Add Android native package smoke checks

This commit is contained in:
2026-06-05 12:35:47 +02:00
parent c761cd39fd
commit 711a9b5037
6 changed files with 162 additions and 20 deletions

View File

@@ -1389,9 +1389,12 @@ AppX, Android standard/Quest/Focus APKs, Apple bundles, and WebGL output, with
blocked prerequisites tied to DEBT-0011. It also has a readiness-only mode for
cheap package blocker inventory without building an app artifact, and
`panopainter_package_smoke_readiness_self_test` keeps the PowerShell and shell
readiness matrices aligned. App/package entrypoints still need to consume
shared targets and remain covered by debt until package validation is migrated
from legacy package projects to root CMake.
readiness matrices aligned. The PowerShell wrapper can also run the retained
Android native package checks through `-AndroidNativeChecks`, reporting the
standard `native-lib` build plus Quest/Focus configure checks next to the APK
blocker matrix. App/package entrypoints still need to consume shared targets
and remain covered by debt until package validation is migrated from legacy
package projects to root CMake.
Apple compile validation now runs on the local Mac mini SSH host
`panopainter-mac` through `scripts/automation/apple-remote-build.ps1`. The host
uses Homebrew CMake/Ninja/Git plus full Xcode via `DEVELOPER_DIR`, pulls the
@@ -2377,7 +2380,11 @@ Results:
configure with the same compatibility helper and current Yoga source list.
The Android platform-build wrapper and retained package helper now select the
newest installed SDK Manager NDK/CMake pair automatically and report the
selected versions in their structured output.
selected versions in their structured output. `package-smoke.ps1
-ReadinessOnly -AndroidNativeChecks -PackageKinds
android-standard-apk,android-quest-apk,android-focus-apk` now runs those
retained native checks from the package-smoke surface while keeping APK
readiness blocked on root CMake package-target migration.
- Desktop VR drawing now routes generic OpenGL scissor/depth/blend state,
blend/depth state snapshots and restores, depth clears, active texture units,
and fallback 2D texture unbinds through tested renderer GL backend dispatch;