Fix: update ANGLE and default binding to desktop
Updated ANGLE to https://github.com/google/angle/commit/6024e9c05548480c3b2ea42836a11250 9a549a95. It sucks that newer commit completely removed Desktop GL frontend (as well as no LTW since GLES 3.x aren't gonna be implemented anytime soon) Misc: exclude simulator and Mac Catalyst from get-task-allow enforcement.
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@@ -142,7 +142,7 @@
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} else {
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[self enableJITWithAltKit];
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}
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} else {
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} else if (!NSProcessInfo.processInfo.macCatalystApp && !getenv("SIMULATOR_DEVICE_NAME")) {
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[self displayProgress:localize(@"login.jit.fail", nil)];
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[self displayProgress:nil];
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UIAlertController* alert = [UIAlertController alertControllerWithTitle:localize(@"login.jit.fail.title", nil)
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@@ -61,7 +61,7 @@ gl_render_window_t* gl_init_context(gl_render_window_t *share) {
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT|EGL_PBUFFER_BIT,
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EGL_RENDERABLE_TYPE, angleDesktopGL ? EGL_OPENGL_BIT : EGL_OPENGL_ES3_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_NONE
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};
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@@ -82,13 +82,8 @@ gl_render_window_t* gl_init_context(gl_render_window_t *share) {
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}
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EGLBoolean bindResult;
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if (angleDesktopGL) {
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NSDebugLog(@"EGLBridge: Binding to desktop OpenGL");
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bindResult = handle.eglBindAPI(EGL_OPENGL_API);
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} else {
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NSDebugLog(@"EGLBridge: Binding to OpenGL ES");
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bindResult = handle.eglBindAPI(EGL_OPENGL_ES_API);
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}
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NSDebugLog(@"EGLBridge: Binding to desktop OpenGL (regardless of renderer)");
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bindResult = handle.eglBindAPI(EGL_OPENGL_API);
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if (!bindResult) NSDebugLog(@"EGLBridge: bind failed: %p\n", handle.eglGetError());
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bundle->surface = handle.eglCreateWindowSurface(g_EglDisplay, bundle->config, (__bridge EGLNativeWindowType)SurfaceViewController.surface.layer, NULL);
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