Kip broke down an experimental project that the Mozilla VR team would like to try. They want to build a "chromeless" Fennec -- like b2gdroid -- that is an Oculus SDK  consumer. There are a few parts to this: * removing the Fennec UI, like b2gdroid; * defining manifest entries stating that the new product is a "VR application"; * linking against the Oculus SDK, which is C. A quick skim of the documentation shows that the Oculus SDK is provided as a modern Gradle plugin. It's not clear without investigation that the SDK can be used by non-Gradle consumers, like the existing Fennec build system. If the Gradle plugin is doing non-trivial things -- like rewriting manifests or running custom tools -- we'll need to grow whatever Gradle integration is required. Luckily that's a long running and valuable Fennec project which is progressing: see Bug 1119520 and dependants.  https://developer.oculus.com/documentation/mobilesdk/latest/concepts/book-intro/
CC to fabrice, since he arranged this once and may have "lessons learned" to feedback to those following in his footsteps; and to jlund, who did the build scheduling work. Nothing more concrete yet, y'all. kip: in theory, you should be able to copy-paste mobile/android/b2gdroid into mobile/android/vr, and then: * tear most of it out; * update the branding; * update the Android manifest; Then you'll want build help to put everything behind a flag, to update the packaging, and to clone the TaskCluster build job. There are probably dependency issues waiting with the Gradle/build system integration.
Thanks, Nick! I have tried the copy-paste as you suggested and managed to produce builds locally with the chrome stripped out. In addition to the steps you have identified above in Comment 1, a new "GearVR" driver would be added to /gfx/vr following the same pattern as the others.