- 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).
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@@ -0,0 +1,104 @@
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LOCAL_PATH := $(call my-dir)
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###########################
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#
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# GL static library
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#
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###########################
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include $(CLEAR_VARS)
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LOCAL_MODULE := GL
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
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LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES) -DBCMHOST
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LOCAL_SRC_FILES := \
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src/gl/arbconverter.c \
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src/gl/arbgenerator.c \
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src/gl/arbhelper.c \
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src/gl/arbparser.c \
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src/gl/array.c \
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src/gl/blend.c \
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src/gl/blit.c \
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src/gl/buffers.c \
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src/gl/build_info.c \
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src/gl/debug.c \
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src/gl/decompress.c \
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src/gl/depth.c \
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src/gl/directstate.c \
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src/gl/drawing.c \
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src/gl/enable.c \
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src/gl/envvars.c \
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src/gl/eval.c \
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src/gl/face.c \
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src/gl/fog.c \
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src/gl/fpe.c \
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src/gl/fpe_cache.c \
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src/gl/fpe_shader.c \
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src/gl/framebuffers.c \
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src/gl/gl_lookup.c \
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src/gl/getter.c \
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src/gl/gl4es.c \
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src/gl/glstate.c \
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src/gl/hint.c \
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src/gl/init.c \
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src/gl/light.c \
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src/gl/line.c \
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src/gl/list.c \
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src/gl/listdraw.c \
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src/gl/listrl.c \
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src/gl/loader.c \
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src/gl/logs.c \
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src/gl/matrix.c \
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src/gl/matvec.c \
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src/gl/oldprogram.c \
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src/gl/pixel.c \
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src/gl/planes.c \
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src/gl/pointsprite.c \
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src/gl/preproc.c \
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src/gl/program.c \
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src/gl/queries.c \
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src/gl/raster.c \
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src/gl/render.c \
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src/gl/samplers.c \
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src/gl/shader.c \
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src/gl/shaderconv.c \
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src/gl/shader_hacks.c \
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src/gl/stack.c \
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src/gl/stencil.c \
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src/gl/string_utils.c \
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src/gl/stubs.c \
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src/gl/texenv.c \
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src/gl/texgen.c \
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src/gl/texture.c \
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src/gl/texture_compressed.c \
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src/gl/texture_params.c \
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src/gl/texture_read.c \
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src/gl/texture_3d.c \
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src/gl/uniform.c \
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src/gl/vertexattrib.c \
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src/gl/wrap/gl4eswraps.c \
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src/gl/wrap/gles.c \
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src/gl/wrap/glstub.c \
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src/gl/math/matheval.c \
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src/glx/hardext.c \
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src/glx/glx.c \
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src/glx/lookup.c \
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src/glx/gbm.c \
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src/glx/streaming.c \
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LOCAL_CFLAGS += -g -std=gnu99 -funwind-tables -O3 -fvisibility=hidden -include include/android_debug.h
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LOCAL_CFLAGS += -DNOX11
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LOCAL_CFLAGS += -DNO_GBM
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#LOCAL_CFLAGS += -DNO_INIT_CONSTRUCTOR
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LOCAL_CFLAGS += -DDEFAULT_ES=2
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//TODO: maybe temporary?
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LOCAL_CFLAGS += -Wno-typedef-redefinition -Wno-dangling-else
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LOCAL_LDLIBS := -llog
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#building as a static lib
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LOCAL_CFLAGS += -DSTATICLIB
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include $(BUILD_STATIC_LIBRARY)
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