Files
questshock/android/engine-patches/04-android-opengl-es-render.patch
T
ml 66f02a0c61
build / build (push) Successful in 1m8s
The Android/Quest CMakeLists.txt patch previously reimplemented desktop
immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on
top of GLES, since GLES has none of it. That code compiled but was never
actually exercised - no on-screen verification was possible without real
Quest hardware - making it the biggest unverified risk in the port.

Replace it with GL4ES (MIT-licensed, prebuilt into the build image),
a mature desktop-GL-on-GLES translation library used by other
Quest/Android game ports for exactly this problem. This cuts
04-android-opengl-es-render.patch by half, deleting the hand-written
vertex-accumulation emulation entirely; alpha test, point sprites, and
point size stay on their existing GLES-native fixes rather than trusting
GL4ES's shakier custom-shader interop for those.

Bump build-image/VERSION to 3 - a fresh image with GL4ES cross-compiled
for arm64-v8a was built and make apk verified successfully against it.
2026-07-20 12:52:34 +02:00

76 lines
2.9 KiB
Diff

--- a/src/MacSrc/OpenGL.cc
+++ b/src/MacSrc/OpenGL.cc
@@ -20,6 +20,24 @@
#include <SDL_opengl.h>
#endif
+#ifdef __ANDROID__
+// GL4ES's glPointSize()/custom-shader interop goes through the same kind
+// of shader-source rewrite as its alpha-test emulation (see
+// init_opengl() below) - avoid relying on it. GLES point size instead
+// comes from a "pointSize" uniform, written to gl_PointSize in
+// android/gles-shaders/main.vert. opengl_begin_stars() (the only
+// glPointSize() call site) now binds the star shader first, so
+// GL_CURRENT_PROGRAM here is always correct.
+#define glPointSize questshock_glPointSize
+static void questshock_glPointSize(GLfloat size) {
+ GLint program = 0;
+ glGetIntegerv(GL_CURRENT_PROGRAM, &program);
+ GLint loc = glGetUniformLocation(program, "pointSize");
+ if (loc >= 0)
+ glUniform1f(loc, size);
+}
+#endif // __ANDROID__
+
extern "C" {
#include "mainloop.h"
#include "map.h"
@@ -229,6 +247,13 @@
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertShader);
glAttachShader(shaderProgram, fragShader);
+#ifdef __ANDROID__
+ // Must be bound before linking. GL4ES routes glVertex3f() (used
+ // throughout this file below) to attribute location 0 of whatever
+ // shader is currently bound - matches
+ // android/gles-shaders/main.vert's "position" attribute.
+ glBindAttribLocation(shaderProgram, 0, "position");
+#endif
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
@@ -313,10 +338,18 @@
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
+#ifndef __ANDROID__
+ // GL4ES emulates both of these (alpha test, point sprites) for a
+ // custom shader by rewriting its source under the hood - a rougher
+ // edge of the library. Skip relying on that: alpha test is instead
+ // a discard in android/gles-shaders/texture.frag, and point-sprite
+ // rasterization for GL_POINTS works automatically in GLES with no
+ // enable call at all (see android/gles-shaders/star.frag).
glEnable(GL_ALPHA_TEST);
glEnable(GL_POINT_SPRITE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GEQUAL, 0.05f);
+#endif
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CreateShader("main.vert", "texture.frag", &textureShaderProgram);
CreateShader("main.vert", "color.frag", &colorShaderProgram);
@@ -908,9 +941,12 @@
void opengl_begin_stars() {
SDL_GL_MakeCurrent(window, context);
+ // Bind the star shader before setting the point size: on Android,
+ // questshock_glPointSize() (see the __ANDROID__ block above) needs
+ // it to already be GL_CURRENT_PROGRAM.
+ glUseProgram(starShaderProgram.shaderProgram);
glPointSize(1.5 * (render_width / 320.0));
- glUseProgram(starShaderProgram.shaderProgram);
glUniformMatrix4fv(starShaderProgram.uniView, 1, false, IdentityMatrix);
glUniformMatrix4fv(starShaderProgram.uniProj, 1, false, IdentityMatrix);