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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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@ -24,11 +24,10 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
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return shader;
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}
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std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
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size_t length)
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std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source)
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{
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BinaryData bytecode;
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if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source, length))
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if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source))
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return nullptr;
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return CreateFromBytecode(stage, std::move(bytecode));
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@ -3,7 +3,9 @@
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <string_view>
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#include "VideoBackends/D3D12/Common.h"
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#include "VideoBackends/D3DCommon/Shader.h"
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@ -18,8 +20,7 @@ public:
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D3D12_SHADER_BYTECODE GetD3DByteCode() const;
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static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
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size_t length);
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static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source);
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private:
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DXShader(ShaderStage stage, BinaryData bytecode);
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@ -82,9 +82,9 @@ 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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return DXShader::CreateFromSource(stage, source, length);
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return DXShader::CreateFromSource(stage, source);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d12.h>
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#include "VideoBackends/D3D12/DescriptorHeapManager.h"
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#include "VideoCommon/RenderBase.h"
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@ -35,8 +36,8 @@ public:
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) 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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