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post_processing_opengl: Make use of std::string_view with GetPostProcessingShaderCode()
Same behavior, but doesn't result in an allocating copy of the passed in string. Particularly given the string is only compared against other existing strings.
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@ -150,7 +150,7 @@ std::vector<std::string> GetPostProcessingShaderList(bool anaglyph) {
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return shader_names;
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return shader_names;
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}
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}
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std::string GetPostProcessingShaderCode(bool anaglyph, std::string shader) {
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std::string GetPostProcessingShaderCode(bool anaglyph, std::string_view shader) {
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std::string shader_dir = FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir);
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std::string shader_dir = FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir);
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std::string shader_path;
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std::string shader_path;
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@ -5,6 +5,7 @@
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#pragma once
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#pragma once
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#include <string>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <vector>
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namespace OpenGL {
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namespace OpenGL {
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@ -18,6 +19,6 @@ std::vector<std::string> GetPostProcessingShaderList(bool anaglyph);
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// If anaglyph is true, it searches the shaders/anaglyph directory rather than
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// If anaglyph is true, it searches the shaders/anaglyph directory rather than
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// the shaders directory
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// the shaders directory
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// If the shader cannot be loaded, an empty string is returned
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// If the shader cannot be loaded, an empty string is returned
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std::string GetPostProcessingShaderCode(bool anaglyph, std::string shader_name);
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std::string GetPostProcessingShaderCode(bool anaglyph, std::string_view shader_name);
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} // namespace OpenGL
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} // namespace OpenGL
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