- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a menu-toggle button) plus ray/quad hit-testing, and a visible laser-pointer line drawn from the controller toward the hit point. - xr_menu.c/h + MenuOverlay.java: a second composition-layer quad, toggled by a controller button, showing an off-screen, never-attached Android View tree (one "Keyboard" button so far) driven by synthetic touch events computed from the laser ray's hit UV. - Migrate gl4es from a prebuilt binary baked into the Docker build-image to a vendored source snapshot (android/gl4es-src/) compiled from source at APK build time via CMake add_subdirectory(), patched through a new android/gl4es-patches/ (mirrors the existing engine-patches/ pattern). This was needed to track down and fix a bug hit while building the menu: gl4es's fixed-pipeline emulation (fpe.c) was unconditionally substituting its own shader onto the menu's draw call (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so its fpe_IsEmpty() check could never see the state as empty), making the menu quad show the game's own rendering instead of its own content. Fixed by routing the menu's blit through a real glBlitFramebuffer() call instead of a shader-based draw, which gl4es's fpe.c has nothing to intercept - documented in README.md's new "Debugging notes" section. - Renumber android/engine-patches/ to close the gap left by removing an unrelated diagnostic-only patch, and strip investigation-journal comments and dead diagnostic code (temporary tracing, env-var probes) left over from finding the bug above. - Restructure README.md into numbered sections, document every engine/gl4es patch, add Android Studio dev/testing-cycle instructions, and generalize Quest-specific wording to any OpenXR headset. Update NOTICE.txt to match (gl4es is now vendored/patched source, not a prebuilt binary; add the OpenXR-SDK loader).
This commit is contained in:
@@ -0,0 +1,252 @@
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--- a/src/MacSrc/OpenGL.cc 2026-07-25 07:10:06.189412183 +0200
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+++ b/src/MacSrc/OpenGL.cc 2026-07-25 07:12:05.356301052 +0200
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@@ -36,6 +36,7 @@
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if (loc >= 0)
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glUniform1f(loc, size);
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}
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+#include "xr_session.h"
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#endif // __ANDROID__
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extern "C" {
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@@ -382,6 +383,21 @@
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#endif
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opengl_resize(width, height);
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+#ifdef __ANDROID__
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+ // Bring up the OpenXR session now that the shared GL context above is
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+ // current (xr_init() reuses it via eglGetCurrentContext/Display - see
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+ // xr_session.c) - sized to the game's own logical resolution, not the
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+ // physical window, since the swapchain is composited by the XR runtime
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+ // rather than upscaled by us into a physical-window-sized viewport (see
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+ // opengl_swap_and_restore()/android_composite_software_frame() below).
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+ // Failure here (e.g. no OpenXR runtime installed) just means the
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+ // immersive path never activates - SDLDraw() falls back to the plain
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+ // window-present path for the rest of the run.
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+ int xr_logical_width, xr_logical_height;
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+ SDL_RenderGetLogicalSize(renderer, &xr_logical_width, &xr_logical_height);
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+ xr_init(xr_logical_width, xr_logical_height);
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+#endif
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+
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// Now make the palettes
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opaquePalette = SDL_AllocPalette(256);
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transparentPalette = SDL_AllocPalette(256);
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@@ -498,7 +514,109 @@
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*y_scale = output_height / screen_height;
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}
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+#ifdef __ANDROID__
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+// Shared by opengl_swap_and_restore()'s UI-overlay blit and
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+// android_composite_software_frame() below - draws an SDL_Surface as a
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+// fullscreen textured quad via gl4es. SDL's own renderer can't be used
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+// here: it's tied to the window's own EGL surface, not whatever XR
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+// swapchain framebuffer the caller already bound via xr_frame_begin().
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+static void android_draw_surface_as_quad(SDL_Surface *ui, bool blend) {
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+ SDL_Surface *uiRgba = SDL_ConvertSurfaceFormat(ui, SDL_PIXELFORMAT_RGBA32, 0);
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+ if (uiRgba == nullptr)
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+ return;
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+
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+ glUseProgram(textureShaderProgram.shaderProgram);
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+ GLint tcAttrib = textureShaderProgram.tcAttrib;
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+ GLint lightAttrib = textureShaderProgram.lightAttrib;
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+ glUniform1i(textureShaderProgram.uniNightSight, false);
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+ glUniformMatrix4fv(textureShaderProgram.uniView, 1, false, IdentityMatrix);
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+ glUniformMatrix4fv(textureShaderProgram.uniProj, 1, false, IdentityMatrix);
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+
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+ // Persistent texture, reused every call instead of a fresh
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+ // gen/upload/delete each frame.
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+ static GLuint s_uiTexture = 0;
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+ if (s_uiTexture == 0)
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+ glGenTextures(1, &s_uiTexture);
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+ bind_texture(s_uiTexture);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, uiRgba->w, uiRgba->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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+ uiRgba->pixels);
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+
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+ set_blend_mode(blend);
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+
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+ // Real per-vertex arrays, not glBegin/glVertexAttrib/glVertex3f
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+ // immediate mode: glVertexAttrib*() is GLES2's *constant*-attribute
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+ // API - without an enabled vertex array it sets one value for the
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+ // whole draw call, not a fresh value per vertex. gl4es's immediate-mode
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+ // emulation only reproduces desktop GL's per-vertex-capture behavior
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+ // for attribute 0 (position, driven directly by glVertex3f), not for
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+ // custom attributes like this shader's texcoords/light.
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+ //
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+ // V is flipped (1 at the bottom, 0 at the top): GL texture v=0
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+ // addresses the first row of data passed to glTexImage2D, but uiRgba
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+ // (an SDL surface) stores its rows top-down.
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+ struct QuadVertex {
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+ float x, y, z;
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+ float u, v;
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+ float light;
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+ };
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+ static const QuadVertex quadVerts[4] = {
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+ {1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
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+ {1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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+ {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f},
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+ {-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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+ };
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+ glEnableVertexAttribArray(0);
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+ glEnableVertexAttribArray(tcAttrib);
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+ glEnableVertexAttribArray(lightAttrib);
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+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].x);
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+ glVertexAttribPointer(tcAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(QuadVertex), &quadVerts[0].u);
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+ glVertexAttribPointer(lightAttrib, 1, GL_FLOAT, GL_FALSE, sizeof(QuadVertex),
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+ &quadVerts[0].light);
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+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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+ // The engine's other rendering uses glBegin/glVertexAttrib/glVertex3f
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+ // immediate mode for attribute 0, which depends on it not having an
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+ // enabled array bound.
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+ glDisableVertexAttribArray(0);
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+ glDisableVertexAttribArray(tcAttrib);
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+ glDisableVertexAttribArray(lightAttrib);
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+ glFlush();
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+
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+ SDL_FreeSurface(uiRgba);
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+}
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+
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+void android_composite_software_frame(SDL_Surface *ui) {
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+ // Deliberately no SDL_GL_MakeCurrent() here - see the comment in
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+ // opengl_swap_and_restore() below for why.
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+ glClear(GL_COLOR_BUFFER_BIT);
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+ android_draw_surface_as_quad(ui, false);
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+}
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+#endif
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+
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void opengl_swap_and_restore(SDL_Surface *ui) {
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+#ifdef __ANDROID__
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+ // No SDL_GL_MakeCurrent() here on Android, deliberately - unlike the
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+ // desktop path below. init_opengl() already made (window, context)
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+ // current once; re-asserting it every frame turned out to reset
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+ // gl4es's own internal "current framebuffer" bookkeeping back to
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+ // whatever it associates with that context/surface pair (observed
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+ // on-device: the XR swapchain image reliably received our real
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+ // glClear/bind from xr_frame_begin(), but every actual gl4es-routed
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+ // draw call after a fresh SDL_GL_MakeCurrent() here kept landing
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+ // somewhere else - the quad stayed permanently black). Confirmed this
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+ // exact class of gl4es/OpenXR interaction against RTCWQuest (Team
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+ // Beef Studios), a shipped gl4es+Khronos-OpenXR-loader Quest port:
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+ // it makes its EGL context current exactly once at init and never
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+ // again per-frame, for the same reason.
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+ //
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+ // xr_frame_begin() (called from SDLDraw()) already bound the XR
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+ // swapchain's framebuffer and a full-size viewport - no physical-
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+ // window letterboxing needed here either, unlike the desktop/2D-panel
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+ // path below, since the swapchain is sized to exactly the game's
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+ // logical resolution (see xr_init()).
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+ glClear(GL_COLOR_BUFFER_BIT);
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+#else
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// restore the view backup (without HUD overlay) for incremental
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// updates in the subsequent frame
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SDL_GL_MakeCurrent(window, context);
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@@ -510,6 +628,7 @@
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// Set the drawable area for the 3d view
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glViewport(phys_offset_x * x_hdpi_scale, phys_offset_y * y_hdpi_scale, phys_width * x_hdpi_scale,
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phys_height * y_hdpi_scale);
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+#endif
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set_blend_mode(false);
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// Bind and setup our general shader program
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@@ -552,6 +671,11 @@
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if (err != GL_NO_ERROR)
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ERROR("OpenGL error: %i", err);
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+#ifdef __ANDROID__
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+ // Blit the UI canvas over the 3d view (see android_draw_surface_as_quad()
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+ // above - SDL's renderer can't target the XR swapchain framebuffer).
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+ android_draw_surface_as_quad(ui, true);
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+#else
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// Blit the UI canvas over the 3d view
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, ui);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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@@ -561,6 +685,7 @@
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// Finally, swap to the screen
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SDL_RenderPresent(renderer);
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+#endif
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}
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void toggle_opengl() {
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--- a/src/MacSrc/OpenGL.h 2026-07-19 13:11:51.000000000 +0200
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+++ b/src/MacSrc/OpenGL.h 2026-07-25 07:10:06.353410581 +0200
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@@ -22,6 +22,15 @@
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void opengl_swap_and_restore(SDL_Surface *ui);
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void opengl_change_palette();
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+#ifdef __ANDROID__
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+// Composites a plain software-rendered frame (the same content SDLDraw's
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+// non-OpenGL fallback would otherwise present via SDL_RenderCopy) into the
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+// XR swapchain image already bound by xr_frame_begin() - see Shock.c's
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+// SDLDraw(), which needs this for the splash screen/cutscenes/menus that
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+// render this way instead of through opengl_swap_and_restore().
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+void android_composite_software_frame(SDL_Surface *ui);
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+#endif
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+
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void opengl_set_viewport(int x, int y, int width, int height);
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int opengl_draw_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
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int opengl_light_tmap(int n, g3s_phandle *vp, grs_bitmap *bm);
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--- a/src/MacSrc/Shock.c 2026-07-25 07:10:06.181412261 +0200
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+++ b/src/MacSrc/Shock.c 2026-07-25 07:10:06.353410581 +0200
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@@ -30,6 +30,10 @@
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#include <math.h>
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#include <SDL.h>
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+#ifdef __ANDROID__
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+#include "xr_session.h"
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+#endif
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+
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#include "InitMac.h"
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#include "Modding.h"
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#include "OpenGL.h"
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@@ -301,6 +305,21 @@
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}
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void SDLDraw() {
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+#ifdef __ANDROID__
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+ // The true once-a-frame present hook for the immersive OpenXR path -
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+ // unlike opengl_swap_and_restore() below, this runs every frame
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+ // regardless of should_opengl_swap() (e.g. also during the splash
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+ // screen/cutscenes/menus, which render through the plain software
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+ // path below, not the OpenGL one). xr_poll_events() needs exactly that
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+ // - called unconditionally - to ever observe the session reach a
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+ // running state in the first place.
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+ xr_poll_events();
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+ if (!xr_frame_begin()) {
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+ xr_frame_end();
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+ return;
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+ }
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+#endif
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+
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if (should_opengl_swap()) {
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// We want the UI background to be transparent!
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sdlPalette->colors[255].a = 0x00;
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@@ -310,14 +329,27 @@
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// Set the palette back, and we are done
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sdlPalette->colors[255].a = 0xff;
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+#ifdef __ANDROID__
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+ xr_frame_end();
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+#endif
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return;
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}
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+#ifdef __ANDROID__
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+ // Same software-rendered frame the desktop path below would present
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+ // via SDL_RenderCopy/SDL_RenderPresent, composited into the XR
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+ // swapchain image xr_frame_begin() bound above instead - SDL's
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+ // renderer is tied to the window's own EGL surface, not that FBO.
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+ android_composite_software_frame(drawSurface);
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+ xr_frame_end();
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+ return;
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+#endif
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+
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// Clear the screen!
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SDL_RenderClear(renderer);
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, drawSurface);
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- // Blit to the screen by drawing the surface
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+ // Blit to the screen by drawing the surface
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SDL_Rect srcRect = {0, 0, gScreenWide, gScreenHigh};
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SDL_RenderCopy(renderer, texture, &srcRect, NULL);
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SDL_DestroyTexture(texture);
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Block a user