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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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@ -392,32 +392,32 @@ void ShaderCache::CompileMissingPipelines()
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std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
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{
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ShaderCode source_code = GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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const ShaderCode source_code =
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GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
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}
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std::unique_ptr<AbstractShader>
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ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) const
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{
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ShaderCode source_code = UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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const ShaderCode source_code =
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UberShader::GenVertexShader(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
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}
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std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
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{
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ShaderCode source_code = GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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const ShaderCode source_code =
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GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
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}
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std::unique_ptr<AbstractShader>
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ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
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{
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ShaderCode source_code = UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer().c_str(),
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source_code.GetBuffer().size());
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const ShaderCode source_code =
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UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
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return g_renderer->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
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}
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const AbstractShader* ShaderCache::InsertVertexShader(const VertexShaderUid& uid,
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@ -510,9 +510,10 @@ const AbstractShader* ShaderCache::InsertPixelUberShader(const UberShader::Pixel
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const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid& uid)
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{
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ShaderCode source_code = GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
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std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Geometry, source_code.GetBuffer().c_str(), source_code.GetBuffer().size());
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const ShaderCode source_code =
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GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
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std::unique_ptr<AbstractShader> shader =
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g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer());
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auto& entry = m_gs_cache.shader_map[uid];
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entry.pending = false;
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@ -1150,9 +1151,9 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
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if (iter != m_efb_copy_to_ram_pipelines.end())
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return iter->second.get();
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auto shader_code = TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
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auto shader =
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g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code, std::strlen(shader_code));
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const char* const shader_code =
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TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
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const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
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if (!shader)
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{
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m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
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