2300d081c3
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.
164 lines
8.4 KiB
Groovy
164 lines
8.4 KiB
Groovy
apply plugin: 'com.android.application'
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// Paths written by build-image/prepare-android-project.sh (called by
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// build-apk.sh, or standalone with --host-paths to prep for a native
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// build in Android Studio - see README) since they're only known at
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// prep/build time, not something a checked-in build.gradle can hardcode.
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// engineDir is the scratch, patched copy of engine/; prebuiltDir is the
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// Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts - both point
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// into this container's own paths for build-apk.sh's own gradlew call,
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// or host-resolvable paths (plus a host-side export of prebuiltDir, since
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// /opt/prebuilt/android only exists in the image) when prepared with
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// --host-paths for Android Studio.
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def engineProps = new Properties()
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file("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) }
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def engineDir = engineProps.getProperty('engineDir')
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if (engineDir == null) {
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throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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def prebuiltDir = engineProps.getProperty('prebuiltDir')
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if (prebuiltDir == null) {
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throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
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}
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// Set by build-apk.sh (see build-image/version.sh, shared with the
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// desktop tarball's versioning) via -PquestshockVersionName/Code. Default
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// here only covers a direct, unsupported `gradlew` invocation.
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def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev'
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def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1
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// Auto-refreshes the staged, patched engine/ copy and prebuilt libraries
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// (see build-image/prepare-android-project.sh --host-paths, and the
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// engineDir/prebuiltDir properties read above) so a plain Android Studio
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// build/run can never silently compile against a stale scratch copy after
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// engine/ or android/engine-patches/ change - previously a manual, easy to
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// forget re-run. inputs/outputs are declared so Gradle skips the (Docker-
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// invoking, not free) step entirely when nothing relevant actually changed,
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// keeping pure-Java edit/run cycles fast.
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def repoRoot = file("${projectDir}/../..")
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def stageEngineTask = tasks.register("stageEngine", Exec) {
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group = "build setup"
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description = "Refreshes the patched engine/ scratch copy and prebuilt libraries for a native Android Studio build (build-image/prepare-android-project.sh --host-paths)."
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workingDir repoRoot
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commandLine "./run-image.sh", "bash", "build-image/prepare-android-project.sh", "--host-paths"
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// /opt/prebuilt/android only ever exists inside the build-image
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// container itself (baked in at image-build time, never on the host -
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// see build-image/Dockerfile). Its presence means this build is
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// build-apk.sh's own gradlew call, running INSIDE that container, which
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// already staged everything itself in container mode before invoking
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// gradlew - re-running this task there would try to `docker run` from
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// inside a container with no docker socket, breaking make apk/CI. Only
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// a genuine host-side Android Studio build (where this path is absent)
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// needs this task.
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onlyIf { !file('/opt/prebuilt/android').isDirectory() }
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inputs.dir("${repoRoot}/engine")
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inputs.dir("${projectDir}/../engine-patches")
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inputs.file("${repoRoot}/build-image/Dockerfile")
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outputs.dir("${repoRoot}/build/android-engine")
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outputs.dir("${repoRoot}/build/android-prebuilt")
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outputs.file("${projectDir}/../engine.properties")
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}
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// preBuild is what every variant's compile/native-build tasks already
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// transitively depend on, regardless of AGP version's exact CMake task
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// naming - the simplest reliable hook to run before any of them.
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afterEvaluate {
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tasks.named("preBuild").configure {
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dependsOn stageEngineTask
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}
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}
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android {
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namespace "de.ladkau.questshock"
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// compileSdk/buildToolsVersion/ndkVersion must all match what
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// build-image/Dockerfile actually installs - otherwise AGP defaults to
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// whatever version it itself prefers and tries to download it into the
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// SDK dir at build time, which isn't writable.
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compileSdk 34
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buildToolsVersion "34.0.0"
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ndkVersion "26.1.10909125"
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defaultConfig {
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applicationId "de.ladkau.questshock"
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// 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
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// comment on ANDROID_PLATFORM_VERSION: paired with
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// requestLegacyExternalStorage in the manifest, this keeps
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// /sdcard/questshock/ a plain, unrestricted shared folder instead of
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// Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
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// targets - not just whatever's the current API level today.
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minSdkVersion 24
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targetSdkVersion 29
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versionCode questshockVersionCode
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versionName questshockVersionName
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externalNativeBuild {
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cmake {
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// engine/CMakeLists.txt's own dependency-selection options
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// (see engine/CMakeLists.txt near the top): SDL2 via
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// find_package (our Android SDL2 build installs a real CMake
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// config, unlike the desktop build's older bundled copy);
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// SDL2_mixer and FluidSynth via the same build_ext/ BUNDLED
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// convention the desktop build already uses (populated in the
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// scratch engine copy by prepare-android-project.sh from
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// prebuiltDir). ANDROID_PREBUILT_DIR is also read directly by
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// android/engine-patches/02-android-opengl-es.patch, for gl4es.
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// The CMAKE_FIND_ROOT_PATH* overrides below are needed
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// because the NDK toolchain file restricts find_package/
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// find_path/find_library to its own sysroot by default,
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// which would otherwise miss our custom-installed SDL2 (see
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// build-image/Dockerfile's SDL2_mixer build, which hit the
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// exact same thing).
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// -Wl,-z,max-page-size=16384: NDK 26 doesn't 16 KB-align ELF
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// LOAD segments by default (only automatic in NDK 28+) - see
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// build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
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// the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite/
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// gl4es .so's this links against.
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// ANDROID_EXTRA_SOURCES is a semicolon-separated CMake list,
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// not shell-split - AGP passes each "arguments" string
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// straight through as one argv element to cmake, so the
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// ';' below survives intact. ANDROID_EXTRA_INCLUDE_DIRS lets
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// engine/'s own OpenGL.cc find "xr_session.h" (see
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// android/engine-patches/11-android-openxr-cmake.patch,
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// which adds it to include_directories()).
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arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
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"-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
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"-DANDROID_EXTRA_INCLUDE_DIRS=${projectDir}/src/main/cpp", \
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"-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
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"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
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"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
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"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c"
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abiFilters 'arm64-v8a'
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}
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}
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}
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externalNativeBuild {
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cmake {
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path file("${engineDir}/CMakeLists.txt")
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}
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}
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buildTypes {
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release {
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minifyEnabled false
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}
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}
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lint {
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abortOnError false
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}
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}
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dependencies {
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// ActivityCompat.checkSelfPermission/requestPermissions in
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// QuestShockActivity - the plain android.app.Activity APIs work the
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// same way without androidx, but ActivityCompat is the standard,
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// documented way to request runtime permissions safely.
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implementation 'androidx.core:core:1.12.0'
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}
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