d2dc58391b
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).
46 lines
1.2 KiB
Diff
46 lines
1.2 KiB
Diff
--- a/src/Libraries/LG/Source/LOG/src/log.c
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+++ b/src/Libraries/LG/Source/LOG/src/log.c
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@@ -28,6 +28,10 @@
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#include "log.h"
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+#ifdef __ANDROID__
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+#include <android/log.h>
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+#endif
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+
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static struct {
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void *udata;
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log_LockFn lock;
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@@ -99,6 +103,23 @@
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time_t t = time(NULL);
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struct tm *lt = localtime(&t);
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+#ifdef __ANDROID__
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+ /* Plain stdout/stderr isn't captured by logcat on this platform (unlike
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+ e.g. gl4es's own "LIBGL"-tagged logging, which goes through this same
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+ API directly) - route there instead so every existing INFO/DEBUG/WARN/
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+ ERROR call site in the engine becomes visible for on-device debugging,
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+ with no changes needed at those call sites. */
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+ if (!L.quiet) {
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+ static const int android_priority[] = {
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+ ANDROID_LOG_VERBOSE, ANDROID_LOG_DEBUG, ANDROID_LOG_INFO,
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+ ANDROID_LOG_WARN, ANDROID_LOG_ERROR, ANDROID_LOG_FATAL
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+ };
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+ va_list args;
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+ va_start(args, fmt);
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+ __android_log_vprint(android_priority[level], "QuestShock", fmt, args);
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+ va_end(args);
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+ }
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+#else
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/* Log to stderr */
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if (!L.quiet) {
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va_list args;
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@@ -116,6 +137,7 @@
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va_end(args);
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fprintf(stderr, "\n");
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}
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+#endif
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/* Log to file */
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if (L.fp) {
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