- 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:
+16
-35
@@ -56,7 +56,21 @@ ARG ANDROID_16KB_LDFLAGS="-Wl,-z,max-page-size=16384"
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# GL4ES (https://github.com/ptitSeb/gl4es) - translates the engine's
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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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# Vendored directly into android/gl4es-src/ (currently tag v1.1.6, gl4es's
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# latest release) rather than fetched at build time, same rationale as
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# engine/: lets android/gl4es-patches/ instrument it directly (this is
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# Android/GLES-only, with no desktop build depending on it, so unlike
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# engine/ there's no shared tree to protect - see that patch's own comment
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# for why this was needed, tracking down the OpenXR menu-quad texture bug).
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# Re-vendoring a newer tag later: re-clone into android/gl4es-src/, then
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# reapply/update the patches in android/gl4es-patches/.
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# Unlike SDL2/SDL2_mixer/fluidsynth-lite/OpenXR below, gl4es is NOT
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# prebuilt in this image - it's compiled from a scratch, patched copy as a
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# CMake subdirectory of the engine's own native build (see
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# build-image/prepare-android-project.sh and
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# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
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# changes only need a normal Android Studio/gradlew rebuild, not a
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# build-image rebuild.
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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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@@ -92,17 +106,12 @@ ENV DEBIAN_FRONTEND=noninteractive
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# build cache for this layer - and vice versa, adding a package here only
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# ever costs a rebuild of the (slow) layers below it, not a re-download
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# of packages that didn't change.
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# patchelf: fixes up GL4ES's built-in ELF SONAME below (see the gl4es
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# build step) - the Android APK packager (AGP) refuses to bundle a
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# jniLibs file whose name doesn't literally end in ".so", but the
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# dynamic linker resolves NEEDED entries by embedded SONAME, not
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# filename - patchelf lets both agree on "libGL.so".
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RUN apt-get update && apt-get install -y --no-install-recommends \
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build-essential cmake make git curl ca-certificates pkg-config gosu \
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libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
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libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
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libogg-dev libvorbis-dev libasound2-dev openssh-client \
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openjdk-17-jdk-headless unzip patchelf \
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openjdk-17-jdk-headless unzip \
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&& rm -rf /var/lib/apt/lists/*
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WORKDIR /opt/prebuilt
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@@ -252,34 +261,6 @@ RUN git clone https://github.com/EtherTyper/fluidsynth-lite.git fluidsynth-lite-
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/opt/prebuilt/android/fluidsynth-lite/include/fluidsynth/version.h \
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&& rm -rf fluidsynth-lite-android build-fluidsynth-android
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# gl4es's own CMakeLists.txt writes its output straight to
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# ${CMAKE_SOURCE_DIR}/lib (the source tree, not the build dir) and gives
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# the GL target a ".so.1" suffix, both in filename and in its embedded
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# ELF SONAME - stage explicitly rather than `cmake --install` (which it
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# doesn't support for this target anyway). Renaming the *file* to
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# "libGL.so" isn't enough on its own: the dynamic linker resolves
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# libmain.so's NEEDED entry by the *embedded* SONAME, not by whatever
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# filename it was linked against, so a bare rename would link fine but
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# fail to dlopen on-device. And keeping the real "libGL.so.1" filename
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# isn't an option either - AGP's jniLibs packaging silently drops any
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# native library whose filename doesn't literally end in ".so". So
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# patchelf the embedded SONAME to "libGL.so" too, making the rename
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# consistent both at link time and at runtime.
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RUN git clone --branch "v${ANDROID_GL4ES_VERSION}" --depth 1 \
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https://github.com/ptitSeb/gl4es.git gl4es-android \
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&& rm -rf gl4es-android/.git \
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&& cmake -S gl4es-android -B build-gl4es-android \
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-DCMAKE_TOOLCHAIN_FILE="${ANDROID_NDK_TOOLCHAIN}" \
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-DANDROID_ABI="${ANDROID_ABI}" -DANDROID_PLATFORM="android-${ANDROID_PLATFORM_VERSION}" \
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-DANDROID=ON -DUSE_ANDROID_LOG=ON -DSTATICLIB=OFF \
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-DCMAKE_SHARED_LINKER_FLAGS="${ANDROID_16KB_LDFLAGS}" \
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&& cmake --build build-gl4es-android -j"$(nproc)" \
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&& mkdir -p /opt/prebuilt/android/gl4es/lib /opt/prebuilt/android/gl4es/include \
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&& cp -a gl4es-android/lib/libGL.so.1 /opt/prebuilt/android/gl4es/lib/libGL.so \
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&& patchelf --set-soname libGL.so /opt/prebuilt/android/gl4es/lib/libGL.so \
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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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@@ -1,9 +1,9 @@
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#!/usr/bin/env bash
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# Builds the Quest APK - see build-image/prepare-android-project.sh (which
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# this calls) for how android/ gets a scratch, patched copy of engine/,
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# the Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts, and bundled
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# assets staged in. Run via ../run-image.sh (or directly, if already
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# inside this image - see the Makefile's `apk` target).
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# this calls) for how android/ gets scratch, patched copies of engine/ and
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# gl4es-src/, the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts,
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# and bundled assets staged in. Run via ../run-image.sh (or directly, if
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# already inside this image - see the Makefile's `apk` target).
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#
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# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
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# own dependency resolution isn't prebuilt into the image (see
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@@ -1,11 +1,17 @@
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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/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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# android/engine-patches/) and of android/gl4es-src/ (see
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# android/gl4es-patches/) - neither vendored tree itself is ever modified -
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# the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts staged into
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# jniLibs, bundled assets, and android/engine.properties (engineDir/
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# gl4esDir/prebuiltDir, read by android/app/build.gradle). gl4es itself is
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# NOT prebuilt here - it's compiled from this scratch copy as a CMake
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# subdirectory of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch), so gl4es-patches/
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# changes only need a normal rebuild, not a build-image rebuild. Always
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# run inside this image (via ../run-image.sh, or directly if already
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# inside it) - it reads from /opt/prebuilt/android/*, which only exists
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# there.
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#
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# Two modes:
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# (no args) - for build-apk.sh's own gradlew, invoked in this same
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@@ -30,6 +36,7 @@ fi
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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SCRATCH_ENGINE="$REPO_ROOT/build/android-engine"
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SCRATCH_GL4ES="$REPO_ROOT/build/android-gl4es"
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PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt"
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echo "== Preparing a scratch, patched copy of engine/ =="
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@@ -40,6 +47,13 @@ for p in "$ANDROID_DIR"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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echo "== Preparing a scratch, patched copy of android/gl4es-src/ =="
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rm -rf "$SCRATCH_GL4ES"
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cp -a "$ANDROID_DIR/gl4es-src" "$SCRATCH_GL4ES"
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for p in "$ANDROID_DIR"/gl4es-patches/*.patch; do
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patch -p1 -d "$SCRATCH_GL4ES" < "$p"
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done
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echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) =="
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mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite"
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cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/"
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@@ -49,18 +63,21 @@ cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext
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if [ "$HOST_PATHS" -eq 1 ]; then
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: "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}"
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echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use =="
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echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr for host-side use =="
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rm -rf "$PREBUILT_EXPORT_DIR"
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cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR"
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ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine"
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GL4ES_DIR_PROP="$HOST_REPO_ROOT/build/android-gl4es"
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PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt"
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else
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ENGINE_DIR_PROP="$SCRATCH_ENGINE"
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GL4ES_DIR_PROP="$SCRATCH_GL4ES"
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PREBUILT_DIR_PROP="/opt/prebuilt/android"
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fi
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{
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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} > "$ANDROID_DIR/engine.properties"
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@@ -75,16 +92,22 @@ 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/openxr .so's into jniLibs =="
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
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# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
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# from $SCRATCH_GL4ES as part of the engine's own native build (see
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# android/engine-patches/02-android-opengl-es.patch); AGP's own native-build
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# packaging picks up its compiled libGL.so directly, without needing it
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# staged into jniLibs by this script.
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JNI_LIBS_DIR="$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 /opt/prebuilt/android/openxr/lib \
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/opt/prebuilt/android/openxr/lib \
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-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
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echo "== Done =="
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echo "engineDir=$ENGINE_DIR_PROP"
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echo "gl4esDir=$GL4ES_DIR_PROP"
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echo "prebuiltDir=$PREBUILT_DIR_PROP"
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if [ "$HOST_PATHS" -eq 1 ]; then
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echo "android/ is ready to open and build natively in Android Studio on the host."
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Reference in New Issue
Block a user