From 35786ac1173f9c8a2abd80582ae00c615c2c5bfb Mon Sep 17 00:00:00 2001 From: redstrate <54911369+redstrate@users.noreply.github.com> Date: Tue, 11 May 2021 15:58:29 -0400 Subject: [PATCH] Fix Metal backend to use new shader naming format --- engine/gfx/metal/src/gfx_metal.mm | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/engine/gfx/metal/src/gfx_metal.mm b/engine/gfx/metal/src/gfx_metal.mm index dad740e..f83f3dc 100755 --- a/engine/gfx/metal/src/gfx_metal.mm +++ b/engine/gfx/metal/src/gfx_metal.mm @@ -452,13 +452,13 @@ GFXPipeline* GFXMetal::create_graphics_pipeline(const GFXGraphicsPipelineCreateI if(info.shaders.vertex_src.is_string()) { vertex_src = info.shaders.vertex_src.as_string(); } else { - const auto vertex_path = utility::format("{}.msl", info.shaders.vertex_src.as_path().string()); + const auto vertex_path = info.shaders.vertex_src.as_path().string(); auto file = file::open(file::internal_domain / vertex_path); if(file != std::nullopt) { vertex_src = file->read_as_string(); } else { - prism::log::error(System::GFX, "Failed to load vertex shader from {}!", vertex_path); + prism::log::error(System::GFX, "Failed to load vertex shader from {}!", vertex_path.data()); } } @@ -484,13 +484,13 @@ GFXPipeline* GFXMetal::create_graphics_pipeline(const GFXGraphicsPipelineCreateI if(info.shaders.fragment_src.is_string()) { fragment_src = info.shaders.fragment_src.as_string(); } else { - const auto fragment_path = utility::format("{}.msl", info.shaders.fragment_src.as_path().string()); + const auto fragment_path = info.shaders.fragment_src.as_path().string(); auto file = file::open(file::internal_domain / fragment_path); if(file != std::nullopt) { fragment_src = file->read_as_string(); } else { - prism::log::error(System::GFX, "Failed to load fragment shader from {}!", fragment_path); + prism::log::error(System::GFX, "Failed to load fragment shader from {}!", fragment_path.data()); } } @@ -657,13 +657,13 @@ GFXPipeline* GFXMetal::create_compute_pipeline(const GFXComputePipelineCreateInf if(info.shaders.compute_path.empty()) { compute_src = info.shaders.compute_src.as_string(); } else { - const auto compute_path = utility::format("{}.msl", info.shaders.compute_path); + const auto compute_path = info.shaders.compute_path; auto file = file::open(file::internal_domain / compute_path); if(file != std::nullopt) { compute_src = file->read_as_string(); } else { - prism::log::error(System::GFX, "Failed to load compute shader from {}!", compute_path); + prism::log::error(System::GFX, "Failed to load compute shader from {}!", compute_path.data()); } }