Expose platform checks as CMake targets

This commit is contained in:
2026-06-05 12:47:32 +02:00
parent 1dc2ae4f21
commit 97fd7de955
10 changed files with 95 additions and 27 deletions

View File

@@ -1383,7 +1383,13 @@ keeps the PowerShell and shell wrapper defaults aligned with every current
CMake test executable plus required component targets, and now verifies the
default Android preset set covers standard arm64/x64, Quest arm64, and
Focus/Wave arm64. The shell wrapper now mirrors the PowerShell wrapper's
multi-preset behavior and reports one structured result array.
multi-preset behavior and reports one structured result array. Root CMake now
also exposes non-default platform validation targets:
`panopainter_platform_build_headless`,
`panopainter_platform_build_android_assets`, and
`panopainter_platform_build_apple_remote`; the platform-build self-test guards
those target names and the wrapper matrix now includes
`pp_app_core_app_dialog_tests` with the rest of the CMake test executables.
`package-smoke` now emits a structured package readiness matrix for Windows
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
@@ -2393,6 +2399,13 @@ Results:
`cmake --build --preset windows-msvc-default --config Debug --target
panopainter_android_native_package_smoke` validates the latest SDK-managed
NDK/CMake pair and reports the still-blocked APK package state.
- Root CMake now exposes platform validation targets for the default headless
platform-build sweep, the Android standard/Quest/Focus root CMake asset
component sweep, and the remote Apple compile gate. `cmake --build --preset
windows-msvc-default --config Debug --target
panopainter_platform_build_android_assets` validated `pp_assets` across
Android arm64, Android x64, Quest arm64, and Focus/Wave arm64 with the latest
SDK-managed NDK/CMake pair.
- 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;