- 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.
<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.