- Put in casts/checks in audio code when assigning size_t to 32 bit
- () is different from (void)
- Turned off warnings for anonymous unions and negating unsigned integers which were technically accurate but unhelpful (and interfered with bit conversion and a weird bit math construct in audio.c) (CMakeLists only)
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.
When you set C_STANDARD, CMake won't listen and will decay to older
C versions if the one you asked for isn't supported.
You can set C_STANDARD_REQUIRED, but it won't work in VS 2017 and below.
I guess this is better than nothing.
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.