The Android/Quest CMakeLists.txt patch previously reimplemented desktop
build / build (push) Successful in 1m8s

immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on
top of GLES, since GLES has none of it. That code compiled but was never
actually exercised - no on-screen verification was possible without real
Quest hardware - making it the biggest unverified risk in the port.

Replace it with GL4ES (MIT-licensed, prebuilt into the build image),
a mature desktop-GL-on-GLES translation library used by other
Quest/Android game ports for exactly this problem. This cuts
04-android-opengl-es-render.patch by half, deleting the hand-written
vertex-accumulation emulation entirely; alpha test, point sprites, and
point size stay on their existing GLES-native fixes rather than trusting
GL4ES's shakier custom-shader interop for those.

Bump build-image/VERSION to 3 - a fresh image with GL4ES cross-compiled
for arm64-v8a was built and make apk verified successfully against it.
This commit is contained in:
ml
2026-07-20 12:52:34 +02:00
parent 9e2c9ffbe6
commit 66f02a0c61
8 changed files with 75 additions and 3258 deletions
+2 -1
View File
@@ -42,11 +42,12 @@ cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite .so's into jniLibs =="
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs =="
JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a"
rm -rf "$ANDROID_DIR/app/src/main/jniLibs"
mkdir -p "$JNI_LIBS_DIR"
find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \
/opt/prebuilt/android/gl4es/lib \
-name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \;
echo "== Building the APK (gradlew assembleDebug) =="