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questshock/android
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Split the menu quad back onto its own independent OpenXR swapchain
Replaces the single shared, side-by-side swapchain (game + menu content
packed into one image, needing viewport/scissor juggling to keep the
menu's own glClear from bleeding into the game's region) with two fully
independent XrSwapchainState instances, each sized to exactly its own
content and acquired/released on its own within the same
xrBeginFrame/xrEndFrame pair - an ordinary multi-layer OpenXR setup.

The shared-swapchain design was originally adopted to work around what
looked like a Horizon OS compositor limitation with independent
swapchains, but that was diagnosed before the real root cause of the
"menu shows the game's content" bug was found (gl4es's fpe.c
unconditionally substituting its own shader onto the menu's draw call -
see README's Debugging notes). Since the actual fix routes the menu's
blit through a real, non-gl4es glBlitFramebuffer() call - orthogonal to
how many swapchains exist - splitting back onto two swapchains works
fine and removes the GL_SCISSOR_TEST workaround and sub-rectangle
offset math entirely. Confirmed on-device: both quads render correctly,
hit-testing and 90 FPS unaffected.

Also adds a visible cursor to the menu quad itself: xr_input.c now
tracks whichever hand's aim ray hits the menu each frame and forwards it
to a new MenuOverlay.nativeUpdateCursor(), which draws a small dot at
that position (composited through the same Bitmap the menu's own
content already goes through) - previously there was no visual feedback
at all showing where you were pointing before pulling the trigger.
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