use the odin compiler in the build script instead of manually building everything

This commit is contained in:
2025-04-05 03:32:37 +02:00
parent 55ce9659a7
commit a7dca34510
11 changed files with 12 additions and 42 deletions

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+10 -38
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@@ -2,40 +2,7 @@
## TODO: handle different ABIs, currently only builds for arm64 ## TODO: handle different ABIs, currently only builds for arm64
APK=native_example.apk
ANDROID_SDK_ROOT=/home/illusion/Android/Sdk
ANDROID_NDK=$ANDROID_SDK_ROOT/ndk/26.1.10909125
ANDROID_TOOLCHAIN=$ANDROID_NDK/toolchains/llvm/prebuilt/linux-x86_64
ANDROID_JBR=/home/illusion/android-studio/jbr ANDROID_JBR=/home/illusion/android-studio/jbr
BUILD_TOOLS=34.0.0
PLATFORM=34
# Create required dirs
mkdir -p lib/lib/arm64-v8a
mkdir -p bin
# Compile the glue code that comes with the NDK to an object using the aarch64 crosscompiler.
$ANDROID_TOOLCHAIN/bin/aarch64-linux-android24-clang -c $ANDROID_NDK/sources/android/native_app_glue/android_native_app_glue.c -o android_native_app_glue.o -I $ANDROID_TOOLCHAIN/sysroot/usr/include/
# Create a static lib from the glue code object
$ANDROID_TOOLCHAIN/bin/llvm-ar rcs libandroid_native_app_glue.a android_native_app_glue.o
# Compile our odin code to an object. relocation mode is set to PIC because the linker complains.
# freestanding_arm64 should probably be preferred but raylib projects need linux_arm64, otherwise the android dynamic linker fails to find our main function.
odin build jni/ -build-mode:obj -target:linux_arm64 -reloc-mode:pic || exit 1
# Link the static library with our object and create the shared library that will hold all our native code.
## We pass "-u ANativeActivity_onCreate" to the linker here because that symbol gets stripped by the linker even though it's required
## This is exactly what the official ndk-build building process does, see: https://github.com/android/ndk/issues/381
$ANDROID_TOOLCHAIN/bin/aarch64-linux-android24-clang -shared -o libmain.so jni.o libandroid_native_app_glue.a -L $ANDROID_TOOLCHAIN/sysroot/usr/lib/aarch64-linux-android/$PLATFORM/ -landroid -llog -lEGL -lGLESv3 -u ANativeActivity_onCreate
# Move the shared lib to the lib directory
cp libmain.so lib/lib/arm64-v8a
# Pack the assets of the app using a basic android jar that comes with the SDK
## If there are asset files that need to be loaded during runtime then they should be put in an `assets` directory
## and "-A assets" should be appended after the -I option.
$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/aapt package -f -M AndroidManifest.xml -S res -I $ANDROID_SDK_ROOT/platforms/android-$PLATFORM/android.jar -A assets -F "bin/$APK.build" lib
# Create a debug signing key to sign our application. # Create a debug signing key to sign our application.
if [ ! -f .keystore ]; then if [ ! -f .keystore ]; then
@@ -43,15 +10,20 @@ if [ ! -f .keystore ]; then
if [ $? -ne 0 ]; then exit 1; fi if [ $? -ne 0 ]; then exit 1; fi
fi fi
# Sign the jar # Build the shared lib
$ANDROID_JBR/bin/jarsigner -storepass android -keystore .keystore "bin/$APK.build" androiddebugkey > /dev/null odin build jni -target:linux_arm64 -subtarget:android -build-mode:shared
# Make it into an apk # Create the proper lib directories and move the shared lib to them
$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/zipalign -f 4 "bin/$APK.build" "bin/$APK" # Rename the shared lib to match what we specified in the AndroidManifest.xml file
# for the android.app.lib_name metadata value
mkdir -p android/lib/lib/arm64-v8a
mv jni.so android/lib/lib/arm64-v8a/libmain.so
# Bundle the directory into an apk
odin bundle android android -android-keystore:.keystore -android-keystore-password:"android"
cleanup() { cleanup() {
rm jni.o android_native_app_glue.o libandroid_native_app_glue.a bin/$APK.build rm test.apk-build
} }
cleanup cleanup
+2 -4
View File
@@ -107,11 +107,11 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
engine.height = h engine.height = h
vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER) vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER)
defer android.AAsset_close(vasset)
if vasset == nil { if vasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl") LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl")
return return
} }
defer android.AAsset_close(vasset)
vsrc := cstring(android.AAsset_getBuffer(vasset)) vsrc := cstring(android.AAsset_getBuffer(vasset))
vlen := i32(android.AAsset_getLength(vasset)) vlen := i32(android.AAsset_getLength(vasset))
@@ -120,11 +120,11 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
gl.CompileShader(v) gl.CompileShader(v)
fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER) fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER)
defer android.AAsset_close(fasset)
if fasset == nil { if fasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl") LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl")
return return
} }
defer android.AAsset_close(fasset)
fsrc := cstring(android.AAsset_getBuffer(fasset)) fsrc := cstring(android.AAsset_getBuffer(fasset))
flen := i32(android.AAsset_getLength(fasset)) flen := i32(android.AAsset_getLength(fasset))
@@ -158,8 +158,6 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
engine.buffer = b engine.buffer = b
engine.shader = p engine.shader = p
return
} }
engine_draw_frame :: proc "contextless" (engine: ^engine) { engine_draw_frame :: proc "contextless" (engine: ^engine) {