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D3DCommon/Shader: Use std::optional with CompileShader()
Allows removing the use of an out parameter, making it nicer to use.
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4 changed files with 13 additions and 14 deletions
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@ -115,11 +115,11 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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std::string_view source)
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{
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DXShader::BinaryData bytecode;
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if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
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auto bytecode = DXShader::CompileShader(D3D::feature_level, stage, source);
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if (!bytecode)
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return nullptr;
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return DXShader::CreateFromBytecode(stage, std::move(bytecode));
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return DXShader::CreateFromBytecode(stage, std::move(*bytecode));
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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