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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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25 changed files with 94 additions and 117 deletions
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@ -5,6 +5,7 @@
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#pragma once
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#include <cstddef>
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#include <string_view>
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#include <vector>
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#include "Common/CommonTypes.h"
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@ -18,20 +19,16 @@ using SPIRVCodeType = u32;
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using SPIRVCodeVector = std::vector<SPIRVCodeType>;
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// Compile a vertex shader to SPIR-V.
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bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileVertexShader(SPIRVCodeVector* out_code, std::string_view source_code);
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// Compile a geometry shader to SPIR-V.
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bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileGeometryShader(SPIRVCodeVector* out_code, std::string_view source_code);
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// Compile a fragment shader to SPIR-V.
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bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileFragmentShader(SPIRVCodeVector* out_code, std::string_view source_code);
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// Compile a compute shader to SPIR-V.
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bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
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size_t source_code_length);
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bool CompileComputeShader(SPIRVCodeVector* out_code, std::string_view source_code);
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} // namespace ShaderCompiler
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} // namespace Vulkan
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