- 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).
This commit is contained in:
@@ -0,0 +1,62 @@
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# Check if all required arguments are provided
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macro(argument_required argument failstring)
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if (NOT ${argument})
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message(FATAL_ERROR ${failstring})
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endif (NOT ${argument})
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endmacro(argument_required)
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argument_required(LIBRARY_FOLDER "All tests require to have a library output folder.")
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argument_required(TESTS_DIRECTORY "All tests require to have a test folder.")
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argument_required(TEST_FILENAME "All tests require a trace filename to be reprinted.")
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argument_required(CALLS "All tests require a call count.")
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# Enable different GLES version tests
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if (GLES_FORCED)
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set(GLES${GLES_FORCED}_ENABLED ON)
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else (GLES_FORCED)
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set(GLES1_ENABLED ON)
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set(GLES2_ENABLED ON)
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endif (GLES_FORCED)
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# Special case fo pixels tolerance
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if (TOLERANCE)
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set(TOLERANCE_GLES1 ${TOLERANCE})
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set(TOLERANCE_GLES2 ${TOLERANCE})
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endif (TOLERANCE)
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# Use the built library
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set(ENV{LD_LIBRARY_PATH} ${LIBRARY_FOLDER}:$ENV{LD_LIBRARY_PATH})
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macro(run_test GLES)
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if (GLES${GLES}_ENABLED)
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argument_required(TOLERANCE_GLES${GLES} "All tests require a pixel tolerance for GLES ${GLES}.")
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set(ENV{LIBGL_ES} ${GLES})
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message(STATUS "Starting test in GLES ${GLES}...")
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execute_process(
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COMMAND ${TESTS_DIRECTORY}/test.sh
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${TEST_FILENAME}
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${CALLS}
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${TOLERANCE_GLES${GLES}}
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${EXTRACT_RANGE}
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ERROR_VARIABLE TEST_ERROR
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OUTPUT_VARIABLE TEST_OUTPUT
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WORKING_DIRECTORY ${TESTS_DIRECTORY}
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)
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message(STATUS "Ran test.\nError: ${TEST_ERROR}\nOutput: ${TEST_OUTPUT}")
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if (TEST_OUTPUT)
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set(ERROR ${ERROR} ${GLES})
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endif (TEST_OUTPUT)
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endif (GLES${GLES}_ENABLED)
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endmacro(run_test)
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run_test(1)
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run_test(2)
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if (ERROR)
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message(FATAL_ERROR "Test(s) failed while using GLES ${ERROR}")
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endif (ERROR)
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message(STATUS "Success.")
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