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gl_shader_util: Use std::string_view instead of star pointer
This allows us passing any type of string and hinting the length of the string to the OpenGL driver.
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9619964e8c
commit
0eaf7e1daa
5 changed files with 21 additions and 9 deletions
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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@ -82,11 +83,13 @@ void OGLSampler::Release() {
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handle = 0;
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}
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void OGLShader::Create(const char* source, GLenum type) {
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if (handle != 0)
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void OGLShader::Create(std::string_view source, GLenum type) {
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if (handle != 0) {
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return;
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if (source == nullptr)
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}
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if (source.empty()) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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handle = GLShader::LoadShader(source, type);
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@ -4,6 +4,7 @@
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#pragma once
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#include <string_view>
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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@ -127,7 +128,7 @@ public:
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return *this;
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}
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void Create(const char* source, GLenum type);
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void Create(std::string_view source, GLenum type);
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void Release();
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@ -22,6 +22,7 @@
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_opengl/gl_arb_decompiler.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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@ -11,7 +12,8 @@
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namespace OpenGL::GLShader {
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namespace {
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const char* GetStageDebugName(GLenum type) {
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std::string_view StageDebugName(GLenum type) {
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switch (type) {
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case GL_VERTEX_SHADER:
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return "vertex";
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@ -25,12 +27,17 @@ const char* GetStageDebugName(GLenum type) {
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UNIMPLEMENTED();
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return "unknown";
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}
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} // Anonymous namespace
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GLuint LoadShader(const char* source, GLenum type) {
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const char* debug_type = GetStageDebugName(type);
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GLuint LoadShader(std::string_view source, GLenum type) {
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const std::string_view debug_type = StageDebugName(type);
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const GLuint shader_id = glCreateShader(type);
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glShaderSource(shader_id, 1, &source, nullptr);
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const GLchar* source_string = source.data();
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const GLint source_length = static_cast<GLint>(source.size());
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glShaderSource(shader_id, 1, &source_string, &source_length);
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LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
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glCompileShader(shader_id);
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@ -38,7 +38,7 @@ void LogShaderSource(T... shaders) {
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* @param source String of the GLSL shader program
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* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
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*/
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GLuint LoadShader(const char* source, GLenum type);
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GLuint LoadShader(std::string_view source, GLenum type);
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/**
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* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
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