A previous change modified the rpath to always be @executable_path.
This patch moves all libraries next to the executable, so that they can
load properly with the new rpath. For better organization, everything
is nested into a bin directory. This is congruent with how linux works.
Bundled builds remain the same -- they are using @executable_path like
before, and libraries get moved next to the executable inside the .app.
It uses a deprecated version of CMake, creates weird directories,
is slow to compile, and causes tup to rely on CMake more. Instead,
just use its binary artifacts directly.
This is a large patch which adds a new Oculus Audio spatializer. Oculus Audio is slightly different from the dummy spatializer in a few ways:
- It *must* receive fixed-size input buffers, every time, always.
- It can only handle a fixed number of spatialized sound sources at a time.
- It has a concept of "tails"; the spatialization of a sound can continue after the sound itself ends (eg echo).
Changes to audio.c were needed to support Oculus Audio's quirks:
- audio.c now supports a "fixedBuffer" mode which invokes the generator/spatializer in fixed size chunks
- Each source now has an intptr_t "memo" field that the spatializer may use to store whatever (Oculus spatializer uses this to handle the sound source limit).
- The spatializer interface got a couple new methods: A "tail" method which returns a sound buffer after all sources are processed; and "create" and "destroy" methods that are called when a sound source is created or destroyed (Oculus spatializer uses this to populate/clear the "memo" field).
Along the way some other miscellaneous changes got made:
- lovr.audio.getSpatializerName() returns the current spatializer
- Spatializer init now takes in "config in" and "config out" structs (Spatializer changes fields in config out to request things, currently fixed buffer mode).
- lovr.conf now takes t.audio.spatializer (string name of desired spatializer) and t.audio.spatializerMaxSourcesHint (Spatializers with max sources limits like Oculus will use this as the limit).
- audio.c went back to tracking position/orientation as vectors rather than a matrix
- A file oculus_spatializer_math_shim.h was added containing a minimal copypaste of OVR_CAPI.h from Oculus SDK to support a ovrPoseStatef the spatializer API needs. This may have license consequences but we are probably OK via a combination of fair use and the fact that a user cannot use this header file without accepting Oculus's license through other means.
Some work remains to be done, in particular there is an entire reverb feature I did not touch and LOVR_USE_OCULUS_AUDIO cannot be activated from tup. Oculus Spatializer works better when it has velocity and time information but this patch does not supply it.
- 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.