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https://github.com/baldurk/renderdoc.git
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Move android support files into /plugins/android/ in the build
* We also don't copy out of the android SDK anymore as that has a licensing impact. Instead we ship our own builds from a local AOSP checkout, the same way as other plugins.
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@@ -282,10 +282,10 @@ bool InstallRenderDocServer(const std::string &deviceID)
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paths.push_back(customPath);
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#endif
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paths.push_back(exeDir + "/android/apk/"); // Windows install
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paths.push_back(exeDir + "/../share/renderdoc/android/apk/"); // Linux install
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paths.push_back(exeDir + "/../../build-android/bin/"); // Local build
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paths.push_back(exeDir + "/../../../../../build-android/bin/"); // macOS build
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paths.push_back(exeDir + "/plugins/android/"); // Windows install
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paths.push_back(exeDir + "/../share/renderdoc/plugins/android/"); // Linux install
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paths.push_back(exeDir + "/../../build-android/bin/"); // Local build
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paths.push_back(exeDir + "/../../../../../build-android/bin/"); // macOS build
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// use the first ABI for searching
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std::string apk = GetRenderDocPackageForABI(abis[0]);
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@@ -193,7 +193,7 @@ std::string getToolPath(ToolDir subdir, const std::string &toolname, bool checkE
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FileIO::GetExecutableFilename(exepath);
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std::string exedir = dirname(FileIO::GetFullPathname(exepath));
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toolpath = exedir + "/android/" + toolname;
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toolpath = exedir + "/plugins/android/" + toolname;
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if(toolExists(toolpath))
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return toolpath;
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}
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