From pulp
Android platform development for Pulp — NDK cross-compilation, Oboe audio, Dawn/Skia GPU rendering, JNI bridge, touch interaction, emulator workflows, end-to-end smoke validation (#337). Covers build, deploy, debug, and the gotchas discovered during bringup.
npx claudepluginhub danielraffel/pulp --plugin pulpThis skill uses the workspace's default tool permissions.
Build, deploy, and debug Pulp on Android. This skill captures the architecture decisions and hard-won gotchas from the Android platform bringup.
Monitors deployed URLs for regressions after deploys, merges, or upgrades by checking HTTP status, console errors, network failures, performance (LCP/CLS/INP), content, and API health.
Share bugs, ideas, or general feedback.
Build, deploy, and debug Pulp on Android. This skill captures the architecture decisions and hard-won gotchas from the Android platform bringup.
Before running pulp doctor android / pulp build / pulp ship for
Android work, source the shared skew-check helper so a user on an
outdated CLI sees a one-line hint (stderr, once per session) before
wrestling with a confusing flag-missing error:
source "$(git rev-parse --show-toplevel)/tools/scripts/cli_version_check.sh"
pulp_cli_version_check
Advisory only. Full contract in the upgrade skill. Release-discovery
Slice 6 (#551).
Kotlin (Android UI) C++ (Pulp core)
├── PulpApplication ├── libpulp.so (arm64)
│ └── System.loadLibrary │ ├── core/* subsystems
├── PulpSurfaceView │ ├── Dawn (Vulkan backend)
│ ├── SurfaceHolder.Cb │ ├── Skia Graphite
│ └── onTouchEvent ──JNI──→│ └── Oboe audio
├── PulpActivity │
├── PulpAudioService └── gpu_surface_android.cpp
└── PulpMidiService ├── Surface lifecycle
├── Touch → View routing
└── Widget hierarchy
| File | Purpose |
|---|---|
tools/cmake/PulpAndroid.cmake | NDK toolchain integration, Oboe, platform wiring |
core/render/platform/android/gpu_surface_android.cpp | Vulkan surface, touch routing, widget hierarchy |
android/app/src/main/kotlin/com/pulp/render/PulpSurfaceView.kt | SurfaceView + touch dispatch |
android/app/src/main/kotlin/com/pulp/PulpApplication.kt | JNI load, lifecycle |
core/platform/src/android/jni_bridge.cpp | JNI_OnLoad, class caching, exception guards |
android/build-skia-android.sh | Skia m144 Graphite + Dawn arm64 build script |
Android work lives on feature/android-targeting, typically in a worktree at ../pulp-android:
# Create worktree (if not already present)
git worktree add ../pulp-android feature/android-targeting
# Always work in the worktree, not the main repo
cd ../pulp-android
Before any Android work — pulp doctor android is the single-stop
verifier. It checks:
~/Library/Android/sdk / ~/Android/Sdk / %LOCALAPPDATA%\Android\Sdk).adb (platform-tools) on PATH or under the SDK.emulator + at least one configured AVD.Each missing piece comes with a per-host install hint (brew / apt / winget / sdkmanager).
Google's "Android CLI" (the android binary at
~/.android-cli/bin/android after install) is not a Gradle
replacement — there is no android build subcommand. It's an
agent-side toolkit that bundles:
| Command | What you'd otherwise do |
|---|---|
android create [template] | Scaffold a new project from a template (vs. Android Studio's New Project wizard). android create list shows the templates. |
android describe | Emit project metadata as JSON — apk paths, build targets, etc. The agent reads this instead of poking around app/build/outputs. |
android run --apks=… | adb install + am start rolled into one. Does not build — you give it pre-built APKs. |
android emulator create/list/start/stop | AVD lifecycle without avdmanager. ⚠️ emulator subcommands disabled on Windows; use $ANDROID_HOME/emulator/emulator.exe directly there. |
android layout [-d] | Dump the running app's view hierarchy as JSON; -d returns just what changed since the last call. |
android screen capture / screen resolve | Screenshot + label-to-coordinates so the agent can input tap #5 style scripting. |
android docs search/fetch | Query the Android Knowledge Base from the CLI (kb:// URLs). |
android sdk install/list/remove/update | Replaces sdkmanager for package management. |
android skills add/remove/list/find | Install Google's published Android Skills (see § Catalog below). |
android init | One-shot install of the android-cli skill into the host agent's skill directory. |
android info | Print the active SDK path. |
android update / -V | Self-update / version check. |
So: Pulp's actual build still runs through Gradle + CMake/NDK —
the CLI doesn't accelerate that leg. What the CLI accelerates is
agent productivity (less hand-rolled adb scripting, less
manual screenshot capture, structured project metadata).
| Host | CLI binary | Use it? |
|---|---|---|
| macOS arm64 | ✅ | Yes — fast-iteration mode. Install via pulp doctor android hint. |
| Linux x86_64 | ✅ | Yes — same as above. |
| Windows x86_64 | ✅ | Yes — but note: per Google's Known Issues, the android emulator subcommand is currently disabled on Windows. Run the emulator directly from %ANDROID_HOME%\emulator\emulator.exe (which pulp doctor android already discovers). The build subcommand is unaffected. |
| Linux arm64 | ❌ | No binary. Stay on Gradle. Pulp's CI Linux ARM64 host (ssh ubuntu) is in this bucket. |
| Windows arm64 | ❌ | No binary. Stay on Gradle. Pulp's ssh win2 ARM64 Windows host is in this bucket. |
| macOS Intel | ❌ | Not in Google's matrix. Stay on Gradle. |
pulp doctor android reports your host's status under "Google
Android CLI (optional accelerator)" — green when the binary is
installed on a supported host, green-with-explanation on
unsupported hosts (no install hint to follow), yellow with an
install command on supported hosts where the binary is absent.
pulp build --android once that wraps it), and
now need to push the APK + relaunch:
android run --apks=android/app/build/outputs/apk/debug/app-debug.apk
is faster than adb install + am start with the right activity.android layout -d followed by
android screen capture --annotate + screen resolve lets you
drive the running app without computing tap coordinates by hand.android create empty-activity-agp-9 is
a defensible starting point if Pulp's example Android shell ever
needs regenerating from a current AGP template.android docs search 'foreground service lifecycle'
is the agent-facing replacement for hand-rolling
developer.android.com queries.android build. Gradle (+ Pulp's CMake
NDK invocation) stays the authoritative path. Don't claim the
CLI is a build accelerator; it isn't.pulp ship is the only
store-grade path. The CLI's run is debug-install only.ssh ubuntu, Windows ARM64 via ssh win2) where the CLI binary
doesn't exist. CI scripts use adb / gradle directly.The Android CLI is agent-agnostic. Per Google's own docs (developer.android.com/tools/agents): "Use any agent of your choice while still being able to easily leverage Android development best practices." Claude Code, Codex, plain bash — all use it the same way. It is not Gemini-locked.
Tested 2026-04-18 against this repo: the Android CLI binary
itself installs cleanly and android info / android emulator list / android skills list work. But android run --apks=...
needs a successfully-built APK first, and Pulp's ./gradlew assembleDebug can fail for reasons outside the CLI's reach
(stale local checkout missing tools/cmake/PulpInstrumentation.cmake,
NDK version mismatch with AGP, etc.). Treat the CLI as a
post-build amplifier; it doesn't fix build-stage breakage.
A future pulp doctor android extension should add a
"build-configures-cleanly" check (run ./gradlew :app:configureCMakeDebug --dry-run and grep for CMake Error)
so the agent catches stale-checkout / missing-NDK issues before
attempting a full build cycle.
There is no pulp flag that wraps the CLI today, and given the
CLI's actual command surface (no build subcommand) there's no
clean wrap to add. The CLI is invoked directly:
android run --apks=android/app/build/outputs/apk/debug/app-debug.apk
android layout -p
android screen capture --output=ui.png
When the CLI is absent, fall back to the underlying tools the CLI itself wraps:
| CLI absent → use this instead |
|---|
android run --apks=X → adb install -r X && adb shell am start -n com.pulp/.MainActivity |
android layout → adb shell uiautomator dump |
android screen capture → adb exec-out screencap -p > ui.png |
android emulator start → $ANDROID_HOME/emulator/emulator -avd <name> |
android sdk install/list → $ANDROID_HOME/cmdline-tools/.../bin/sdkmanager (if installed) or via Android Studio |
android docs search → just google it |
pulp doctor android reports CLI status; if it's missing the
agent should fall back to these commands without asking.
Google publishes a set of agent skills under the
agentskills.io open standard at
github.com/android/skills.
These follow the same SKILL.md + frontmatter convention Pulp
uses, so any agent that loads .agents/skills/ can also consume
them by cloning the Android repo into its skill search path.
Not all 6 published skills apply to Pulp's Android target. Pulp's
Android UI is C++/Skia rendered to a SurfaceView, not Jetpack
Compose, so the Compose-flavoured skills are inert here.
| Google skill | Path | Pulp relevance |
|---|---|---|
| AGP 9 upgrade | build/agp/agp-9-upgrade | ✅ Use when bumping android/app/build.gradle.kts past AGP 8.x. Skill walks the migration steps; pair with pulp doctor android to confirm Gradle/SDK versions. |
| R8 analyzer | performance/r8-analyzer | 🟡 Use only if/when Pulp's Android shell ever enables R8 shrink/optimize. Pulp ships JNI bridges (com.pulp.*) that need explicit -keep rules; R8 audit is the right tool when that day comes. |
| Make app edge-to-edge | system/edge-to-edge | ✅ Pulp's full-screen Vulkan Surface should declare edge-to-edge support so the system bars don't crop the canvas. Useful when wiring WindowCompat.setDecorFitsSystemWindows. |
| Migrate to Compose | jetpack-compose/... | ❌ N/A — Pulp UI is C++/Skia, not Compose. |
| Set up Navigation 3 | navigation/... | ❌ N/A — Pulp's shell is single-Activity SurfaceView; no Compose Navigation. |
| Upgrade Play Billing | play/... | ❌ N/A — Pulp doesn't ship in-app purchases. |
Three options, in order of preference for an agent context:
android skills add (requires the Android CLI):
android skills add --all # install everything for detected agents
android skills add --skill=edge-to-edge # install just one
android skills add --agent=claude-code --skill=agp-9-upgrade
android skills add defaults to ~/.gemini/antigravity/skills if
no agents are detected, so pass --agent explicitly when
installing for Claude Code or Codex. List installed skills with
android skills list --long. android init is a one-shot helper
that installs only the android-cli skill into the host agent.
Clone the repo if you want to read or version-pin offline:
git clone https://github.com/android/skills \
~/.agents/external/android-skills
Then add the relevant subdirectory to the agent's skill search path manually.
WebFetch ad-hoc when the applicability is one-off — the
Android skills are short Markdown files and the raw URL is
stable.
When in doubt, ask pulp doctor android first — it'll confirm the
CLI is present so android skills add is even an option.
# NDK must be installed (Android Studio SDK Manager or standalone)
# Set NDK path — typically:
export ANDROID_NDK=$HOME/Library/Android/sdk/ndk/30.0.8
# Configure for Android arm64
cmake -S . -B build-android \
-DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake \
-DANDROID_ABI=arm64-v8a \
-DANDROID_NATIVE_API_LEVEL=26 \
-DCMAKE_BUILD_TYPE=Release
# Build
cmake --build build-android -j$(sysctl -n hw.ncpu)
cd android
./gradlew assembleDebug
# Output: android/app/build/outputs/apk/debug/app-debug.apk
# Regular host build still works in the android worktree
cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
cmake --build build -j$(sysctl -n hw.ncpu)
ctest --test-dir build --output-on-failure
# List available AVDs
emulator -list-avds
# CRITICAL: use -gpu host, NOT swiftshader_indirect
# swiftshader is a CPU software rasterizer that starves the audio HAL,
# causing pcm_writei I/O errors and permanent audio dropout.
# -gpu host uses Metal/MoltenVK on Apple Silicon — fast, stable audio.
QEMU_AUDIO_DRV=coreaudio emulator -avd Medium_Phone_API_36 -gpu host -no-snapshot &
# Wait for boot
adb wait-for-device
adb shell getprop sys.boot_completed # returns "1" when ready
adb install -r android/app/build/outputs/apk/debug/app-debug.apk
adb shell am start -n com.pulp/.PulpActivity
# If killed for slow start (Dawn init takes 3+ seconds), just retry:
adb shell am start -n com.pulp/.PulpActivity
adb exec-out screencap -p > /tmp/pulp-android.png
# View with: open /tmp/pulp-android.png
# Tap at coordinates (dp)
adb shell input tap 200 400
# Drag (swipe) from point A to point B over 300ms
adb shell input swipe 200 400 200 300 300
# Take screenshot after to verify state changed
sleep 0.5 && adb exec-out screencap -p > /tmp/after-tap.png
# Filter to Pulp logs
adb logcat -s PulpAudio PulpRender Pulp
# Clear and watch
adb logcat -c && adb logcat -s Pulp
tools/scripts/android_smoke.sh is the single-invocation validator for
the full generator → build → install → launch → render → audio →
permission → lifecycle → shutdown path. It runs against whatever device
or emulator adb devices reports; it does not start its own emulator.
# Full cycle (builds APK + runs smoke) — about 3 min cold on M-series
tools/scripts/android_smoke.sh
# Fast loop — reuse existing APK (~5s)
tools/scripts/android_smoke.sh --skip-build
# Skia-Android prebuilts missing — continue without Dawn/Skia
tools/scripts/android_smoke.sh --skip-build --allow-no-gpu
# ctest integration (gated behind opt-in env var)
PULP_ANDROID_SMOKE_ENABLED=1 ctest --test-dir build -R android-smoke
Three ordering rules the script enforces — violating any of them breaks validation:
pm revoke RECORD_AUDIO kills the
app process (standard Android behavior for a granted-and-in-use
permission). The smoke runs exercise_lifecycle before
exercise_permissions so the background/foreground transition is
observed in a live process.nativeOnForeground fires
multiple times at app startup (onCreate, onResume). For the -- foreground bring-back check to see the POST-HOME foreground and
not an initial one, the lifecycle stage passes advance to
wait_for_logcat to skip past prior matches. Non-lifecycle stages
leave the cursor at 0 because stage order on Android is
non-deterministic — DemoSynth's playing marker can log BEFORE
Dawn's failure marker despite being fired from a later code path.dumpsys, not via callback.
pm grant / pm revoke flip the runtime-permission state but do
not fire Kotlin's ActivityResultContracts callback — so
permissions.cpp's "Permission result" log line never shows up on
the pm-driven path. The smoke confirms the grant flipped via
dumpsys package com.pulp.app | grep -A1 RECORD_AUDIO rather than
a logcat marker.Per-stage, the script greps for these markers (tag in parens):
| Stage | Marker | Tag |
|---|---|---|
| JNI load | JNI_OnLoad: Pulp native bridge initialized | Pulp |
| Surface | Android GPU surface: ANativeWindow received | Pulp |
| Dawn OK | Dawn initialized | Pulp |
| Dawn bad | Dawn initialization failed / failed to create Dawn GpuSurface | Pulp |
| Skia | Skia Graphite context created / Dawn-only mode | Pulp |
| Audio | DemoSynth: playing | PulpAudio |
| Background | nativeOnBackground | Pulp |
| Foreground | nativeOnForeground | Pulp |
Note: demo_synth.cpp uses PULP_LOG_TAG="PulpAudio", everything else
uses Pulp. Pass both tags (space-separated) when grepping audio.
.github/workflows/android.yml has an android-emulator-test job
gated on vars.PULP_ANDROID_EMULATOR_ENABLED. On macos-latest (Apple
Silicon) the arm64-v8a emulator hits HV_UNSUPPORTED — keep the gate
OFF until Linux arm64 + KVM or x86_64 APK lanes land (see #487).
Run the smoke locally in the meantime.
The same workflow now also has an android-kotlin-coverage job on
macos-latest. It runs ./gradlew :app:testDebugUnitTest :app:jacocoDebugUnitTestReport, uploads the JaCoCo HTML/XML artifacts,
and sends android/app/build/reports/jacoco/jacocoDebugUnitTestReport/jacocoDebugUnitTestReport.xml
to Codecov. This is a JVM-only lane for android/app/src/main/kotlin/**
and does not replace emulator/device coverage.
These are hard-won lessons from the bringup. Violating any of these will cause crashes or subtle bugs.
// WRONG — __linux__ matches Android too!
#if defined(__linux__)
// Linux code...
#elif defined(__ANDROID__)
// Never reached!
// RIGHT — check Android first
#if defined(__ANDROID__)
// Android code...
#elif defined(__linux__)
// Linux code...
In CMake, ANDROID must be checked before UNIX for the same reason.
Android Bionic doesn't have posix_spawn. Use fork/exec instead. The ChildProcess subsystem already handles this with #ifdef __ANDROID__ guards.
Android Vulkan uses RGBA8, not BGRA8 (which macOS/desktop Vulkan uses). The Dawn backend texture info must match exactly, or Skia canvas operations (especially text rendering) will crash or produce garbage.
SkiaSurface applies scale_factor internally via canvas->scale(). If you also call canvas->scale(density, density) in your render function, everything renders 2x too large.
// WRONG
canvas->scale(density, density); // SkiaSurface already did this!
root->paint(*canvas);
// RIGHT — just paint, SkiaSurface handles the scale
root->paint(*canvas);
Android touch events arrive in physical pixels. Convert to dp before hit-testing:
float dp_x = pixel_x / display_density;
float dp_y = pixel_y / display_density;
auto* hit = root->hit_test({dp_x, dp_y});
Then convert dp to view-local coordinates by walking up the parent chain:
static view::Point to_local(view::View* target, float dp_x, float dp_y) {
float abs_x = 0, abs_y = 0;
for (auto* v = target; v != nullptr; v = v->parent()) {
abs_x += v->bounds().x;
abs_y += v->bounds().y;
}
return {dp_x - abs_x, dp_y - abs_y};
}
Some widgets (like Fader) use on_mouse_event(MouseEvent) to track drag state. Others use the simple on_mouse_down(Point). Always dispatch both:
view::MouseEvent ev;
ev.position = local;
ev.window_position = dp;
ev.button = view::MouseButton::left;
ev.pointer_type = view::PointerType::touch;
ev.pressure = pressure;
ev.is_down = true;
ev.click_count = click_count;
hit->on_mouse_event(ev); // Rich event (Fader needs this)
hit->on_mouse_down(local); // Legacy event (Toggle, Knob need this)
Fader::orientation_ defaults to Orientation::vertical. If you want horizontal faders, set explicitly:
fader->set_orientation(Fader::Orientation::horizontal);
Deeply nested Panel containers (Panel > Panel > Widget) break flex layout propagation — child bounds remain {0,0,0,0} and hit_test returns the parent Panel instead of the widget. Keep hierarchies flat:
// WRONG — nested wrappers break layout
auto wrapper = std::make_shared<Panel>();
auto inner = std::make_shared<Panel>();
inner->add_child(knob);
wrapper->add_child(inner);
root->add_child(wrapper);
// RIGHT — add directly or one level deep
auto row = std::make_shared<Panel>();
row->add_child(knob1);
row->add_child(knob2);
root->add_child(row);
Calling layout_children() on a sub-panel before it has been assigned bounds by its parent's layout pass will hang or produce zero-size children. Only call layout_children() on the root after setting root bounds.
Use --whole-archive when linking libpulp.so to ensure JNI symbols are exported:
target_link_options(pulp-jni PRIVATE
-Wl,--whole-archive $<TARGET_FILE:pulp-platform> -Wl,--no-whole-archive
)
Skia headers reference src/ and modules/ from the source tree. Dawn headers need both source and generated includes. The build script build-skia-android.sh handles this, but if you're debugging include paths:
target_include_directories(pulp-render PRIVATE
${SKIA_SOURCE_DIR} # for src/ headers
${SKIA_SOURCE_DIR}/modules # for skparagraph etc.
${DAWN_SOURCE_DIR}/include
${DAWN_BUILD_DIR}/gen/include
)
NDK 30 Clang is stricter than desktop Clang. Suppress warnings in Oboe with -w:
if(TARGET oboe)
target_compile_options(oboe PRIVATE -w)
endif()
If you see NullPointerException on StorageManager.getVolumes(), the emulator's data partition is corrupted. Fix:
# Kill emulator
adb emu kill
# Restart with data wipe
emulator -avd <avd_name> -wipe-data -no-snapshot
The include(PulpAndroid.cmake) in root CMakeLists.txt must be wrapped in if(ANDROID) to prevent any side effects on non-Android builds:
if(ANDROID)
include(${CMAKE_CURRENT_SOURCE_DIR}/tools/cmake/PulpAndroid.cmake)
endif()
core/platform/src/android/permissions.cpp owns the JNI callback
(Java_com_pulp_PulpActivity_nativeOnPermissionResult) and a single
pulp::android::g_permission_callback function pointer.
permissions_backend.cpp subscribes to that hook via
set_permission_callback() and fans results out to pending
pulp::platform::RequestCallback entries keyed by
pulp::android::Permission.
Two rules:
set_permission_callback() call wins
and the first is silently orphaned. If you need more than one
listener, extend the registry in permissions_backend.cpp rather
than adding another hook to permissions.cpp.PULP_PERMISSIONS_HAS_BACKEND=1 as
a PUBLIC compile definition on pulp-platform (see
core/platform/CMakeLists.txt). Tests read that define, so keeping
it PUBLIC is what lets test_permissions.cpp branch on
has_platform_backend() correctly on Android.The enum surface stays at three values (RecordAudio, BluetoothMidi,
PostNotifications) — anything else (LocalNetwork, BackgroundAudio,
ForegroundService) is handled on the C++ side by to_android()
returning std::nullopt and the request callback firing synchronously
with the desktop default.
When mapping a 0..1 value to a pixel position with a circular/rect indicator, always inset by the indicator's radius so it stays fully within widget bounds:
// Convention for slider-like widgets:
float usable = length - 2.0f * radius;
float pos = radius + value * usable;
This applies to: Fader thumb, XYPad dot, CorrelationMeter bar, ColorPicker cursors. Knob and Toggle already self-inset by design.
Many widgets use ValueAnimation for visual state changes (Toggle thumb position, Knob hover scale, Fader hover). Without a continuous render loop (AChoreographer), advance_animations(dt) is never called, so animations are started but never progress — the widget's visual state appears stuck even though the logical state changed.
Fix: Before each paint, advance animations with a large dt to snap to completion:
// Recursively advance all widget animations
static void advance_view_animations(view::View* v, float dt) {
if (auto* k = dynamic_cast<view::Knob*>(v)) k->advance_animations(dt);
if (auto* f = dynamic_cast<view::Fader*>(v)) f->advance_animations(dt);
if (auto* t = dynamic_cast<view::Toggle*>(v)) t->advance_animations(dt);
for (size_t i = 0; i < v->child_count(); ++i)
advance_view_animations(v->child_at(i), dt);
}
// In render function, before paint:
advance_view_animations(g_root_view.get(), 1.0f); // 1s snaps to target
This is a workaround until AChoreographer provides a proper frame loop with real dt values.
Since Skia m132, SkFontMgr_New_Android and SkFontMgr_New_FontConfig require a non-null SkFontScanner. Passing nullptr causes SIGSEGV when rasterizing glyphs (not during font manager creation — the crash is deferred to drawSimpleText).
// WRONG — crashes in drawSimpleText
mgr = SkFontMgr_New_Android(nullptr, nullptr);
// RIGHT — pass a FreeType scanner
#include "include/ports/SkFontScanner_FreeType.h"
mgr = SkFontMgr_New_Android(nullptr, SkFontScanner_Make_FreeType());
Do NOT use SkFontMgr_New_AndroidNDK for API < 30 — it has locale API bugs on Android 10.
Android surfaces render edge-to-edge. Content must account for system UI (status bar, navigation bar, display cutouts). Pass insets from Kotlin to C++ via JNI:
// Kotlin: read insets and pass to C++ as dp values
ViewCompat.setOnApplyWindowInsetsListener(this) { _, insets ->
val bars = insets.getInsets(WindowInsetsCompat.Type.systemBars())
nativeSetSafeAreaInsets(
bars.top / density, bars.bottom / density,
bars.left / density, bars.right / density
)
insets
}
// C++: apply to root panel padding
g_root_view->flex().padding_top = std::max(12.0f, safe_top + 4.0f);
g_root_view->flex().padding_bottom = std::max(12.0f, safe_bottom + 4.0f);
Without this, content renders under the status bar. The +4.0f adds breathing room beyond the bare minimum.
Label::paint() calls canvas.fill_text() which works in isolation, but text doesn't appear when painted through the View hierarchy's nested save/translate/clip_rect stack on Skia Graphite + Vulkan. This is likely a Graphite-specific issue.
Workaround: Draw section labels directly on the canvas after paint_all():
// After paint_all, draw labels at absolute dp coordinates
canvas.set_fill_color(Color::rgba(205, 214, 244));
canvas.set_font("sans-serif", 22);
canvas.fill_text("PULP SYNTH", label_x, pad_top + 22);
Use spacer Panels in the flex layout to reserve vertical space for each label.
CLI, MCP server, inspector, tests, and examples are desktop-only. Guard them in the root CMakeLists.txt:
if(NOT ANDROID)
add_subdirectory(tools/cli)
add_subdirectory(tools/mcp)
endif()
if(PULP_BUILD_TESTS AND NOT ANDROID)
# ...tests...
endif()
if(PULP_BUILD_EXAMPLES AND NOT ANDROID)
add_subdirectory(examples)
endif()
For libraries that conditionally link desktop-only targets (like pulp-format → pulp::inspect), use if(NOT ANDROID) guards rather than if(TARGET ...) since the target may not exist yet at configure time due to CMake ordering.
Dawn regularly renames WebGPU types. After rebasing on main, watch for:
ShaderModuleWGSLDescriptor → ShaderSourceWGSLchoc::value::ValueView temporaries may not bind to non-const references — use auto (not auto&)posix_spawn isn't just missing from platform code — view utilities like ContentSharer on the Linux #else fallback path also hit it. Guard with #elif defined(__ANDROID__) stubs:
#elif defined(__ANDROID__)
// Android: file sharing done via JNI/Intent — stub for now
void ContentSharer::share_file(const std::filesystem::path&, void*) {}
The demo synth uses Oboe with shared atomic parameters for lock-free UI → audio communication:
// Shared params — written by UI thread, read by audio callback
struct SynthParams {
std::atomic<float> osc_pitch{0.5f};
std::atomic<float> filter_cutoff{0.65f};
// ...
};
// UI sync (called each frame from render loop)
static void sync_ui_to_synth() {
auto& p = synth_params();
p.osc_pitch.store(knob->value(), std::memory_order_relaxed);
}
// Audio callback (Oboe, lock-free)
oboe::DataCallbackResult onAudioReady(...) {
float pitch = p.osc_pitch.load(std::memory_order_relaxed);
// ... generate audio ...
}
Start audio after the render loop starts, stop in nativeOnShutdown (NOT in android_surface_destroyed).
Never use SharingMode::Exclusive or PerformanceMode::LowLatency on the emulator. The Ranchu virtual audio HAL can't handle exclusive access — it produces pcm_writei I/O error storms that permanently break the audio pipe until emulator restart. Use:
builder.setPerformanceMode(oboe::PerformanceMode::None)
->setSharingMode(oboe::SharingMode::Shared)
On a real device, Exclusive + LowLatency is fine and preferred. Detect emulator vs hardware at runtime if you need both paths.
The Activity lifecycle causes surface destroy/recreate during normal transitions (configuration change, initial layout). Three rules:
android_surface_destroyed() — the surface gets destroyed and recreated during Activity transitions. The synth should survive this.onPause() — the Activity gets briefly paused during surface transitions. Move abandonFocus() to onDestroy().nativeOnShutdown() — called from onDestroy() when the Activity is actually going away.Violating any of these causes audio to play for 0.4–1.7 seconds then go silent, making it look like an emulator bug when it's actually a lifecycle bug.
Without AudioFocusRequest, Android may silently mute the Oboe stream. Request focus in onResume():
audioFocus = PulpAudioFocus(this)
// in onResume:
audioFocus.requestFocus()
// in onDestroy:
audioFocus.abandonFocus()
Monitor audio output without speakers using logcat peak levels:
adb logcat -s Pulp | grep "Audio peak"
# Output: Audio peak: 0.130 (-17.7 dB)
This logs every ~3 seconds. If peaks are >0 but you hear nothing, the issue is the emulator audio pipe, not the synth.
Dawn shader compilation takes 10-15 seconds on the emulator. Running it on the main thread causes ANR. The fix: a dedicated render thread with its own Looper for AChoreographer:
// Kotlin: launch render thread in surfaceCreated
renderThread = Thread({
Looper.prepare() // AChoreographer needs a Looper
renderLooper = Looper.myLooper()
nativeOnSurfaceCreated(holder.surface) // Dawn init happens here (slow)
initComplete = true
Looper.loop() // Blocks — processes AChoreographer callbacks
}, "PulpRenderThread").also { it.start() }
Key rules:
std::thread won't workrenderLooper?.quitSafely() + thread.join(5000)swiftshader_indirect is a CPU software rasterizer. Dawn shader compilation under swiftshader pegs virtual CPU at 100%, starving the VirtIO audio pipe and System UI threads. Symptoms:
pcm_writei failed with I/O error from Ranchu HAL (permanent audio dropout)Always use -gpu host on macOS Apple Silicon. This maps Vulkan to Metal via MoltenVK, offloading rendering to the GPU.
The synth UI can be created entirely via JavaScript using QuickJS (via CHOC). The JS script is embedded as a C++ string literal — no APK asset loading needed:
#include "synth_ui.js.h" // contains kSynthUiScript
// In create_demo_view_hierarchy:
auto engine = std::make_unique<ScriptEngine>();
auto bridge = std::make_unique<WidgetBridge>(*engine, root, store);
bridge->load_script(kSynthUiScript); // JS creates all widgets
root.layout_children();
The JS API: createKnob(), createFader(id, "horizontal", parent), createToggle(), createXYPad(), createMeter(), createLabel(), createRow(), createCol(), setFlex(), setValue(), setFontSize(), setTextColor(), setBackground(), on().
Widget refs for synth param sync are captured by ID:
auto* knob = dynamic_cast<Knob*>(bridge->widget("osc-0"));
Falls back to C++ widget hierarchy if JS fails (any exception → catch → C++ fallback).
android_render_frame() (in core/render/platform/android/gpu_surface_android.cpp) MUST call g_widget_bridge->poll_async_results() once per vsync — at the top, before begin_frame(). Without this, JS requestAnimationFrame / setTimeout / async-result queues never fire on Android: the callback gets queued in pending_frame_ids_, but nothing drains it because there's no idle callback wired into the AChoreographer loop the way macOS now wires it into CVDisplayLink (PR #1400).
Symptoms when missing:
requestAnimationFrame(loop) chain queues forever, never animatessetTimeout(cb, 100) never firesrequest_repaint, but that doesn't drain pending_frame_ids_)The fix is one call at the top of android_render_frame:
if (g_widget_bridge) {
g_widget_bridge->poll_async_results();
}
Hard to unit-test on Android (no emulator path → integration tests gated). The contract being asserted is already covered by test_widget_bridge.cpp's [issue-921] tag (rAF→repaint chain via poll_async_results); the Android wiring is structural connection, not behavioral.
Android CLI integration last verified against Google's docs:
2026-04-21 (spike #355 follow-up, CLI 0.7.15232955). Spike report:
planning/android-cli-agent-control-spike-2026-04-21.md —
confirms 0.7.15232955 has no logcat/pm/am/input/build
wrappers, so android_smoke.sh and pulp build stay on raw
adb/Gradle. Useful adopt-opportunistically surfaces: layout -p
(JSON UI hierarchy), screen capture --annotate + screen resolve (label-based tap coords), describe (JSON project
metadata). New CLI commands, install-URL changes, and
known-issue resolutions are tracked by the planned
android-cli-monitor workflow (#390) which polls Google's docs
twice a month and files an issue when the surface drifts. Until
that lands, refresh by hand if it's been > 1 month since the
verification date above.