* OSMesa EGLBridge
* It renders a gray screen with Zink!
* Image
* Added missing file: gl/glext.h
* Added jniLibs/arm64-v8a/libOSMesa_8.so
* Load built-in libOSMesa when dev lib not available
* Added jniLibs/x86_64/libOSMesa_8.so
* Start trying to use Android's internal APIs to manage framebuffers
* Automatic stride to un-broke the image
* DMA
* Update lwjgl3 version
* Update LauncherPreferences.java
Temporary force set, to fix#1121
* Remove ndk.abiFilters
* Re-add ndk.abiFilters but for 64bit archs only
* Fixed x86_64 libOSMesa_8.so
* Fix buffer size
* [WIP] Force enable VK ext for GL 3.0
* WIP force ext
* Attempt get Zink GL 3.0 by force enable some exts
* Just missing ;;
* Mesa3D: set OpenGL version to 4.6
* Added Zink to renderer list
* Fixed the renderer check
* Maybe correct the switch between gl4es and zink
* Update JREUtils.java
fixes from https://github.com/sp614x/optifine/issues/420
* also set glsl version
* [NOT TESTED] (DO NOT TRY DEVS ONLY) upstream mesa to staging mesa branch
* upstream mesa once again
* Revert "upstream mesa once again"
This reverts commit ccb0f429b707c6fed1376809bb978e7eb8230222.
* add arm32
* Enable building for arm32
* Attempt fix auto change to libname libOSMesa
* Attempt fix (2/2)?
* Added missed `break`, should fix gl4es crashes
* Update JREUtils.java
* Support OpenJDK 17 runtime environment (internal)
* Update JREUtils.java
* [zink] use RGBA instead of RGB
Some mobile GPUs does not support RGB format, so switching to RGBA is necessary. However, native window is set to RGBX to ignore alpha channel.
* Move jreReleaseList to here
* Update BaseMainActivity.java
* Fixes (#1525)
* import java.util.Map
* fix: String cannot be converted to boolean
* Fixes
* Put readJREReleaseProperties to try catch
* Remove loading libtinyiconv.so (statically linked)
* lets do this
* upsteam to the staging branch of 21.0
* [zink] exports OpenGL 4.6 again
Limit OpenGL version does nothing other than deny the game to use it, so limiting is probably useless. Also, this is a lie that user see "export OpenGL 4.6" in renderer list but see "OpenGL 3.2" when enter game. Therefore, change back to OpenGL 4.6.
* New string: mcn_check_fail_vulkan_support
* [not yet finish] error if GPU doesn’t have Vulkan
* [not yet finished] error if vulkan is unsupported
* Additional checks for Vulkan support state
* Changes about gl4es renderers
* Define new renderer: opengles2_5 g4es 1.1.4
Also, change how gl4es renderers works
* Filter out "_5"
* Don’t allow custom OpenGL libname from jvm args
* Update strings.xml
* Update headings_array.xml
* Update headings_array.xml
* Update strings.xml
* Unreachable code
* Enable build for 32-bit x86 (zink not added!)
* Changes from upstream and security changes (#1575)
* import java.util.Map
* fix: String cannot be converted to boolean
* Fixes
* Put readJREReleaseProperties to try catch
* Attempt to redirect signal handler to JVM
* @artdeell: missed \n in printf
* Missed include errno.h
* Comment out last changes
* try and optimise gl4es with flags
* corect format
* dont shrink textures
* does notting
* Fix issue #1199
* Filter out Session ID on new log pipe
* int index
* Debug: print all env vars to latestlog.txt
Co-authored-by: artdeell
Co-authored-by: rhjdvsgsgks
Co-authored-by: LegacyGamerHD
Co-authored-by: Boulay Mathias
* Add a way more robust version system.
* Improve lisibility of the version name.
* Add a fallback for non git users
* attempt at ignoring return value
* attempt 2 at fallback for non git users
* re-added try/catch
* Fix call to null function
* use of return statement when needed
* Add git to the workflow
* Create deliberate crash
* Force fetch all repo
* Attempt to only fetch tags
* add remote ?
* Reset full repo download 👀
* Change no-git to LOCAL
* added BRANCH on the version name
* build is now more resilient
* Remove useless symbols