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.
This commit is contained in:
Lioncash 2019-05-30 03:07:40 -04:00
parent 80d8173d29
commit e60268bd42
25 changed files with 94 additions and 117 deletions

View file

@ -113,10 +113,10 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::string_view source)
{
DXShader::BinaryData bytecode;
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source, length))
if (!DXShader::CompileShader(D3D::feature_level, &bytecode, stage, source))
return nullptr;
return DXShader::CreateFromBytecode(stage, std::move(bytecode));

View file

@ -5,7 +5,7 @@
#pragma once
#include <d3d11.h>
#include <string>
#include <string_view>
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/RenderBase.h"
@ -28,8 +28,8 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>

View file

@ -24,11 +24,10 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
return shader;
}
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
std::unique_ptr<DXShader> DXShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
BinaryData bytecode;
if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source, length))
if (!CompileShader(g_dx_context->GetFeatureLevel(), &bytecode, stage, source))
return nullptr;
return CreateFromBytecode(stage, std::move(bytecode));

View file

@ -3,7 +3,9 @@
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string_view>
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3DCommon/Shader.h"
@ -18,8 +20,7 @@ public:
D3D12_SHADER_BYTECODE GetD3DByteCode() const;
static std::unique_ptr<DXShader> CreateFromBytecode(ShaderStage stage, BinaryData bytecode);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<DXShader> CreateFromSource(ShaderStage stage, std::string_view source);
private:
DXShader(ShaderStage stage, BinaryData bytecode);

View file

@ -82,9 +82,9 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::string_view source)
{
return DXShader::CreateFromSource(stage, source, length);
return DXShader::CreateFromSource(stage, source);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,

View file

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#pragma once
#include <d3d12.h>
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
#include "VideoCommon/RenderBase.h"
@ -35,8 +36,8 @@ public:
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>

View file

@ -90,7 +90,7 @@ static const char* GetCompileTarget(D3D_FEATURE_LEVEL feature_level, ShaderStage
}
bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
ShaderStage stage, const char* source, size_t length)
ShaderStage stage, std::string_view source)
{
static constexpr D3D_SHADER_MACRO macros[] = {{"API_D3D", "1"}, {nullptr, nullptr}};
const UINT flags = g_ActiveConfig.bEnableValidationLayer ?
@ -100,8 +100,8 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
Microsoft::WRL::ComPtr<ID3DBlob> code;
Microsoft::WRL::ComPtr<ID3DBlob> errors;
HRESULT hr = d3d_compile(source, length, nullptr, macros, nullptr, "main", target, flags, 0,
&code, &errors);
HRESULT hr = d3d_compile(source.data(), source.size(), nullptr, macros, nullptr, "main", target,
flags, 0, &code, &errors);
if (FAILED(hr))
{
static int num_failures = 0;
@ -109,7 +109,7 @@ bool Shader::CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_byte
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), target, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file.write(source, length);
file.write(source.data(), source.size());
file << "\n";
file.write(static_cast<const char*>(errors->GetBufferPointer()), errors->GetBufferSize());
file.close();

View file

@ -3,7 +3,8 @@
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string_view>
#include "VideoBackends/D3DCommon/Common.h"
#include "VideoCommon/AbstractShader.h"
@ -19,7 +20,7 @@ public:
BinaryData GetBinary() const override;
static bool CompileShader(D3D_FEATURE_LEVEL feature_level, BinaryData* out_bytecode,
ShaderStage stage, const char* source, size_t length);
ShaderStage stage, std::string_view source);
static BinaryData CreateByteCode(const void* data, size_t length);

View file

@ -48,8 +48,8 @@ public:
~NullShader() = default;
};
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
{
return std::make_unique<NullShader>(stage);
}

View file

@ -22,8 +22,8 @@ public:
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>

View file

@ -45,10 +45,9 @@ OGLShader::~OGLShader()
glDeleteProgram(m_gl_compute_program_id);
}
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source)
{
std::string source_str(source, length);
std::string source_str(source);
if (stage != ShaderStage::Compute)
{
GLenum shader_type = GetGLShaderTypeForStage(stage);

View file

@ -6,6 +6,7 @@
#include <cstddef>
#include <memory>
#include <string_view>
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
@ -26,8 +27,7 @@ public:
GLuint GetGLComputeProgramID() const { return m_gl_compute_program_id; }
const std::string& GetSource() const { return m_source; }
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, std::string_view source);
private:
u64 m_id;

View file

@ -832,9 +832,9 @@ std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::string_view source)
{
return OGLShader::CreateFromSource(stage, source, length);
return OGLShader::CreateFromSource(stage, source);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,

View file

@ -95,8 +95,8 @@ public:
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config) override;
std::unique_ptr<AbstractStagingTexture>
CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>

View file

@ -68,7 +68,7 @@ public:
};
std::unique_ptr<AbstractShader>
SWRenderer::CreateShaderFromSource(ShaderStage stage, const char* source, size_t length)
SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
{
return std::make_unique<SWShader>(stage);
}

View file

@ -27,8 +27,8 @@ public:
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>

View file

@ -95,9 +95,9 @@ std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTe
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const char* source, size_t length)
std::string_view source)
{
return VKShader::CreateFromSource(stage, source, length);
return VKShader::CreateFromSource(stage, source);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,

View file

@ -42,8 +42,8 @@ public:
std::unique_ptr<AbstractFramebuffer>
CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, const char* source,
size_t length) override;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) override;
std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
size_t length) override;
std::unique_ptr<NativeVertexFormat>

View file

@ -35,11 +35,6 @@ bool InitializeGlslang();
// Resource limits used when compiling shaders
static const TBuiltInResource* GetCompilerResourceLimits();
// Compile a shader to SPIR-V via glslang
static bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage,
const char* stage_filename, const char* source_code,
size_t source_code_length, const char* header, size_t header_length);
// Regarding the UBO bind points, we subtract one from the binding index because
// the OpenGL backend requires UBO #0 for non-block uniforms (at least on NV).
// This allows us to share the same shaders but use bind point #0 in the Vulkan
@ -114,8 +109,7 @@ static const char SUBGROUP_HELPER_HEADER[] = R"(
)";
bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char* stage_filename,
const char* source_code, size_t source_code_length, const char* header,
size_t header_length)
std::string_view source, std::string_view header)
{
if (!InitializeGlslang())
return false;
@ -129,16 +123,16 @@ bool CompileShaderToSPV(SPIRVCodeVector* out_code, EShLanguage stage, const char
int default_version = 450;
std::string full_source_code;
const char* pass_source_code = source_code;
int pass_source_code_length = static_cast<int>(source_code_length);
if (header_length > 0)
const char* pass_source_code = source.data();
int pass_source_code_length = static_cast<int>(source.size());
if (!header.empty())
{
constexpr size_t subgroup_helper_header_length = ArraySize(SUBGROUP_HELPER_HEADER) - 1;
full_source_code.reserve(header_length + subgroup_helper_header_length + source_code_length);
full_source_code.append(header, header_length);
full_source_code.reserve(header.size() + subgroup_helper_header_length + source.size());
full_source_code.append(header);
if (g_vulkan_context->SupportsShaderSubgroupOperations())
full_source_code.append(SUBGROUP_HELPER_HEADER, subgroup_helper_header_length);
full_source_code.append(source_code, source_code_length);
full_source_code.append(source);
pass_source_code = full_source_code.c_str();
pass_source_code_length = static_cast<int>(full_source_code.length());
}
@ -362,32 +356,24 @@ const TBuiltInResource* GetCompilerResourceLimits()
return &limits;
}
bool CompileVertexShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length)
bool CompileVertexShader(SPIRVCodeVector* out_code, std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
return CompileShaderToSPV(out_code, EShLangVertex, "vs", source_code, SHADER_HEADER);
}
bool CompileGeometryShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length)
bool CompileGeometryShader(SPIRVCodeVector* out_code, std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
return CompileShaderToSPV(out_code, EShLangGeometry, "gs", source_code, SHADER_HEADER);
}
bool CompileFragmentShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length)
bool CompileFragmentShader(SPIRVCodeVector* out_code, std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, source_code_length,
SHADER_HEADER, sizeof(SHADER_HEADER) - 1);
return CompileShaderToSPV(out_code, EShLangFragment, "ps", source_code, SHADER_HEADER);
}
bool CompileComputeShader(SPIRVCodeVector* out_code, const char* source_code,
size_t source_code_length)
bool CompileComputeShader(SPIRVCodeVector* out_code, std::string_view source_code)
{
return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, source_code_length,
COMPUTE_SHADER_HEADER, sizeof(COMPUTE_SHADER_HEADER) - 1);
return CompileShaderToSPV(out_code, EShLangCompute, "cs", source_code, COMPUTE_SHADER_HEADER);
}
} // namespace ShaderCompiler

View file

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

View file

@ -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;

View file

@ -6,6 +6,7 @@
#include <cstddef>
#include <memory>
#include <string_view>
#include <vector>
#include "Common/CommonTypes.h"
@ -25,8 +26,7 @@ public:
VkPipeline GetComputePipeline() const { return m_compute_pipeline; }
BinaryData GetBinary() const override;
static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
static std::unique_ptr<VKShader> CreateFromSource(ShaderStage stage, std::string_view source);
static std::unique_ptr<VKShader> CreateFromBinary(ShaderStage stage, const void* data,
size_t length);

View file

@ -148,12 +148,6 @@ void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
m_current_framebuffer = framebuffer;
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
const std::string& source)
{
return CreateShaderFromSource(stage, source.c_str(), source.size());
}
bool Renderer::EFBHasAlphaChannel() const
{
return m_prev_efb_format == PEControl::RGBA6_Z24;
@ -980,10 +974,10 @@ bool Renderer::InitializeImGui()
const std::string vertex_shader_source = GenerateImGuiVertexShader();
const std::string pixel_shader_source = GenerateImGuiPixelShader();
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, vertex_shader_source.c_str(), vertex_shader_source.size());
std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
ShaderStage::Pixel, pixel_shader_source.c_str(), pixel_shader_source.size());
std::unique_ptr<AbstractShader> vertex_shader =
CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");

View file

@ -18,6 +18,7 @@
#include <memory>
#include <mutex>
#include <string>
#include <string_view>
#include <thread>
#include <tuple>
#include <vector>
@ -123,8 +124,8 @@ public:
virtual void PresentBackbuffer() {}
// Shader modules/objects.
virtual std::unique_ptr<AbstractShader>
CreateShaderFromSource(ShaderStage stage, const char* source, size_t length) = 0;
virtual std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
std::string_view source) = 0;
virtual std::unique_ptr<AbstractShader>
CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) = 0;
virtual std::unique_ptr<NativeVertexFormat>
@ -132,8 +133,6 @@ public:
virtual std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data = nullptr,
size_t cache_data_length = 0) = 0;
std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage,
const std::string& source);
AbstractFramebuffer* GetCurrentFramebuffer() const { return m_current_framebuffer; }

View file

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