d2dc58391b
build / build (push) Successful in 2m26s
- 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).
94 lines
5.2 KiB
YAML
94 lines
5.2 KiB
YAML
#GLES 2.0 Core (minus GLES 1.1 core+ext functions)
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glAttachShader: [void, GLuint program, GLuint shader]
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glBindAttribLocation: [void, GLuint program, GLuint index, const GLchar * name]
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glBindBuffer: [void, GLenum target, GLuint buffer]
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glBufferData: [void, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage]
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glBufferSubData: [void, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid
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* data]
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glCompileShader: [void, GLuint shader]
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glCreateProgram: [GLuint]
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glCreateShader: [GLuint, GLenum type]
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glDeleteBuffers: [void, GLsizei n, const GLuint * buffer]
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glDeleteProgram: [void, GLuint program]
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glDeleteShader: [void, GLuint shader]
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glDetachShader: [void, GLuint program, GLuint shader]
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glDisableVertexAttribArray: [void, GLuint index]
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glEnableVertexAttribArray: [void, GLuint index]
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glGenBuffers: [void, GLsizei n, GLuint * buffer]
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glGetActiveAttrib: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei *
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length, GLint * size, GLenum * type, GLchar * name]
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glGetActiveUniform: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei
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* length, GLint * size, GLenum * type, GLchar * name]
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glGetAttachedShaders: [void, GLuint program, GLsizei maxCount, GLsizei * count, GLuint
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* obj]
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glGetAttribLocation: [GLint, GLuint program, const GLchar * name]
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glGetBufferParameteriv: [void, GLenum target, GLenum pname, GLint * params]
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glGetProgramInfoLog: [void, GLuint program, GLsizei bufSize, GLsizei * length, GLchar
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* infoLog]
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glGetProgramiv: [void, GLuint program, GLenum pname, GLint * params]
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glGetShaderInfoLog: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar
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* infoLog]
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glGetShaderPrecisionFormat: [void, GLenum shadertype, GLenum precisiontype, GLint
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* range, GLint * precision]
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glGetShaderSource: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar
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* source]
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glGetShaderiv: [void, GLuint shader, GLenum pname, GLint * params]
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glGetUniformLocation: [GLint, GLuint program, const GLchar * name]
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glGetUniformfv: [void, GLuint program, GLint location, GLfloat * params]
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glGetUniformiv: [void, GLuint program, GLint location, GLint * params]
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glGetVertexAttribPointerv: [void, GLuint index, GLenum pname, GLvoid ** pointer]
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glGetVertexAttribfv: [void, GLuint index, GLenum pname, GLfloat * params]
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glGetVertexAttribiv: [void, GLuint index, GLenum pname, GLint * params]
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glIsBuffer: [GLboolean, GLuint buffer]
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glIsProgram: [GLboolean, GLuint program]
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glIsShader: [GLboolean, GLuint shader]
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glLinkProgram: [void, GLuint program]
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glReleaseShaderCompiler: [void]
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glShaderBinary: [void, GLsizei n, const GLuint * shaders, GLenum binaryformat, const
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GLvoid * binary, GLsizei length]
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glShaderSource: [void, GLuint shader, GLsizei count, const GLchar * const * string,
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const GLint * length]
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glStencilFuncSeparate: [void, GLenum face, GLenum func, GLint ref, GLuint mask]
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glStencilMaskSeparate: [void, GLenum face, GLuint mask]
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glStencilOpSeparate: [void, GLenum face, GLenum sfail, GLenum zfail, GLenum zpass]
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glUniform1f: [void, GLint location, GLfloat v0]
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glUniform1fv: [void, GLint location, GLsizei count, const GLfloat * value]
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glUniform1i: [void, GLint location, GLint v0]
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glUniform1iv: [void, GLint location, GLsizei count, const GLint * value]
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glUniform2f: [void, GLint location, GLfloat v0, GLfloat v1]
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glUniform2fv: [void, GLint location, GLsizei count, const GLfloat * value]
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glUniform2i: [void, GLint location, GLint v0, GLint v1]
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glUniform2iv: [void, GLint location, GLsizei count, const GLint * value]
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glUniform3f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2]
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glUniform3fv: [void, GLint location, GLsizei count, const GLfloat * value]
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glUniform3i: [void, GLint location, GLint v0, GLint v1, GLint v2]
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glUniform3iv: [void, GLint location, GLsizei count, const GLint * value]
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glUniform4f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3]
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glUniform4fv: [void, GLint location, GLsizei count, const GLfloat * value]
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glUniform4i: [void, GLint location, GLint v0, GLint v1, GLint v2, GLint v3]
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glUniform4iv: [void, GLint location, GLsizei count, const GLint * value]
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glUniformMatrix2fv: [void, GLint location, GLsizei count, GLboolean transpose, const
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GLfloat * value]
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glUniformMatrix3fv: [void, GLint location, GLsizei count, GLboolean transpose, const
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GLfloat * value]
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glUniformMatrix4fv: [void, GLint location, GLsizei count, GLboolean transpose, const
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GLfloat * value]
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glUseProgram: [void, GLuint program]
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glValidateProgram: [void, GLuint program]
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glVertexAttrib1f: [void, GLuint index, GLfloat x]
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glVertexAttrib1fv: [void, GLuint index, const GLfloat * v]
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glVertexAttrib2f: [void, GLuint index, GLfloat x, GLfloat y]
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glVertexAttrib2fv: [void, GLuint index, const GLfloat * v]
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glVertexAttrib3f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z]
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glVertexAttrib3fv: [void, GLuint index, const GLfloat * v]
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glVertexAttrib4f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w]
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glVertexAttrib4fv: [void, GLuint index, const GLfloat * v]
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glVertexAttribPointer: [void, GLuint index, GLint size, GLenum type, GLboolean normalized,
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GLsizei stride, const GLvoid * pointer]
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#Other function, probably in no GLES version
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glFogCoordf: [void, GLfloat coord]
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glFogCoordfv: [void, const GLfloat * coord]
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glFogCoordPointer: [void, GLenum type, GLsizei stride, const GLvoid * pointer]
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