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

@ -24,11 +24,10 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
return shader;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
BinaryData bytecode;
if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source, length))
if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source))
return nullptr;
return CreateFromBytecode(stage, std::move(bytecode));