From d5445c25a6f914235b0effbc4c455cecbb5fddd0 Mon Sep 17 00:00:00 2001 From: Gergely Kis Date: Sat, 24 Sep 2022 13:56:00 +0200 Subject: Dynamic loading of OpenXR Loader on Android MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 Co-authored-by: Gábor Koncz --- modules/openxr/config.py | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'modules/openxr/config.py') diff --git a/modules/openxr/config.py b/modules/openxr/config.py index f91cb1359f..650146fdd3 100644 --- a/modules/openxr/config.py +++ b/modules/openxr/config.py @@ -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 -- cgit v1.2.3