Android shader loading bugfix

This commit is contained in:
saschawillems 2017-01-23 13:30:28 +01:00
parent 04ef1ff28c
commit 06af4a0cee

View file

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