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Dynamic loading of OpenXR Loader on Android

This change implements dynamic loading of the OpenXR Loader library
on Android. If an OpenXR Loader library is not found,
Godot will still function with OpenXR disabled.

Also, on every platform, the OpenXR symbols are resolved at runtime
using xrGetInstanceProcAddr.

On Windows and Linux the OpenXR loader is included in the main
engine binary.

On Android, the OpenXR Loader is not built with the engine. Separately
distributed Android plugins will be provided with the correct loader
library for each device.

Co-authored-by: Gábor Pál Korom <gabor.p.korom@migeran.com>
Co-authored-by: Gábor Koncz <gabor.koncz@migeran.com>
This commit is contained in:
Gergely Kis
2022-09-24 13:56:00 +02:00
parent 240fb8666a
commit d5445c25a6
10 changed files with 358 additions and 119 deletions

View File

@@ -1,7 +1,5 @@
def can_build(env, platform):
if (
platform == "linuxbsd" or platform == "windows"
): # or platform == "android" -- temporarily disabled android support
if platform in ("linuxbsd", "windows", "android"):
return env["openxr"]
else:
# not supported on these platforms