glsl_shader_decompiler: Use std::string_view instead of std::string for AddLine()
This function doesn't need to take ownership of the string data being given to it, considering all we do is append the characters to the internal string instance. Instead, use a string view to simply reference the string data without any potential heap allocation. Now anything that is a raw const char* won't need to be converted to a std::string before appending.
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@ -5,6 +5,7 @@
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#include <map>
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#include <map>
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#include <set>
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#include <set>
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#include <string>
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#include <string>
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#include <string_view>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/engines/shader_bytecode.h"
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@ -109,7 +110,7 @@ private:
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class ShaderWriter {
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class ShaderWriter {
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public:
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public:
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void AddLine(const std::string& text) {
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void AddLine(std::string_view text) {
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DEBUG_ASSERT(scope >= 0);
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DEBUG_ASSERT(scope >= 0);
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if (!text.empty()) {
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if (!text.empty()) {
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AppendIndentation();
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AppendIndentation();
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