VideoCommon/TextureConversionShader: Convert over to using ShaderCode
Migrates the shader generator off the use of a global array, eliminating the use of some global state. This also allows us to move the shader generation over to using fmt in a subsequent change.
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@ -1178,7 +1178,7 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
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if (iter != m_efb_copy_to_ram_pipelines.end())
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return iter->second.get();
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const char* const shader_code =
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const std::string shader_code =
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TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
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const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
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if (!shader)
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@ -20,7 +20,7 @@ namespace TextureConversionShaderTiled
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{
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u16 GetEncodedSampleCount(EFBCopyFormat format);
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const char* GenerateEncodingShader(const EFBCopyParams& params, APIType ApiType);
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std::string GenerateEncodingShader(const EFBCopyParams& params, APIType api_type);
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// Information required to compile and dispatch a texture decoding shader.
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struct DecodingShaderInfo
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