Files
questshock/android/engine-patches/09-android-no-window-resize.patch
T
ml e0a2e1f4bf
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Fix persistent GL_INVALID_OPERATION spam and resolution-change bugs on Android
- opengl_end_frame() bound framebuffer 0 on Android, which has no valid
  target there (real presentation goes through the OpenXR swapchain's own
  FBOs) - gl4es reported this every frame. Skip it there.
- render_hack_cameras() re-entered opengl_start_frame()/opengl_end_frame()
  for camera-monitor renders that never touch the GL screen; excluded them
  to match use_opengl()'s existing behavior. Also drains a stray error left
  by xrPollEvent().
- ChangeScreenSize() never called opengl_resize() on Android, freezing the
  3D render target at launch size after an in-game resolution change; and
  xr_get_game_resolution() used the swapchain's fixed size instead of the
  current screen resolution, misplacing the laser-pointer cursor after such
  a change.
- Removes all temporary bisection diagnostics added while tracking down the
  GL_INVALID_OPERATION source.
2026-09-04 16:34:52 +02:00

69 lines
3.0 KiB
Diff

--- a/src/MacSrc/ShockBitmap.c
+++ b/src/MacSrc/ShockBitmap.c
@@ -27,6 +27,9 @@
#include "Shock.h"
#include "ShockBitmap.h"
#include "2d.h"
+#ifdef __ANDROID__
+#include "OpenGL.h"
+#endif
//--------------------
// Globals
@@ -42,11 +45,26 @@
SDL_RenderClear(renderer);
+#ifndef __ANDROID__
+ // On Android there's exactly one OS-controlled-size surface - no
+ // desktop-style window to resize, move, or toggle fullscreen on.
+ // SDL_SetWindowSize() still "succeeds" there (Android has no
+ // SetWindowSize driver hook, so SDL's generic layer just overwrites its
+ // own cached window->w/h to the requested game resolution, e.g.
+ // 640x480, and synthesizes a resize event from that) - which desyncs
+ // SDL's own notion of the window size from the real, unchanged Android
+ // surface size (e.g. 1600x1200), and that desync is exactly what then
+ // makes both SDL's internal renderer viewport and this engine's own
+ // custom GL viewport (OpenGL.cc's opengl_resize(), driven by that same
+ // now-wrong cached size) shrink to the game's resolution instead of
+ // filling the real surface. Skip the desktop-only calls on Android
+ // entirely, leaving SDL's window-size bookkeeping untouched.
extern bool fullscreenActive;
SDL_SetWindowFullscreen(window, fullscreenActive ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
SDL_SetWindowSize(window, width, height);
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+#endif
SDL_RenderSetLogicalSize(renderer, width, height);
@@ -54,6 +72,28 @@
gScreenWide = width;
gScreenHigh = height;
+
+#ifdef __ANDROID__
+ // Skipping SDL_SetWindowSize() above (see the comment for why) also
+ // means no native resize event ever fires on Android when the in-game
+ // resolution changes - opengl_resize() (OpenGL.cc) only ever runs from
+ // that event (see sdl_events.c) or once at OpenGL init, and it's what
+ // (re)creates backupBuffer, the offscreen 3D-view render target, sized
+ // to the logical resolution just changed above. Without this, it stays
+ // stuck at whatever size it was at launch while the rest of the game
+ // (drawSurface/gScreenWide/gScreenHigh, just updated above) moves on to
+ // the new resolution - the actual cause of the display breaking and
+ // becoming unresponsive to further input after changing resolution
+ // in-game. Call it directly instead - after gScreenWide/gScreenHigh
+ // update above, same as the desktop resize event (delivered via
+ // SDL_PollEvent(), so always processed after this function has already
+ // returned) - using the same physical window size init_opengl() itself
+ // used (SDL_GetWindowSize()); that never changes on Android, only the
+ // logical size set above does.
+ int physWidth, physHeight;
+ SDL_GetWindowSize(window, &physWidth, &physHeight);
+ opengl_resize(physWidth, physHeight);
+#endif
}
//------------------------------------------------------------------------------------