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Initial preparation for Android XR support #1552
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Initial preparation for Android XR support #1552
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Hi @matthargett issue with D3D12 is fixed with #1550 |
Excellent, thanks! Once the JsRuntimeHost PR passes and merges, I'll pop back up to this one and remove the local patch. |
JSRuntimeHost PR is complete and awaiting review/merge. Once that's done, I'll update this PR to pull in that version and continue. BabylonJS/JsRuntimeHost#115 |
- Add `dist/` TS build folder in gitIgnore - up to latest macOS for installation test iOS/macOS - up Babylon.js to 8.28.2 - Increased Timeout to 60min because D3D12 check is way slower that it was 2weeks ago - Disabled 2 Visual Tests with D3D12 - Moved screenshot capture method from Engine to TestUtils
…JsRuntimeHost PR branch to test integration. macOS tests build and pass.
These are the first few steps toward support for Android XR devices. This should not narrow support for prior Android operating systems and devices. This adds some v8 toolchain root hints to help make sure that the Android OS-supplied v8 library is used, and not a compile of JSC.
For context, there are multiple targets we care about for shipping our existing WebXR BabylonJS app in a native container (in priority order of important to our goals/customers):
The next step will be to create a WebXR API-compatible N-API native module that can integrate with BabylonNative ether by itself, or coordinated through NativeScript. This should allow for existing BabylonJS WebXR codepaths to remain unchanged and for the JS layer to stay ignorant of the kind of JS+3D runtime container it happens to be executing in.