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Author SHA1 Message Date
Stefan Maier d7099f3e40 Fix desktop link: bot machine check and glClearDepthf were Android-only
network_game_server_is_bot_machine (cea7abfc, Bots as players of the
host) was written into the HALO_ANDROID block of network_server_manager.c
while bots.c calls it on every platform, and so was the array it reads;
both move out of the guard (on the desktop nothing marks a bot machine,
so the check is always false there, the writes stay Android-only).

glClearDepthf (dc21f4b4, Play in VR on OpenXR headsets) is ES-only:
GL_FUNCTIONS declares it for Android's loader and the define at the top
maps glClearDepth to it, but the desktop context links against GL's
glClearDepth. The clear now calls glClearDepth, which the Android define
turns into glClearDepthf as before.
2026-10-04 22:37:17 +02:00
Stefan Maier 4ba36d7305 VR: fix desktop build, targets_multiview was Android-only
6c3f4ce2 (VR: draw both eyes in one pass) changed prepare_draw to pass
targets_multiview to vertex_shader_get, but the variable is declared and
kept inside the HALO_ANDROID guard (L887): Linux and Windows failed to
compile with 'use of undeclared identifier targets_multiview', Android
was fine. On the desktop there are no multiview layers to stand in for
the back buffer, so the desktop call passes FALSE.
2026-10-04 22:25:21 +02:00
Stefan Maier 855f083117 Merge branch 'frame/performance' 2026-10-04 22:04:33 +02:00
Stefan Maier 6f3786de91 Merge branch 'fix/vr-shot-origin' 2026-10-04 22:04:33 +02:00
2 changed files with 28 additions and 14 deletions

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+12 -2
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@@ -2863,7 +2863,15 @@ static struct program_entry *prepare_draw(BOOL immediate)
key.count_samples = device.visibility_test_active && xgpu_capabilities.atomic_counters;
#endif
entry = program_get(vertex_shader_get(program, immediate, targets_multiview), fragment_shader_get(&key));
entry = program_get(vertex_shader_get(program, immediate,
#ifdef HALO_ANDROID
/* the bound targets are the layers (Android's GL_OVR_multiview2);
on the desktop there are no layers to stand in for the back buffer */
targets_multiview
#else
FALSE
#endif
), fragment_shader_get(&key));
if (!entry)
{
stats.skipped_link++;
@@ -4023,7 +4031,9 @@ void d3d8_clear_back_buffer(float red, float green, float blue, float alpha)
glDepthMask(GL_TRUE);
glStencilMask(0xff);
glClearColor(red, green, blue, alpha);
glClearDepthf(1.0f);
/* (glClearDepth: on Android the define above maps it to glClearDepthf,
ES's float entry point) */
glClearDepth(1.0f);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | (depth_buffer ? GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT : 0));
xgpu_gl_state_invalidate();
+16 -12
View File
@@ -703,9 +703,10 @@ typedef char network_game_server_countdown_state_offset_assert[
offsetof(struct network_game_server, countdown_state) ==
8 + HALO_PORT_NETWORK_GAME_SIZE + MAXIMUM_NETWORK_MACHINE_COUNT * 0x10 + 0xC ? 1 : -1];
#ifdef HALO_ANDROID
/* bots' machines (below: the VR port's bots) */
/* bots' machines (the VR port's bots, port/linux/game/bots.c; on the
desktop none is ever marked, the writes live behind the Android guard) */
static boolean network_game_server_bot_machines[MAXIMUM_NETWORK_MACHINE_COUNT];
#ifdef HALO_ANDROID
static short network_game_server_bot_machine_count(struct network_game_server *server);
#endif
@@ -4340,6 +4341,19 @@ static boolean network_game_server_have_all_machines_have_precached(
return all_machines_have_precached;
}
/* whether the machine at this index is one of the host's bots (the VR
port's bots.c asks, on every platform: on the desktop no bot machine is
ever marked, so this is always false there) */
boolean network_game_server_is_bot_machine(
long machine_index)
{
struct network_game_server *server = global_network_game_server_get();
return server && VALID_INDEX(machine_index, MAXIMUM_NETWORK_MACHINE_COUNT) &&
network_game_server_bot_machines[machine_index] &&
server->game.machines[machine_index].machine_index == machine_index;
}
#ifdef HALO_ANDROID
/* ---------- bots (the VR port's: port/linux/game/bots.c)
@@ -4363,16 +4377,6 @@ static void network_game_server_bot_copy_name(
destination[index] = 0;
}
boolean network_game_server_is_bot_machine(
long machine_index)
{
struct network_game_server *server = global_network_game_server_get();
return server && VALID_INDEX(machine_index, MAXIMUM_NETWORK_MACHINE_COUNT) &&
network_game_server_bot_machines[machine_index] &&
server->game.machines[machine_index].machine_index == machine_index;
}
static short network_game_server_bot_machine_count(
struct network_game_server *server)
{