- Linux rpath is changed to $ORIGIN
- Libraries (shared libraries and plugins) are copied to executable.
- Executable is output to bin dir for easier packaging.
Need to look into consolidating the move_lib functions for each platform.
- Link against dl (this was probably why ffi.load didn't work)
- Store shared libraries in the apk uncompressed
- Libraries are added during the "package" aapt call instead of "add".
- Because -0 (used to store uncompressed) only works during package.
- classes.dex is added here too now.
- There's only one aapt invocation now, which is kinda nice.
- The lib folder needs to be in a subfolder now ("raw" was chosen).
- Because "package" and "add" subcommands work differently.
- Store shared libraries in the apk page aligned
- Required passing -p to the zipalign invocation.
- This is needed because dlopen("zip!path") needs it.
- android:extractNativeLibs="false" is added to the XML manifest.
- apk sizes are bigger, but disk usage and install time should improve.
- Fix a bug with moving plugin libraries into the lib folder with CMake.
- Use lovrFilesystemGetSource instead of lovrFilesystemGetExecutablePath
to get the proper path to the apk.
- The plugins folder can contain native plugins.
- CMake will build plugins with CMakeLists in them
- They can check the LOVR variable to see if they are being built inside LOVR.
- They can set the LOVR_PLUGIN_TARGETS variable to a list of targets they build.
- If blank, all non-imported targets added in the folder will be used.
- The libraries built by their targets will be moved next to the executable or into the apk.
- The library loader now tries to load libraries next to the executable or in the APK.
- It is "fixed function" now, this may be improved in the future.
- The lovr.filesystem C require path has been removed.
- enet and cjson have been removed. Use plugins.
stb_image's vertical flip flag was not thread safe in the version
of stb_image we were using. We patched stb_image to use a thread
local variable for the flag. stb_image has since been upgraded to
expose a thread local version of the flag, so our patch is no longer
necessary after upgrading.
The CMake flag to enable the thread local patch did not make very much
sense because thread local stuff is unconditionally used elsewhere.
This prints a warning but it's nice to not build the luajit executable.
Ideally the target would not be created at all but the CMakeLists we
are using does not expose this as an option.
This is congruent with the vanilla Lua build options.
- Make the renderloop synchronous by hijacking the RAF to run on the
XRSession when active.
- Convert os_web to use emscripten's native HTML5 interface instead
of going through GLFW.
- Stop using preinitialized GL context -- lovrPlatformCreateWindow
now creates the context.
- GLES2/3 emulation is not necessary.
- Remove inline sessions. The VR simulator is used to render to the
Canvas instead. webxr_attach and webxr_detach are used to replace
replace the active headset driver with the webxr driver when an
immersive session starts.
- Add noop desktop_getSkeleton.
* lovrPlatformGetBundlePath was missing the root argument
* ANDROID_SDK can't be assumed to be the parent of the ndk folder, in case it's a side-by-side installation of the NDK. Instead, ANDROID_SDK should be provided with -D
* One more thing we could mention in the docs that I ran into: Installing java with apt gave me an incompatible version. It worked better to just -DJAVA_HOME= to the java that comes with Android studio (/snap/android-studio/91/android-studio/jre on ubuntu).
Add entrypoints, headset backend code, fill in the Activity, and
add various special cases to account for the asynchronous render loop,
lack of sRGB support, and OpenGL state resets.
- Teach CMake how to compile binary resources to C headers, like xxd.
- Note: tup is already using xxd to do this.
- gitignore binary resource headers to reduce git noise and avoid problematic
interactions between git and build systems.
Currently we turn off SSE based on the OS (Android or Emscripten),
but this causes a build error on non-android arm CPUs. Now we
correctly look at the CPU architecture.
This requires adding an application id function to platform and adding a mini definition to sds into platform.h. All platforms except Android return NULL (no application id)
Currently provides only a lovr.android.getApplicationId(). This returns an Android-specific identifier that doesn't cleanly map to anything specific in other OSes.
The initial version of the oculus mobile driver incorporated two files, BridgeLovr.cpp and BridgeLovr.h, which were assumed to be outside of the Lovr repo in the repo for a separate Android app. The Android app now is wholly separated and communicates with the Lovr shared object via the interface in oculus_mobile_bridge.h.
A file print_override.c now contains a drop-in replacement for Lua print() which prints to lovrLog. This is useful for Android or for other future platforms where stdout/stderr aren't usable.