diff --git a/GPU/GLES/ShaderManager.cpp b/GPU/GLES/ShaderManager.cpp index f6c4ae95f4..322a91ffde 100644 --- a/GPU/GLES/ShaderManager.cpp +++ b/GPU/GLES/ShaderManager.cpp @@ -1030,7 +1030,7 @@ void ShaderManager::Save(const std::string &filename) { if (!diskCacheDirty_) { return; } - if (!linkedShaderCache_.size()) { + if (linkedShaderCache_.empty()) { return; } INFO_LOG(G3D, "Saving the shader cache to '%s'", filename.c_str()); diff --git a/UI/NativeApp.cpp b/UI/NativeApp.cpp index 98b370309d..b758914106 100644 --- a/UI/NativeApp.cpp +++ b/UI/NativeApp.cpp @@ -309,7 +309,7 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch VFSRegister("", new AssetsAssetReader()); #elif defined(BLACKBERRY) || defined(IOS) // Packed assets are included in app - VFSRegister("", new DirectoryAssetReader(external_directory)); + VFSRegister("", new DirectoryAssetReader(external_dir)); #elif !defined(MOBILE_DEVICE) && !defined(_WIN32) VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory() + "assets/").c_str())); VFSRegister("", new DirectoryAssetReader((File::GetExeDirectory()).c_str())); @@ -360,7 +360,7 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch #endif #ifdef ANDROID - // On Android, create a PSP directory tree in the external_directory, + // On Android, create a PSP directory tree in the external_dir, // to hopefully reduce confusion a bit. ILOG("Creating %s", (g_Config.memStickDirectory + "PSP").c_str()); File::CreateDir((g_Config.memStickDirectory + "PSP").c_str());