Added lib for arm64 and x86_64

This is incomplete, as the game won't render anything onscreen, so you have to press F2 to see
This commit is contained in:
khanhduytran0
2022-06-30 11:07:39 +07:00
parent a9f60e302c
commit 64481bddea
7 changed files with 3 additions and 3 deletions

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@@ -1 +1 @@
1656203589590
1656559105309

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@@ -400,9 +400,9 @@ void pojavSwapBuffers() {
} break;
case RENDERER_VK_ZINK: {
OSMesaFlushFrontbuffer_p();
//OSMesaMakeCurrent_p(ctx,buf.bits,GL_UNSIGNED_BYTE,savedWidth,savedHeight);
glFinish_p();
//OSMesaFlushFrontbuffer_p();
//ANativeWindow_lock(potatoBridge.androidWindow,&buf,NULL);
//glReadPixels_p(0, 0, savedWidth, savedHeight, GL_RGBA, GL_INT, buf.bits);
//ANativeWindow_unlockAndPost(potatoBridge.androidWindow);
@@ -479,7 +479,7 @@ void pojavMakeCurrent(void* window) {
if (config_renderer == RENDERER_VK_ZINK || config_renderer == RENDERER_VIRGL) {
printf("OSMDroid: making current\n");
OSMesaMakeCurrent_p((OSMesaContext)window,NULL/*potatoBridge.androidWindow*/,GL_UNSIGNED_BYTE,savedWidth,savedHeight);
OSMesaMakeCurrent_p((OSMesaContext)window,potatoBridge.androidWindow,GL_UNSIGNED_BYTE,savedWidth,savedHeight);
if (config_renderer == RENDERER_VK_ZINK) {
//ANativeWindow_lock(potatoBridge.androidWindow,&buf,NULL);
OSMesaPixelStore_p(OSMESA_ROW_LENGTH,buf.stride);

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