fix shader for Apple devices

This commit is contained in:
2019-07-21 08:47:26 +02:00
parent 85d9c057f8
commit 97d9ca717a
3 changed files with 19 additions and 11 deletions

View File

@@ -259,7 +259,7 @@ void RTT::clear_mask(glm::bool4 mask, glm::vec4 color)
{
// save old state
std::array<GLboolean, 4> old_mask;
glGetBooleanv(GL_COLOR_WRITEMASK, std::data(old_mask));
glGetBooleanv(GL_COLOR_WRITEMASK, old_mask.data());
// clear with mask
glColorMask(mask.r, mask.g, mask.b, mask.a);

View File

@@ -15,7 +15,8 @@ std::string Shader::read(const std::string& path)
if (a.open(path.c_str()))
{
struct stat tmp_info;
if (stat(path.c_str(), &tmp_info) == 0)
std::string abs_path = Asset::absolute(path);
if (stat(abs_path.c_str(), &tmp_info) == 0)
m_deps[path] = tmp_info;
std::regex reg_include(R"!(#include "([^"]+)")!");
@@ -133,7 +134,8 @@ bool Shader::reload()
struct stat tmp_info;
for (auto& d : m_deps)
{
if (stat(d.first.c_str(), &tmp_info) != 0)
std::string abs_path = Asset::absolute(d.first);
if (stat(abs_path.c_str(), &tmp_info) != 0)
continue;
if (tmp_info.st_mtime > d.second.st_mtime)
{