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+ #include "nabla.h"
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#include "nbl/system/IApplicationFramework.h"
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+
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#include <iostream>
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#include <cstdlib>
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#include <string>
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- #include <fstream>
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- #include <streambuf>
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using namespace nbl;
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using namespace nbl::system;
@@ -40,7 +40,7 @@ class ShaderCompiler final : public system::IApplicationFramework
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std::string file_to_compile = argv.back();
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if (!m_system->exists(file_to_compile, IFileBase::ECF_READ)) {
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- m_logger->log("Incorrect arguments. Expecting second argument to be filename of the shader intended to compile.", ILogger::ELL_ERROR);
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+ m_logger->log("Incorrect arguments. Expecting last argument to be filename of the shader intended to compile.", ILogger::ELL_ERROR);
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return false;
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}
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std::string output_filepath = "";
@@ -128,12 +128,10 @@ class ShaderCompiler final : public system::IApplicationFramework
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const ICPUShader* open_shader_file(std::string& filepath) {
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m_assetMgr = make_smart_refctd_ptr<asset::IAssetManager>(smart_refctd_ptr(m_system));
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- auto resourceArchive = make_smart_refctd_ptr<system::CMountDirectoryArchive>(path(localInputCWD), logger_opt_smart_ptr(smart_refctd_ptr(m_logger)), m_system.get());
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- m_system->mount(std::move(resourceArchive));
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IAssetLoader::SAssetLoadParams lp = {};
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lp.logger = m_logger.get();
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- lp.workingDirectory = "" ;
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+ lp.workingDirectory = localInputCWD ;
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auto assetBundle = m_assetMgr->getAsset(filepath, lp);
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const auto assets = assetBundle.getContents();
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if (assets.empty()) {
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