Fix OpenXR build failure when glTF module is disabled#113713
Fix OpenXR build failure when glTF module is disabled#113713akien-mga merged 1 commit intogodotengine:masterfrom
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Thanks! However, this isn't the right way to do the OpenXR part. The render model extension can't work without GLTF support, so the whole thing should be disabled in that case - not just the bits of code that interact with GLTF. It should be like our implementation of the render model extension doesn't exist if GLTF is disabled. |
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Thanks for the feedback @dsnopek! Apologies for the delay in getting this updated—I had some personal matters to attend to over the last few days. As a first-time contributor, I really appreciate the guidance on the architectural approach here. It makes total sense to disable the feature entirely rather than patching the internals. I've pushed the changes to fully exclude the OpenXRRenderModel extension (including its registration in register_types.cpp) when MODULE_GLTF_ENABLED is false. I also added guards to test_main.cpp to silence the GLTF tests in this build configuration. |
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@AThousandShips Thanks so much for the real-time review! I've tried and pushed fixes for the whitespace/comment style issues and corrected the include placement. Regarding the includes: I was being overly aggressive with the #ifdef wrapping because I wanted to ensure strict isolation of the module dependencies. I didn't realize the main header needed to remain exposed to satisfy the self-contained header rule. Appreciate your patience—I'm still getting the hang of the C++ / Godot contribution workflow, so the specific feedback is really helpful! |
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The whitespace changes are still left in the file, and the final lines are missing some line endings |
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Please set up pre-commit locally to make sure the files are properly formatted |
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The files are still incorrectly formatted (and the incorrect whitespace changes are still left), did you run the pre-commit checks? |
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@AThousandShips Thanks a lot for the suggestion! Your guidance is much valued and appreciated as I was struggling with the file formatting manually. I set up the environment for the pre-commit, ran the checks (they passed locally), and pushed the fixes. Hopefully, it'll be green now. Edit: Sincere Apologies, I accidently missed an indentation error, I don't understand how the pre-commit missed that, but I fixed it now |
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There are some minor changes that should probably be removed but I can help you with that if you wish when this has been evaluated otherwise |
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@AThousandShips Thanks a lot for the Mentorship! Your guidance is much appreciated. I went ahead and set up pre-commit locally as you suggested, ran the checks (they passed), and pushed the updates. Hopefully, that cleaned up most of the formatting issues. If there are still minor unrelated changes left after this push, I would definitely appreciate your help cleaning them up! Thanks again for your patience. |
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Fixed CI and dependency logic. I've resolved the build failures. The root cause was register_types.cpp missing the include for modules/modules_enabled.gen.h, which caused MODULE_GLTF_ENABLED to evaluate as false during compilation. This led to the classes being skipped and doctool removing the XML documentation. |
dsnopek
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Thanks!
At a high-level, this is the right overall approach, but there's a bunch of little issues: some unrelated changes, the position of #ifdef's to remove as much as possible, etc. I've called out everything I noticed below.
Also, this is up to 14 commits - before it can be merged, you'll need to squash this down to 1 commit per Godot's Git workflow - see:
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I've implemented the final requested changes and squashed everything into a single clean commit. I also just wanted to say a huge thank you to both @dsnopek and @AThousandShips for your patience and mentorship on this PR. I learned a ton about Godot's system architecture and build process while debugging this, and I really appreciate you guiding me through it! Ready for final review. |
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You still haven't applied the requested changes, if you need help I can apply those for you And I'm happy you've had a positive experience! |
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@AThousandShips I apologize for any misunderstanding or inconvenience. I've moved the comment to separate lines in the latest commit (lines 143-144 in the current version). However, GitHub's review UI might be showing an outdated diff after the force push. If you could take a look at the current state and let me know if there's something else I'm missing or if this specific change isn't showing up correctly on your end, I'd be happy to address it right away! The current code shows: Thanks again for the guidance! |
Wrap OpenXR render model classes with MODULE_GLTF_ENABLED guards since they depend on the GLTF module. Include modules_enabled.gen.h unconditionally to ensure proper module detection across all build configurations.
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I checked the version out and it is still outdated, but I fixed the changes locally and will push them |
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And done! Thank you for your patience! |
dsnopek
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Thanks! This looks good to me now :-)
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Thanks! And congrats for your first merged Godot contribution 🎉 |
Title: Fix OpenXR build failure when glTF module is disabled
Description: When compiling with module_gltf_enabled=no, the OpenXR module fails to link because it assumes GLTFDocument is always available. Additionally, the test suite attempts to run GLTF tests even when the module is disabled.
This PR adds #ifdef MODULE_GLTF_ENABLED guards to OpenXRRenderModelExtension and test_main.cpp to properly respect the build option.
Fixes #113427