instead of writing absolute paths, try to resolve absolute paths when loading, if not fallback to relative paths

This commit is contained in:
radius 2016-12-04 02:09:19 -05:00
parent 5e1ed323bd
commit c2acadb979

View File

@ -116,6 +116,7 @@ static bool video_shader_parse_pass(config_file_t *conf,
struct video_shader_pass *pass, unsigned i) struct video_shader_pass *pass, unsigned i)
{ {
char tmp_str[PATH_MAX_LENGTH]; char tmp_str[PATH_MAX_LENGTH];
char tmp_path[PATH_MAX_LENGTH];
char shader_name[64]; char shader_name[64];
char filter_name_buf[64]; char filter_name_buf[64];
char wrap_name_buf[64]; char wrap_name_buf[64];
@ -148,7 +149,16 @@ static bool video_shader_parse_pass(config_file_t *conf,
return false; return false;
} }
strlcpy(pass->source.path, tmp_str, sizeof(pass->source.path)); strlcpy(tmp_path, tmp_str, sizeof(tmp_path));
path_resolve_realpath(tmp_path, sizeof(tmp_path));
RFILE *file = filestream_open(tmp_path, RFILE_MODE_READ_TEXT, -1);
if (!file)
strlcpy(pass->source.path, tmp_str, sizeof(pass->source.path));
else
strlcpy(pass->source.path, tmp_path, sizeof(pass->source.path));
filestream_close(file);
/* Smooth */ /* Smooth */
snprintf(filter_name_buf, sizeof(filter_name_buf), "filter_linear%u", i); snprintf(filter_name_buf, sizeof(filter_name_buf), "filter_linear%u", i);
@ -323,6 +333,7 @@ static bool video_shader_parse_textures(config_file_t *conf,
char textures[1024]; char textures[1024];
const char *id = NULL; const char *id = NULL;
char *save = NULL; char *save = NULL;
char tmp_path[PATH_MAX_LENGTH];
textures[0] = '\0'; textures[0] = '\0';
@ -349,6 +360,16 @@ static bool video_shader_parse_textures(config_file_t *conf,
return false; return false;
} }
strlcpy(tmp_path, shader->lut[shader->luts].path, sizeof(tmp_path));
path_resolve_realpath(tmp_path, sizeof(tmp_path));
RFILE *file = filestream_open(tmp_path, RFILE_MODE_READ_TEXT, -1);
if (file)
{
strlcpy(shader->lut[shader->luts].path,
tmp_path, sizeof(shader->lut[shader->luts].path));
}
filestream_close(file);
strlcpy(shader->lut[shader->luts].id, id, strlcpy(shader->lut[shader->luts].id, id,
sizeof(shader->lut[shader->luts].id)); sizeof(shader->lut[shader->luts].id));