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

@ -86,24 +86,23 @@ static std::unique_ptr<VKShader> CreateShaderObject(ShaderStage stage,
return std::make_unique<VKShader>(std::move(spv), pipeline);
}
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
std::unique_ptr<VKShader> VKShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
ShaderCompiler::SPIRVCodeVector spv;
bool result;
switch (stage)
{
case ShaderStage::Vertex:
result = ShaderCompiler::CompileVertexShader(&spv, source, length);
result = ShaderCompiler::CompileVertexShader(&spv, source);
break;
case ShaderStage::Geometry:
result = ShaderCompiler::CompileGeometryShader(&spv, source, length);
result = ShaderCompiler::CompileGeometryShader(&spv, source);
break;
case ShaderStage::Pixel:
result = ShaderCompiler::CompileFragmentShader(&spv, source, length);
result = ShaderCompiler::CompileFragmentShader(&spv, source);
break;
case ShaderStage::Compute:
result = ShaderCompiler::CompileComputeShader(&spv, source, length);
result = ShaderCompiler::CompileComputeShader(&spv, source);
break;
default:
result = false;