mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-06 06:00:25 +02:00
- Eyes render under a VK_EXT_fragment_density_map: full rate around each eye's forward direction, 2x2 then 4x4 pixel blocks towards the edges ([vr] foveation = off|low|medium|high, default off). XR_FB_foveation cannot help here: the runtime's maps only shape passes drawing into its swapchain, and the eyes reach it through a copy. - aurora-main/patches/dawn/aurora_fdm.inc: Dawn enables the extension only on request and for dynamic rendering, flags every render pipeline, and chains an immutable RG8 map into any pass whose first color attachment is a view bound to one (ABI: include/aurora/dawn_fdm_abi.h). - android/Build-QuestDawn.ps1 builds the pinned Dawn revision with those patches for arm64 (dawn-build CI flags, protobuf off) into a cached package; Build-Quest.ps1 links it (-StockDawn opts out) and AuroraDawnProvider.cmake enables the ABI from its manifest. - lib/gfx/foveation.hpp generates the maps (32 px per texel, densities 255/127/63); an eye is foveated only when single_pass_eyes draws it in one render pass. Menus never are. - Live level from the headset panel's VR tab and the launcher; the launch decides whether the device has maps. debug.wiicompiled.foveation and debug.wiicompiled.fdm for A/B. - Tests: Foveation cases in gx_fifo_tests, mkw_vr_config_tests. Docs: OPENXR.md, quest-port.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
122 lines
5.9 KiB
PowerShell
122 lines
5.9 KiB
PowerShell
# Builds the standalone Meta Quest APK on a Windows host.
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#
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# powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 [-Generated <dir>]
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# [-Configuration debug|release] [-Install]
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#
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# One app offers both games: the APK carries a kit for the base game, and for Retro Rewind too
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# when -Generated holds a translation that includes the mod.
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#
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# -Generated names the translator output for the disc you own: the directory
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# holding data_sections_init.cpp, RuntimeConfig.h and build_shards/shards.cmake.
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# It defaults to the installer's build workspace next to this checkout. The
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# Windows-generated tree is used as-is; runtime/cmake/PublicProducts.cmake
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# rewrites its blob assembly for ELF at configure time.
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#
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# Prerequisites (see docs/quest-port.md): JDK 17, the Android SDK with NDK
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# 29.0.14206865 and CMake 3.22.1, and android/Prepare-QuestDependencies.ps1
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# having staged the SDL3 AAR.
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#
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# Dawn is built from source with Aurora's patches (android/Build-QuestDawn.ps1:
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# fragment density maps for foveated rendering) and cached under
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# .scratch/quest-dawn; the first build takes a while. -StockDawn links the
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# stock prebuilt package instead, which leaves foveated rendering unavailable.
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[CmdletBinding()]
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param(
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[string]$Generated = '',
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[string]$Dependencies = '',
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[string]$CMakeDir = '',
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[ValidateSet('debug', 'release')] [string]$Configuration = 'debug',
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[switch]$Install,
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[switch]$StockDawn
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)
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$ErrorActionPreference = 'Stop'
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$root = Split-Path -Parent $MyInvocation.MyCommand.Path
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$repo = (Resolve-Path (Join-Path $root '..')).Path
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if (-not $Generated) {
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$Generated = Join-Path $repo '.scratch\vr-build-workspace\BuildWorkspace\generated'
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}
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if (-not (Test-Path (Join-Path $Generated 'build_shards\shards.cmake'))) {
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throw "No translated graph at $Generated (expected build_shards\shards.cmake). Run the translator first; see docs/quest-port.md."
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}
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if (-not (Test-Path (Join-Path $root 'app\libs\SDL3-3.4.4.aar'))) {
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throw 'SDL3 AAR missing; run android/Prepare-QuestDependencies.ps1 first.'
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}
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$javaHome = if ($env:JAVA_HOME) { $env:JAVA_HOME } else { 'C:\Program Files\Java\jdk-17' }
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$sdkRoot = if ($env:ANDROID_HOME) { $env:ANDROID_HOME } elseif ($env:ANDROID_SDK_ROOT) { $env:ANDROID_SDK_ROOT } else { Join-Path $env:LOCALAPPDATA 'Android\Sdk' }
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if (-not (Test-Path (Join-Path $javaHome 'bin\java.exe'))) { throw "JDK 17 not found at $javaHome (set JAVA_HOME)" }
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if (-not (Test-Path $sdkRoot)) { throw "Android SDK not found at $sdkRoot (set ANDROID_HOME)" }
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$env:JAVA_HOME = $javaHome
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$env:ANDROID_HOME = $sdkRoot
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$env:ANDROID_SDK_ROOT = $sdkRoot
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# aurora-main requires CMake 3.25+, newer than the SDK's bundled 3.22.1. Point
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# the Android Gradle plugin at a system CMake through local.properties and put
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# the SDK's Ninja on PATH, which a non-bundled CMake needs.
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if (-not $CMakeDir) {
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$cmakeExe = Get-Command cmake.exe -ErrorAction SilentlyContinue
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if ($cmakeExe) { $CMakeDir = Split-Path -Parent (Split-Path -Parent $cmakeExe.Source) }
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}
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if (-not $CMakeDir -or -not (Test-Path (Join-Path $CMakeDir 'bin\cmake.exe'))) {
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throw 'No CMake 3.25+ found; install one or pass -CMakeDir <install root>'
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}
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$sdkCMake = Get-ChildItem -Path (Join-Path $sdkRoot 'cmake') -Directory | Sort-Object Name -Descending | Select-Object -First 1
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if ($sdkCMake) { $env:PATH = (Join-Path $sdkCMake.FullName 'bin') + ';' + $env:PATH }
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# Parenthesised: PowerShell's comma binds tighter than +, which would join both
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# properties into a single line.
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$localProperties = @(
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('sdk.dir=' + $sdkRoot.Replace('\', '\\')),
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('cmake.dir=' + $CMakeDir.Replace('\', '\\'))
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)
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Set-Content -Path (Join-Path $root 'local.properties') -Value $localProperties -Encoding ascii
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if (-not $Dependencies) {
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$candidate = Join-Path $repo '.scratch\vr-build-workspace\BuildWorkspace\Dependencies'
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if (Test-Path $candidate) { $Dependencies = $candidate }
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}
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$variant = (Get-Culture).TextInfo.ToTitleCase($Configuration)
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$task = "app:assemble$variant"
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$gradleArgs = @(
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'--project-dir', $root,
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"-PmkwGeneratedDir=$Generated"
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)
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if ($Dependencies) { $gradleArgs += "-PmkwDependenciesDir=$Dependencies" }
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if (-not $StockDawn) {
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$dawnWork = Join-Path $repo '.scratch\quest-dawn'
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& (Join-Path $root 'Build-QuestDawn.ps1') -WorkDirectory $dawnWork
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$gradleArgs += "-PmkwQuestDawnDir=$(Join-Path $dawnWork 'package')"
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}
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$gradleArgs += $task
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Write-Host "gradlew $($gradleArgs -join ' ')"
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& (Join-Path $root 'gradlew.bat') @gradleArgs
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if ($LASTEXITCODE -ne 0) { throw "Gradle failed ($LASTEXITCODE)" }
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$apkDir = Join-Path $root "app\build\outputs\apk\$Configuration"
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$apk = Get-ChildItem -Path $apkDir -Filter '*.apk' | Select-Object -First 1
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if (-not $apk) { throw "No APK under $apkDir" }
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Write-Host "APK: $($apk.FullName)"
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# The APK must be distributable: no translated game inside, only the game kit and the toolchain
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# that builds one on the headset.
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Add-Type -AssemblyName System.IO.Compression.FileSystem
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$archive = [IO.Compression.ZipFile]::OpenRead($apk.FullName)
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try {
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$gameLibraries = @($archive.Entries | Where-Object { $_.FullName -match '^lib/[^/]+/libmain[^/]*\.so$' })
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$hasKit = @($archive.Entries | Where-Object { $_.FullName -eq 'assets/game_kit/kit.json' }).Count -gt 0
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$hasToolchain = @($archive.Entries | Where-Object { $_.FullName -eq 'assets/quest_toolchain/files.zip' }).Count -gt 0
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} finally { $archive.Dispose() }
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if ($gameLibraries.Count -gt 0) { throw "The APK contains a translated game library: $($gameLibraries.FullName -join ', ')" }
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if (-not $hasKit) { throw 'The APK has no game kit (assets/game_kit/kit.json)' }
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if (-not $hasToolchain) { throw 'The APK has no build toolchain (assets/quest_toolchain/files.zip)' }
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if ($Install) {
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$adb = Join-Path $sdkRoot 'platform-tools\adb.exe'
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& $adb install -r $apk.FullName
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if ($LASTEXITCODE -ne 0) { throw "adb install failed ($LASTEXITCODE)" }
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Write-Host 'Installed. Build a game with Build on this Quest in the launcher, or on this PC with android/Build-QuestGame.ps1 -Install.'
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}
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