[client/common] restructure project in prep for full SDL removal

This commit is contained in:
Geoffrey McRae
2021-01-25 19:58:36 +11:00
parent 6f1c19b3b0
commit bf583290a4
42 changed files with 1668 additions and 1822 deletions

View File

@@ -19,7 +19,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "shader.h"
#include "common/debug.h"
#include "utils.h"
#include "util.h"
#include <stdlib.h>
#include <string.h>
@@ -63,7 +63,7 @@ bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * f
char * vertex_code, * fragment_code;
size_t vertex_size, fragment_size;
if (!file_get_contents(vertex_file, &vertex_code, &vertex_size))
if (!util_fileGetContents(vertex_file, &vertex_code, &vertex_size))
{
DEBUG_ERROR("Failed to read vertex shader");
return false;
@@ -71,7 +71,7 @@ bool egl_shader_load(EGL_Shader * this, const char * vertex_file, const char * f
DEBUG_INFO("Loaded vertex shader: %s", vertex_file);
if (!file_get_contents(fragment_file, &fragment_code, &fragment_size))
if (!util_fileGetContents(fragment_file, &fragment_code, &fragment_size))
{
DEBUG_ERROR("Failed to read fragment shader");
free(vertex_code);
@@ -222,4 +222,4 @@ GLint egl_shader_get_uniform_location(EGL_Shader * this, const char * name)
}
return glGetUniformLocation(this->shader, name);
}
}