Fix macOS build
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39838aec0f
commit
fea83fc2e3
3 changed files with 5 additions and 5 deletions
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@ -458,7 +458,7 @@ GFXPipeline* GFXMetal::create_graphics_pipeline(const GFXGraphicsPipelineCreateI
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if(file != std::nullopt) {
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vertex_src = file->read_as_string();
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} else {
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console::error(System::GFX, "Failed to load vertex shader from {}!", vertex_path);
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prism::log::error(System::GFX, "Failed to load vertex shader from {}!", vertex_path);
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}
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}
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@ -490,7 +490,7 @@ GFXPipeline* GFXMetal::create_graphics_pipeline(const GFXGraphicsPipelineCreateI
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if(file != std::nullopt) {
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fragment_src = file->read_as_string();
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} else {
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console::error(System::GFX, "Failed to load fragment shader from {}!", fragment_path);
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prism::log::error(System::GFX, "Failed to load fragment shader from {}!", fragment_path);
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}
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}
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@ -663,7 +663,7 @@ GFXPipeline* GFXMetal::create_compute_pipeline(const GFXComputePipelineCreateInf
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if(file != std::nullopt) {
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compute_src = file->read_as_string();
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} else {
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console::error(System::GFX, "Failed to load compute shader from {}!", compute_path);
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prism::log::error(System::GFX, "Failed to load compute shader from {}!", compute_path);
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}
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}
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@ -496,7 +496,7 @@ int main(int argc, char* argv[]) {
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NSApp = [NSApplication sharedApplication];
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engine = new prism::Engine(argc, argv);
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engine = new prism::engine(argc, argv);
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app = new @APP_CLASS@();
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engine->set_app(app);
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@ -49,7 +49,7 @@ const std::map<ImGuiKey, InputButton> imToPl = {
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CommonEditor::CommonEditor(std::string id) : id(id) {
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#ifdef PLATFORM_MACOS
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file::set_domain_path(file::Domain::app, "../../../data");
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file::set_domain_path(file::Domain::App, "../../../data");
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#else
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file::set_domain_path(file::Domain::App, "data");
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#endif
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