Files
questshock/android/engine-patches/02-android-opengl-es.patch
T
ml ac640762d7
build / build (push) Successful in 2m13s
Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
- patchelf gl4es's embedded SONAME to libGL.so so AGP's jniLibs packaging
  (which drops any file not literally named "*.so") and the dynamic
  linker's NEEDED-entry resolution (by embedded SONAME, not filename)
  finally agree - fixes the "library \"libGL.so.1\" not found" crash seen
  on real Quest hardware.
- QuestShockActivity now checks that res/data and res/sound exist before
  starting the native engine, showing an explanatory dialog instead of
  crashing on init_popups' unchecked NULL resource load when a fresh
  install has no game data copied in yet.
- dist/questshock-<version>-android-arm64.apk is now versioned from the
  same git-tag-or-dev-placeholder scheme as the desktop tarball
  (build-image/version.sh, shared by both via the Makefile and
  build-apk.sh).
- build-image/prepare-android-project.sh (prep logic extracted out of
  build-apk.sh) can now stage android/ for a native build directly in
  Android Studio (--host-paths), exporting the prebuilt SDL2/SDL2_mixer/
  fluidsynth-lite/gl4es libraries and writing host-resolvable paths,
  instead of only ever building inside the Docker image.
- Corrected GET_ASSETS.txt/GET_ASSETS_QUEST.txt, which wrongly described
  merging res/pc/hd and res/pc/cdrom trees out of the raw installer's
  sshock.kpf - an already-installed copy's res/data res/sound can just
  be copied directly, with extract_assets.sh only needed from the raw
  installer.
2026-07-23 06:42:45 +02:00

23 lines
783 B
Diff

--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -46,9 +46,17 @@
add_compile_options(-fsigned-char -fno-strict-aliasing)
-# Find OpenGL
+# Find OpenGL. Android has no desktop GL/GLX for CMake's FindOpenGL module
+# to find - link the prebuilt GL4ES instead (translates this file's
+# desktop-style GL calls into GLES/EGL; it links GLESv2/EGL itself, so
+# the engine doesn't need to link them directly).
if(ENABLE_OPENGL)
- find_package(OpenGL REQUIRED)
+ if(ANDROID)
+ set(OPENGL_INCLUDE_DIRS ${ANDROID_PREBUILT_DIR}/gl4es/include)
+ set(OPENGL_LIBRARIES ${ANDROID_PREBUILT_DIR}/gl4es/lib/libGL.so)
+ else()
+ find_package(OpenGL REQUIRED)
+ endif()
add_definitions(-DUSE_OPENGL)
if(WIN32)
list(APPEND OPENGL_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/build_ext/built_glew/include)