Android shader loading bugfix
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04ef1ff28c
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06af4a0cee
1 changed files with 5 additions and 5 deletions
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@ -796,11 +796,11 @@ public:
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// Load shader from compressed asset
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AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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shaderSize = AAsset_getLength(asset);
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assert(shaderSize > 0);
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shaderCode = new char[size];
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AAsset_read(asset, shaderCode, size);
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shaderCode = new char[shaderSize];
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AAsset_read(asset, shaderCode, shaderSize);
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AAsset_close(asset);
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#else
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std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
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@ -1136,7 +1136,7 @@ int main(const int argc, const char *argv[])
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state->userData = vulkanExample;
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state->onAppCmd = VulkanExample::handleAppCommand;
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state->onInputEvent = VulkanExample::handleAppInput;
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vulkanExample->androidApp = state;
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androidApp = state;
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#elif defined(__linux__) && !defined(_DIRECT2DISPLAY)
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vulkanExample->setupWindow();
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#endif
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