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