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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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@ -48,8 +48,8 @@ public:
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~NullShader() = default;
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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::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
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{
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return std::make_unique<NullShader>(stage);
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}
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@ -22,8 +22,8 @@ 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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