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