1be0bebda256a927852d477786c7222224f64fea
8 Commits
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1be0bebda2 |
Split the menu quad back onto its own independent OpenXR swapchain
build / build (push) Successful in 1m43s
Replaces the single shared, side-by-side swapchain (game + menu content packed into one image, needing viewport/scissor juggling to keep the menu's own glClear from bleeding into the game's region) with two fully independent XrSwapchainState instances, each sized to exactly its own content and acquired/released on its own within the same xrBeginFrame/xrEndFrame pair - an ordinary multi-layer OpenXR setup. The shared-swapchain design was originally adopted to work around what looked like a Horizon OS compositor limitation with independent swapchains, but that was diagnosed before the real root cause of the "menu shows the game's content" bug was found (gl4es's fpe.c unconditionally substituting its own shader onto the menu's draw call - see README's Debugging notes). Since the actual fix routes the menu's blit through a real, non-gl4es glBlitFramebuffer() call - orthogonal to how many swapchains exist - splitting back onto two swapchains works fine and removes the GL_SCISSOR_TEST workaround and sub-rectangle offset math entirely. Confirmed on-device: both quads render correctly, hit-testing and 90 FPS unaffected. Also adds a visible cursor to the menu quad itself: xr_input.c now tracks whichever hand's aim ray hits the menu each frame and forwards it to a new MenuOverlay.nativeUpdateCursor(), which draws a small dot at that position (composited through the same Bitmap the menu's own content already goes through) - previously there was no visual feedback at all showing where you were pointing before pulling the trigger. |
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d2dc58391b |
Add controller input and a laser-pointer-driven menu quad
build / build (push) Successful in 2m26s
- 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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2300d081c3 |
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.
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0f59898bb6 |
- AndroidManifest.xml: add android:screenOrientation="landscape" and a
build / build (push) Successful in 2m15s
<layout> defaultWidth/defaultHeight/minWidth/minHeight/gravity hint - Quest's Home shell otherwise defaults a freshly-launched 2D panel to a portrait shape, cropping the game's 4:3 640x480 content down to a sliver. - The actual root cause of the remaining crop (game rendering into one corner of an otherwise correctly-sized panel), found via on-device logcat and the new diagnostics below rather than guesswork: ChangeScreenSize() (engine/src/MacSrc/ShockBitmap.c) calls SDL_SetWindowSize() whenever the game sets its video mode. That's a desktop-only operation in effect - Android has no SetWindowSize driver hook, so SDL's generic layer instead overwrites its own cached window size to the game's internal resolution (640x480) and synthesizes a resize event from that, desyncing SDL's notion of the window size from the real, unchanged Android surface (e.g. 1600x1200). Both SDL's own renderer viewport and the engine's custom GL viewport then scale against that corrupted cached size. 10-android-no-window-resize.patch skips the desktop-only SDL_SetWindowFullscreen/SetWindowSize/ SetWindowPosition calls on Android, keeping the legitimate SDL_RenderSetLogicalSize/offscreen-bitmap setup. - 06-android-resize-event.patch: also react to SDL_WINDOWEVENT_RESIZED in the engine's event loop, not just SIZE_CHANGED - Android's SDL video backend never sends SIZE_CHANGED for surface-driven resizes, only RESIZED, an independent gap worth closing regardless of the bug above. - 08/09-android-logcat-*.patch: route the engine's existing log.c output (previously plain fprintf(stderr,...), never actually captured by logcat on this build) through __android_log_vprint instead, so every existing INFO/DEBUG/WARN/ERROR call site becomes visible for on-device debugging. This is what made the diagnostic below (and everything since) observable at all. - 07-android-size-diagnostics.patch: one-time startup log comparing SDL_GetWindowSize/SDL_GL_GetDrawableSize/SDL_GetRendererOutputSize - the evidence that actually pinned down the SDL_SetWindowSize bug above. - QuestShockActivity.java: add a diagnostic onSizeChanged() log on GameSurface, used to rule out a later Android-side panel relayout as the cause before finding the real one. |
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4e47e0a989 |
Fix missing-assets detection race, 16 KB page alignment, and Android audio backend
build / build (push) Successful in 2m11s
- QuestShockActivity now actually blocks the native engine from starting when game data is missing, closing three gaps found via on-device testing: super.onCreate() must run unconditionally first (Android throws SuperNotCalledException otherwise); SDLActivity.mBrokenLibraries is now set provisionally before the storage-permission check, since onWindowFocusChanged() closing the permission dialog could otherwise start the engine before the async onRequestPermissionsResult() callback ran; and a new GameSurface (SDLSurface subclass) closes the actual gap that let the init_popups NULL-deref crash through even with mBrokenLibraries set - SDLSurface.surfaceChanged() starts the native thread directly without ever checking that flag. - Force Android to use SDL2's openslES audio backend instead of AAudio (android/engine-patches/05-android-audio-driver.patch): AAudio only allows one open playback device at a time, but the engine opens two (cutscene audio via SDL_OpenAudioDevice, SFX/MIDI via Mix_OpenAudio), hitting an assertion failure on real hardware. - Add 16 KB ELF page-size alignment (-Wl,-z,max-page-size=16384) to every Android shared library - the four prebuilts (SDL2, SDL2_mixer, fluidsynth-lite, gl4es, in build-image/Dockerfile) and the engine's own libmain.so (build.gradle) - matching Google's Play Store requirement for Android 15+ and clearing Android Studio's compatibility warning. - Add a stageEngine Gradle task that automatically re-stages the patched engine/ copy and prebuilt libraries before any Android Studio build (hooked into preBuild, with proper up-to-date checking), so source/ patch changes can't silently go stale in the build/android-engine scratch copy - previously a manual, easy-to-forget step. Skips automatically inside the build-image container so make apk/CI are unaffected. |
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ac640762d7 |
Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
build / build (push) Successful in 2m13s
- patchelf gl4es's embedded SONAME to libGL.so so AGP's jniLibs packaging (which drops any file not literally named "*.so") and the dynamic linker's NEEDED-entry resolution (by embedded SONAME, not filename) finally agree - fixes the "library \"libGL.so.1\" not found" crash seen on real Quest hardware. - QuestShockActivity now checks that res/data and res/sound exist before starting the native engine, showing an explanatory dialog instead of crashing on init_popups' unchecked NULL resource load when a fresh install has no game data copied in yet. - dist/questshock-<version>-android-arm64.apk is now versioned from the same git-tag-or-dev-placeholder scheme as the desktop tarball (build-image/version.sh, shared by both via the Makefile and build-apk.sh). - build-image/prepare-android-project.sh (prep logic extracted out of build-apk.sh) can now stage android/ for a native build directly in Android Studio (--host-paths), exporting the prebuilt SDL2/SDL2_mixer/ fluidsynth-lite/gl4es libraries and writing host-resolvable paths, instead of only ever building inside the Docker image. - Corrected GET_ASSETS.txt/GET_ASSETS_QUEST.txt, which wrongly described merging res/pc/hd and res/pc/cdrom trees out of the raw installer's sshock.kpf - an already-installed copy's res/data res/sound can just be copied directly, with extract_assets.sh only needed from the raw installer. |
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66f02a0c61 |
The Android/Quest CMakeLists.txt patch previously reimplemented desktop
build / build (push) Successful in 1m8s
immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on top of GLES, since GLES has none of it. That code compiled but was never actually exercised - no on-screen verification was possible without real Quest hardware - making it the biggest unverified risk in the port. Replace it with GL4ES (MIT-licensed, prebuilt into the build image), a mature desktop-GL-on-GLES translation library used by other Quest/Android game ports for exactly this problem. This cuts 04-android-opengl-es-render.patch by half, deleting the hand-written vertex-accumulation emulation entirely; alpha test, point sprites, and point size stay on their existing GLES-native fixes rather than trusting GL4ES's shakier custom-shader interop for those. Bump build-image/VERSION to 3 - a fresh image with GL4ES cross-compiled for arm64-v8a was built and make apk verified successfully against it. |
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9e2c9ffbe6 | Adding first APK build |