VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()

Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
This commit is contained in:
Lioncash
2019-05-30 03:07:40 -04:00
parent 80d8173d29
commit e60268bd42
25 changed files with 94 additions and 117 deletions

View File

@ -113,10 +113,10 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::string_view source)
{
DXShader::BinaryData bytecode;
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source, length))
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
return nullptr;
return DXShader::CreateFromBytecode(stage, std::move(bytecode));

View File

@ -5,7 +5,7 @@
#pragma once
#include <d3d11.h>
#include <string>
#include <string_view>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
@ -28,8 +28,8 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>