mirror of
https://github.com/AngelAuraMC/Amethyst-Android.git
synced 2026-04-19 17:17:04 -04:00
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
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@@ -1 +1 @@
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1656203589590
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1656559105309
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@@ -400,9 +400,9 @@ void pojavSwapBuffers() {
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} break;
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case RENDERER_VK_ZINK: {
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OSMesaFlushFrontbuffer_p();
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//OSMesaMakeCurrent_p(ctx,buf.bits,GL_UNSIGNED_BYTE,savedWidth,savedHeight);
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glFinish_p();
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//OSMesaFlushFrontbuffer_p();
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//ANativeWindow_lock(potatoBridge.androidWindow,&buf,NULL);
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//glReadPixels_p(0, 0, savedWidth, savedHeight, GL_RGBA, GL_INT, buf.bits);
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//ANativeWindow_unlockAndPost(potatoBridge.androidWindow);
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@@ -479,7 +479,7 @@ void pojavMakeCurrent(void* window) {
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if (config_renderer == RENDERER_VK_ZINK || config_renderer == RENDERER_VIRGL) {
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printf("OSMDroid: making current\n");
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OSMesaMakeCurrent_p((OSMesaContext)window,NULL/*potatoBridge.androidWindow*/,GL_UNSIGNED_BYTE,savedWidth,savedHeight);
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OSMesaMakeCurrent_p((OSMesaContext)window,potatoBridge.androidWindow,GL_UNSIGNED_BYTE,savedWidth,savedHeight);
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if (config_renderer == RENDERER_VK_ZINK) {
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//ANativeWindow_lock(potatoBridge.androidWindow,&buf,NULL);
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OSMesaPixelStore_p(OSMESA_ROW_LENGTH,buf.stride);
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