diff options
| author | Lioncash <mathew1800@gmail.com> | 2019-05-30 03:07:40 -0400 |
|---|---|---|
| committer | Lioncash <mathew1800@gmail.com> | 2019-05-30 03:29:35 -0400 |
| commit | e60268bd4274de510f5214d6eedafba30a253984 (patch) | |
| tree | b61f50ed4f35058192ab5d06ecada979edf1f1dc /Source/Core/VideoBackends/Vulkan/VKShader.cpp | |
| parent | 80d8173d29749b13ccdf84e75641e179ea34768b (diff) | |
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.
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/VKShader.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/Vulkan/VKShader.cpp | 11 |
1 files changed, 5 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/VKShader.cpp b/Source/Core/VideoBackends/Vulkan/VKShader.cpp index 4308660ae6..15fc90f61f 100644 --- a/Source/Core/VideoBackends/Vulkan/VKShader.cpp +++ b/Source/Core/VideoBackends/Vulkan/VKShader.cpp @@ -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; |
