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

@ -48,8 +48,8 @@ public:
~NullShader() = default;
};
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
{
return std::make_unique<NullShader>(stage);
}

View File

@ -22,8 +22,8 @@ public:
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>