The reason is that the glslang C API doesn't support the extra
overloads that let you provide multiple strings or the lengths for
strings. In our case our shader blobs are not null terminated, so
sending them to glslang would overrun the buffer. I forked glslang
and modified the C API to support a length parameter.
This includes the memory allocator and the morgue.
You can't actually write any data to the buffer yet, since we don't have
commands or temp buffers. Temp buffers (scratchpads) are coming soon.
Notes:
- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
dx was deprecated years ago, and d8 replaces it. dx is
removed in build-tools 31, so it's best not to depend on it.
In addition, d8 now supports Java 11 (class version 55), which
is required to use the javac bundled with Android Studio.
So that projects that use lovr as a submodule can
inject their own plugins.
By picking them up from the _root_ project, whatever project that
is embedding lovr can decide for itself what plugins to use. This
is cleaner than using a separate glob and a variable in the case
where lovr will never come bundled with a standard set of plugins.