Yeah, we already has this kind of issue plenty times. Just such a small divergence between desktop GL and ES... And here, it's within one of the most uncommon features at all: zfreeze.
I think for android itself, there are still two big sources for issues: Not loading game inis (we don't package them for android, too many small files), and not supporting lots of accuracy options (triggered by those inis) within the aarch64 jit. If you are interested in those, just ping me on IRC
I think for android itself, there are still two big sources for issues: Not loading game inis (we don't package them for android, too many small files), and not supporting lots of accuracy options (triggered by those inis) within the aarch64 jit. If you are interested in those, just ping me on IRC
