- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a menu-toggle button) plus ray/quad hit-testing, and a visible laser-pointer line drawn from the controller toward the hit point. - xr_menu.c/h + MenuOverlay.java: a second composition-layer quad, toggled by a controller button, showing an off-screen, never-attached Android View tree (one "Keyboard" button so far) driven by synthetic touch events computed from the laser ray's hit UV. - Migrate gl4es from a prebuilt binary baked into the Docker build-image to a vendored source snapshot (android/gl4es-src/) compiled from source at APK build time via CMake add_subdirectory(), patched through a new android/gl4es-patches/ (mirrors the existing engine-patches/ pattern). This was needed to track down and fix a bug hit while building the menu: gl4es's fixed-pipeline emulation (fpe.c) was unconditionally substituting its own shader onto the menu's draw call (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so its fpe_IsEmpty() check could never see the state as empty), making the menu quad show the game's own rendering instead of its own content. Fixed by routing the menu's blit through a real glBlitFramebuffer() call instead of a shader-based draw, which gl4es's fpe.c has nothing to intercept - documented in README.md's new "Debugging notes" section. - Renumber android/engine-patches/ to close the gap left by removing an unrelated diagnostic-only patch, and strip investigation-journal comments and dead diagnostic code (temporary tracing, env-var probes) left over from finding the bug above. - Restructure README.md into numbered sections, document every engine/gl4es patch, add Android Studio dev/testing-cycle instructions, and generalize Quest-specific wording to any OpenXR headset. Update NOTICE.txt to match (gl4es is now vendored/patched source, not a prebuilt binary; add the OpenXR-SDK loader).
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@@ -0,0 +1,65 @@
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{% extends "base/header.j2" %}
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{% block content %}
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typedef struct {
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int format;
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void *func;
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void *args;
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} packed_call_t;
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typedef struct {
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int func;
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void *args;
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} indexed_call_t;
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enum FORMAT {
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{% for f in formats %}
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FORMAT_{{ f.types }},
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{% endfor %}
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};
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{% for f in formats %}
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typedef {{ f.return }} (*FUNC_{{ f.types }})({{ f.args|args }});
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{% if f.args %}
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typedef struct {
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{% for arg in f.args %}
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{{ arg.type|unconst }} a{{ loop.index }}{% if arg.type == 'GLdouble' %} __attribute__ ((aligned(8))){% endif %};
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{% endfor %}
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} ARGS_{{ f.types }};
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{% endif %}
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typedef struct {
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int format;
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FUNC_{{ f.types }} func;
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{% if f.args %}
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ARGS_{{ f.types }} args;
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{% endif %}
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} PACKED_{{ f.types }};
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typedef struct {
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int func;
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{% if f.args %}
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ARGS_{{ f.types }} args;
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{% endif %}
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} INDEXED_{{ f.types }};
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{% endfor %}
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extern void glPushCall(void *data);
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void glPackedCall(const packed_call_t *packed);
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void glIndexedCall(const indexed_call_t *packed, void *ret_v);
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packed_call_t* glCopyPackedCall(const packed_call_t *packed);
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{% for func in functions %}
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#define {{ func.name }}_INDEX {{ loop.index }}
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#define {{ func.name }}_RETURN {{ func.return }}
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#define {{ func.name }}_ARG_NAMES {{ func.args|args(0) }}
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#define {{ func.name }}_ARG_EXPAND {{ func.args|args }}
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#define {{ func.name }}_PACKED PACKED_{{ func.types }}
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#define {{ func.name }}_INDEXED INDEXED_{{ func.types }}
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#define {{ func.name }}_FORMAT FORMAT_{{ func.types }}
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{% endfor %}
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{% for func in functions %}
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{{ func.return }} APIENTRY_GL4ES gl4es_{{ func.name }}({{ func.name }}_ARG_EXPAND);
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typedef {{ func.return }} (* APIENTRY_GLES {{ func.name }}_PTR)({{ func.name }}_ARG_EXPAND);
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{% endfor %}
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{% endblock %}
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