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HwRender GLFW implementation does not work on Android #19
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I'm using glfw to create an invisible window (and it's gl context), render the output there and do a dumb and slow glCopyPixels call onto an array. This then go to the same unity texture creation path used for non HW accelerated cores. On android, since unity runs on opengl (or variants...) a native plugin may work way better there. (ie. use the existing context and bypass the pixel copy stuff) Implementing directx, for cores using it, would also probably require a native plugin on windows too. |
Any update for this problem? |
I'm using a very very tiny set of GLFW functions. This is basically to spawn a window and get a dumb opengl framebuffer. Still, it would be the dumbest way to implement the feature on android, since it only runs on gl and a native plugin would have direct access to the Texture2D, avoiding copying pixels altogether. |
I swapped to use sdl3 for the opengl window. I spent a week trying to get a android version working but unfortunately, the hardware path still doesn't work there. |
GLFW does not have an Android implementation. This makes it so some cores, such as Dolphin, can not run with HW acceleration.
I'm not quite sure how implementation would begin with getting a HW acceleration with OpenGL ES3 with Android NDK would begin
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