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

@ -3,7 +3,9 @@
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string_view>
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3DCommon/Shader.h"
@ -18,8 +20,7 @@ public:
D3D12_SHADER_BYTECODE GetD3DByteCode() const;
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source);
private:
DXShader(ShaderStage stage, BinaryData bytecode);