Adding first APK build
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@@ -0,0 +1,24 @@
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--- a/src/MacSrc/Shock.c 2026-07-19 21:10:52.654910439 +0200
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+++ b/src/MacSrc/Shock.c 2026-07-19 21:10:52.658910394 +0200
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@@ -167,9 +167,21 @@
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}
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// TODO: figure out some universal set of settings that work...
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+#ifdef __ANDROID__
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+ // Desktop GL's compatibility/core profile split doesn't exist on
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+ // Android - EGL only ever gives out GLES contexts. Quest hardware
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+ // (Adreno on the XR2/XR2 Gen 2) supports GLES 3.2, which - unlike
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+ // GLES 2.0 - has GL_UNPACK_ROW_LENGTH and GL_CLAMP_TO_BORDER as core
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+ // (see android/engine-patches/03-android-opengl-es-render.patch),
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+ // avoiding needing workarounds for either in OpenGL.cc.
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+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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+#else
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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+#endif
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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