add GetChars() accessors to many FString uses where const char* is wanted.
By no means complete, it's just a start to get rid of that automatic type conversion operator.
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a3eb1ec1fd
commit
1717ff47b2
28 changed files with 92 additions and 97 deletions
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@ -67,7 +67,7 @@ void VkPPShader::Reset()
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FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
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{
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int lump = fileSystem.CheckNumForFullName(lumpName);
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int lump = fileSystem.CheckNumForFullName(lumpName.GetChars());
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
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auto sp = fileSystem.ReadFile(lump);
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FString code = GetStringFromLump(lump);
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@ -73,12 +73,12 @@ bool VkShaderManager::CompileNextShader()
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{
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// user shaders
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const FString& name = ExtractFileBase(usershaders[i].shader);
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const FString& name = ExtractFileBase(usershaders[i].shader.GetChars());
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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VkShaderProgram prog;
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prog.vert = LoadVertShader(name, mainvp, defines);
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prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, compilePass == GBUFFER_PASS);
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prog.vert = LoadVertShader(name, mainvp, defines.GetChars());
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prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader.GetChars(), defaultshaders[usershaders[i].shaderType].lightfunc, defines.GetChars(), true, compilePass == GBUFFER_PASS);
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mMaterialShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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