Re-enable building WebXR in GitHub Actions
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@ -4,7 +4,7 @@ on: [push, pull_request]
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# Global Settings
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env:
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GODOT_BASE_BRANCH: master
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SCONSFLAGS: platform=javascript verbose=yes warnings=extra debug_symbols=no module_webxr_enabled=no --jobs=2
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SCONSFLAGS: platform=javascript verbose=yes warnings=extra debug_symbols=no --jobs=2
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SCONS_CACHE_LIMIT: 4096
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EM_VERSION: 2.0.25
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EM_CACHE_FOLDER: 'emsdk-cache'
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@ -35,6 +35,7 @@
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#include "core/os/os.h"
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#include "emscripten.h"
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#include "godot_webxr.h"
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#include "servers/rendering/renderer_compositor.h"
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#include <stdlib.h>
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void _emwebxr_on_session_supported(char *p_session_mode, int p_supported) {
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@ -376,6 +377,22 @@ void WebXRInterfaceJS::commit_for_eye(XRInterface::Eyes p_eye, RID p_render_targ
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return;
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}
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godot_webxr_commit_for_eye(p_eye);
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}
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Vector<BlitToScreen> WebXRInterfaceJS::commit_views(RID p_render_target, const Rect2 &p_screen_rect) {
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Vector<BlitToScreen> blit_to_screen;
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if (!initialized) {
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return blit_to_screen;
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}
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// @todo Refactor this to be based on "views" rather than "eyes".
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godot_webxr_commit_for_eye(XRInterface::EYE_LEFT);
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if (godot_webxr_get_view_count() > 1) {
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godot_webxr_commit_for_eye(XRInterface::EYE_RIGHT);
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}
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return blit_to_screen;
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};
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void WebXRInterfaceJS::process() {
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@ -89,6 +89,7 @@ public:
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virtual CameraMatrix get_projection_for_view(uint32_t p_view, real_t p_aspect, real_t p_z_near, real_t p_z_far) override;
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virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye) override;
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virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) override;
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virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) override;
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virtual void process() override;
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virtual void notification(int p_what) override;
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