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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.
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@ -113,10 +113,10 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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std::string_view source)
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{
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DXShader::BinaryData bytecode;
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if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source, length))
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if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
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return nullptr;
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return DXShader::CreateFromBytecode(stage, std::move(bytecode));
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@ -5,7 +5,7 @@
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#pragma once
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#include <d3d11.h>
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#include <string>
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#include <string_view>
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoCommon/RenderBase.h"
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@ -28,8 +28,8 @@ public:
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
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size_t length) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
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std::string_view source) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length) override;
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std::unique_ptr<NativeVertexFormat>
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