4es-routed
+ // draw call after a fresh SDL_GL_MakeCurrent() here kept landing
+ // somewhere else - the quad stayed permanently black). Confirmed this
+ // exact class of gl4es/OpenXR interaction against RTCWQuest (Team
+ // Beef Studios), a shipped gl4es+Khronos-OpenXR-loader Quest port:
+ // it makes its EGL context current exactly once at init and never
+ // again per-frame, for the same reason.
+ //
+ // xr_frame_begin() (called from SDLDraw()) already bound the XR
+ // swapchain's framebuffer and a full-size viewport - no physical-
+ // window letterboxing needed here either, unlike the desktop/2D-panel
+ // path below, since the swapchain is sized to exactly the game's
+ // logical resolution (see xr_init()).
+ glClear(GL_COLOR_BUFFER_BIT);
+#else
// restore the view backup (without HUD overlay) for incremental
// updates in the subsequent frame
SDL_GL_MakeCurrent(window, context);
@@ -510,6 +628,7 @@
// Set the drawable area for the 3d view
glViewport(phys_offset_x * x_hdpi_scale, phys_offset_y * y_hdpi_scale, phys_width * x_hdpi_scale,
phys_height * y_hdpi_scale);
+#endif
set_blend_mode(false);
// Bind and setup our general shader program
@@ -552,6 +671,11 @@
if (err != GL_NO_ERROR)
ERROR("OpenGL error: %i", err);
+#ifdef __ANDROID__
+ // Blit the UI canvas over the 3d view (see android_draw_surface_as_quad()
+ // above - SDL's renderer can't target the XR swapchain framebuffer).
+ android_draw_surface_as_quad(ui, true);
+#else
// Blit the UI canvas over the 3d view
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, ui);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
@@ -561,6 +685,7 @@
// Finally, swap to the screen
SDL_RenderPresent(renderer);
+#endif
}
void toggle_opengl() {
--- a/src/MacSrc/OpenGL.h 2026-07-19 13:11:51.000000000 +0200
+++ b/src/MacSrc/OpenGL.h 2026-07-25 07:10:06.353410581 +0200
@@ -22,6 +22,15 @@
void opengl_swap_and_restore(SDL_Surface *ui);
void opengl_change_palette();
+#ifdef __ANDROID__
+// Composites a plain software-rendered frame (the same content SDLDraw's
+// non-OpenGL fallback would otherwise present via SDL_RenderCopy) into the
+// XR swapchain image already bound by xr_frame_begin() - see Shock.c's
+// SDLDraw(), which needs this for the splash screen/cutscenes/menus that
+// render this way instead of through opengl_swap_and_restore().
+void android_composite_software_frame(SDL_Surface *ui);
+#endif
+
void opengl_set_viewport(int x, int y, int width, int height);
int opengl_draw_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
int opengl_light_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
--- a/src/MacSrc/Shock.c 2026-07-25 07:10:06.181412261 +0200
+++ b/src/MacSrc/Shock.c 2026-07-25 07:10:06.353410581 +0200
@@ -30,6 +30,10 @@
#include <math.h>
#include <SDL.h>
+#ifdef __ANDROID__
+#include "xr_session.h"
+#endif
+
#include "InitMac.h"
#include "Modding.h"
#include "OpenGL.h"
@@ -301,6 +305,21 @@
}
void SDLDraw() {
+#ifdef __ANDROID__
+ // The true once-a-frame present hook for the immersive OpenXR path -
+ // unlike opengl_swap_and_restore() below, this runs every frame
+ // regardless of should_opengl_swap() (e.g. also during the splash
+ // screen/cutscenes/menus, which render through the plain software
+ // path below, not the OpenGL one). xr_poll_events() needs exactly that
+ // - called unconditionally - to ever observe the session reach a
+ // running state in the first place.
+ xr_poll_events();
+ if (!xr_frame_begin()) {
+ xr_frame_end();
+ return;
+ }
+#endif
+
if (should_opengl_swap()) {
// We want the UI background to be transparent!
sdlPalette->colors[255].a = 0x00;
@@ -310,14 +329,27 @@
// Set the palette back, and we are done
sdlPalette->colors[255].a = 0xff;
+#ifdef __ANDROID__
+ xr_frame_end();
+#endif
return;
}
+#ifdef __ANDROID__
+ // Same software-rendered frame the desktop path below would present
+ // via SDL_RenderCopy/SDL_RenderPresent, composited into the XR
+ // swapchain image xr_frame_begin() bound above instead - SDL's
+ // renderer is tied to the window's own EGL surface, not that FBO.
+ android_composite_software_frame(drawSurface);
+ xr_frame_end();
+ return;
+#endif
+
// Clear the screen!
SDL_RenderClear(renderer);
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, drawSurface);
- // Blit to the screen by drawing the surface
+ // Blit to the screen by drawing the surface
SDL_Rect srcRect = {0, 0, gScreenWide, gScreenHigh};
SDL_RenderCopy(renderer, texture, &srcRect, NULL);
SDL_DestroyTexture(texture);
+28
View File
@@ -57,6 +57,14 @@ ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
# desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so # desktop-style immediate-mode OpenGL calls into real GLES/EGL calls, so
# engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android. # engine/src/MacSrc/OpenGL.cc needs no immediate-mode rewrite on Android.
ARG ANDROID_GL4ES_VERSION=1.1.6 ARG ANDROID_GL4ES_VERSION=1.1.6
# Khronos' own OpenXR loader (https://github.com/KhronosGroup/OpenXR-SDK) -
# the vendor-neutral loader, not Meta's redistributed copy, per this
# project's "favor OpenXR" rule (see README's Design principles). Only the
# loader is built (BUILD_LOADER=ON, everything else off) - the actual XR
# runtime implementation is resolved on-device by Horizon OS at load time,
# nothing else needs bundling. Verify this is still the latest release tag
# at https://github.com/KhronosGroup/OpenXR-SDK/releases when bumping.
ARG ANDROID_OPENXR_VERSION=1.1.42
ENV DEBIAN_FRONTEND=noninteractive ENV DEBIAN_FRONTEND=noninteractive
@@ -272,6 +280,26 @@ RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
&& cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \ && cp -a gl4es-android/include/. /opt/prebuilt/android/gl4es/include/ \
&& rm -rf gl4es-android build-gl4es-android && rm -rf gl4es-android build-gl4es-android
# OpenXR loader, for the immersive VR mode (android/app/src/main/cpp/
# xr_session.c and friends) - see android/engine-patches/
# 11-android-openxr-cmake.patch for how the engine links it.
RUN git clone --branch "release-${ANDROID_OPENXR_VERSION}" --depth 1 \
https://github.com/KhronosGroup/OpenXR-SDK.git openxr-sdk-android \
&& rm -rf openxr-sdk-android/.git \
&& cmake -S openxr-sdk-android -B build-openxr-android \
-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
-DCMAKE_INSTALL_PREFIX=/opt/prebuilt/android/openxr \
-DBUILD_LOADER=ON -DBUILD_TESTS=OFF -DBUILD_API_LAYERS=OFF \
-DBUILD_CONFORMANCE_TESTS=OFF -DBUILD_WITH_SYSTEM_JSONCPP=OFF \
-DDYNAMIC_LOADER=ON \
-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
&& cmake --build build-openxr-android -j"$(nproc)" --target openxr_loader \
&& cmake --install build-openxr-android \
&& mkdir -p /opt/prebuilt/android/openxr/include \
&& cp -a openxr-sdk-android/include/. /opt/prebuilt/android/openxr/include/ \
&& rm -rf openxr-sdk-android build-openxr-android
COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh COPY build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh COPY build-image/build-engine.sh /usr/local/bin/build-engine.sh
RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh RUN chmod +x /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-engine.sh
+4 -4
View File
@@ -1,8 +1,8 @@
#!/usr/bin/env bash #!/usr/bin/env bash
# Prepares android/ to be built: a scratch, patched copy of engine/ (see # Prepares android/ to be built: a scratch, patched copy of engine/ (see
# android/engine-patches/ - engine/ itself is never modified), the # android/engine-patches/ - engine/ itself is never modified), the
# Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts staged into # Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr prebuilts staged
# jniLibs, bundled assets, and android/engine.properties (engineDir/ # into jniLibs, bundled assets, and android/engine.properties (engineDir/
# prebuiltDir, read by android/app/build.gradle). Always run inside this # prebuiltDir, read by android/app/build.gradle). Always run inside this
# image (via ../run-image.sh, or directly if already inside it) - it # image (via ../run-image.sh, or directly if already inside it) - it
# reads from /opt/prebuilt/android/*, which only exists there. # reads from /opt/prebuilt/android/*, which only exists there.
@@ -75,12 +75,12 @@ cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2" cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt" cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs ==" echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es/openxr .so's into jniLibs =="
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a" JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs" rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR" mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \ find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib \ /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/openxr/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \; -name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Done ==" echo "== Done =="
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