Put all dependency libraries and shaders in bin directory
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parent
f35e91a38c
commit
c347e10577
7
build.sh
7
build.sh
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@ -52,11 +52,16 @@ if [ ! \( -e bin \) ] ; then
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mkdir ./bin
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fi
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if [ ! \( -e resources \) ] ; then
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mkdir ./resources
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fi
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if [ $target = 'lib' ] ; then
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# compile metal shader
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xcrun -sdk macosx metal $shaderFlagParam -fno-fast-math -c -o $BINDIR/mtl_renderer.air $SRCDIR/mtl_renderer.metal
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xcrun -sdk macosx metallib -o $RESDIR/mtl_renderer.metallib $BINDIR/mtl_renderer.air
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xcrun -sdk macosx metallib -o $BINDIR/mtl_renderer.metallib $BINDIR/mtl_renderer.air
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# compile milepost. We use one compilation unit for all C code, and one compilation
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# unit for all ObjectiveC code
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@ -1155,7 +1155,7 @@ mg_canvas_backend* mg_mtl_canvas_create(mg_surface surface)
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@autoreleasepool{
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//NOTE: load metal library
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str8 shaderPath = mp_app_get_resource_path(mem_scratch(), "../resources/mtl_renderer.metallib");
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str8 shaderPath = mp_app_get_resource_path(mem_scratch(), "mtl_renderer.metallib");
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NSString* metalFileName = [[NSString alloc] initWithBytes: shaderPath.ptr length:shaderPath.len encoding: NSUTF8StringEncoding];
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NSError* err = 0;
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id<MTLLibrary> library = [metalSurface->device newLibraryWithFile: metalFileName error:&err];
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