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D3D: Use std::strings for Compile[x]Shader and CompileAndCreate[x]Shader
With strings, we don't need to care about passing in a length, since it internally stores it. So now, we don't even need a length parameter for these functions anymore as well. This also kills off some sprintf_s calls.
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@ -180,7 +180,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
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{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
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{ nullptr, nullptr }
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};
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ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros);
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ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
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if (!newShader)
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{
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WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
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