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

@ -45,10 +45,9 @@ OGLShader::~OGLShader()
glDeleteProgram(m_gl_compute_program_id);
}
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
std::string source_str(source, length);
std::string source_str(source);
if (stage != ShaderStage::Compute)
{
GLenum shader_type = GetGLShaderTypeForStage(stage);

View File

@ -6,6 +6,7 @@
#include <cstddef>
#include <memory>
#include <string_view>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
@ -26,8 +27,7 @@ public:
GLuint GetGLComputeProgramID() const { return m_gl_compute_program_id; }
const std::string& GetSource() const { return m_source; }
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source);
private:
u64 m_id;

View File

@ -832,9 +832,9 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::string_view source)
{
return OGLShader::CreateFromSource(stage, source, length);
return OGLShader::CreateFromSource(stage, source);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,

View File

@ -95,8 +95,8 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) 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>