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

@ -90,7 +90,7 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
}
bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
ShaderStage stage, const char* source, size_t length)
ShaderStage stage, std::string_view source)
{
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
@ -100,8 +100,8 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
Microsoft::WRL::ComPtr<ID3DBlob> code;
Microsoft::WRL::ComPtr<ID3DBlob> errors;
HRESULT hr = d3d_compile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
&code, &errors);
HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target,
flags, 0, &code, &errors);
if (FAILED(hr))
{
static int num_failures = 0;
@ -109,7 +109,7 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(source, length);
file.write(source.data(), source.size());
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file.close();