Android build fixes (#1156)
* Add gradle build scripts to more examples * Fix building graphicspipelinelibrary example on android * Fix tinygltf dependencies hostimagecopy uses tinygltf but didn't depend on it, while meshshader doesn't use it. * Load more Vulkan functions on Android The sparse functions are used by texturesparseresidency, while the begin/end rendering functions are used by trianglevulkan13.
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65 changed files with 2733 additions and 15 deletions
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@ -199,15 +199,16 @@ public:
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{
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#if defined(__ANDROID__)
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// Load shader from compressed asset
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AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName, AASSET_MODE_STREAMING);
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AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName.c_str(), AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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shaderInfo.size = size;
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shaderInfo.code = new uint32_t[size / 4];
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AAsset_read(asset, shaderCode, size);
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AAsset_read(asset, reinterpret_cast<char*>(shaderInfo.code), size);
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AAsset_close(asset);
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return true;
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#else
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std::ifstream is(fileName, std::ios::binary | std::ios::in | std::ios::ate);
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@ -7,7 +7,6 @@
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*/
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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class VulkanExample : public VulkanExampleBase
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{
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