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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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@ -189,7 +189,7 @@ void XFBEncoder::Init()
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// Create vertex shader
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
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if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode))
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{
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ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
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return;
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@ -211,7 +211,7 @@ void XFBEncoder::Init()
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// Create pixel shader
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m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS, sizeof(XFB_ENCODE_PS));
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m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS);
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if (!m_pShader)
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{
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ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
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