Updated all array_view uses with the C++20 span. (#7157)
* Updated all array_view uses with the C++20 span. The updates were done in the following order 1. `AZStd::array_view<([^>].+)\* ?>` -> `AZStd::span<\1 const>` 2. `AZStd::array_view<(?:const )(.+)>` -> `AZStd::span<const \1>` 3. `AZStd::array_view` -> `AZStd::span` Removed the implementation of array_view. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Added missing whitespace between `const` and the typename for spans. Updated the ShaderTest comparison of the ShaderResourceGroupLayout span to compare the sizes as well Updated comments on some of the methods that stated that they return "an array" to mention they return "a span". Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
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@@ -82,9 +82,9 @@ namespace AZ
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return m_lodAssets.size();
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}
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AZStd::array_view<Data::Asset<ModelLodAsset>> ModelAsset::GetLodAssets() const
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AZStd::span<const Data::Asset<ModelLodAsset>> ModelAsset::GetLodAssets() const
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{
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return AZStd::array_view<Data::Asset<ModelLodAsset>>(m_lodAssets);
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return AZStd::span<const Data::Asset<ModelLodAsset>>(m_lodAssets);
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}
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void ModelAsset::SetReady()
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@@ -213,7 +213,7 @@ namespace AZ
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}
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RHI::BufferViewDescriptor positionBufferViewDesc = positionBufferView->GetBufferViewDescriptor();
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AZStd::array_view<uint8_t> positionRawBuffer = bufferAssetViewPtr->GetBuffer();
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AZStd::span<const uint8_t> positionRawBuffer = bufferAssetViewPtr->GetBuffer();
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const uint32_t positionElementSize = positionBufferViewDesc.m_elementSize;
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const uint32_t positionElementCount = positionBufferViewDesc.m_elementCount;
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@@ -227,7 +227,7 @@ namespace AZ
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}
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RHI::BufferViewDescriptor indexBufferViewDesc = indexBufferView.GetBufferViewDescriptor();
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AZStd::array_view<uint8_t> indexRawBuffer = indexAssetViewPtr->GetBuffer();
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AZStd::span<const uint8_t> indexRawBuffer = indexAssetViewPtr->GetBuffer();
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const AZ::Vector3 rayEnd = rayStart + rayDir;
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AZ::Vector3 a, b, c;
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@@ -297,7 +297,7 @@ namespace AZ
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{
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for (const ModelLodAsset::Mesh& mesh : loadAssetPtr->GetMeshes())
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{
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const AZStd::array_view<ModelLodAsset::Mesh::StreamBufferInfo>& streamBufferList = mesh.GetStreamBufferInfoList();
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const AZStd::span<const ModelLodAsset::Mesh::StreamBufferInfo>& streamBufferList = mesh.GetStreamBufferInfoList();
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// find position semantic
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const ModelLodAsset::Mesh::StreamBufferInfo* positionBuffer = nullptr;
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@@ -101,7 +101,7 @@ namespace AZ
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creator.SetName(sourceAsset->GetName().GetStringView());
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AZ::Data::AssetId lastUsedId = cloneAssetId;
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const AZStd::array_view<Data::Asset<ModelLodAsset>> sourceLodAssets = sourceAsset->GetLodAssets();
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const AZStd::span<const Data::Asset<ModelLodAsset>> sourceLodAssets = sourceAsset->GetLodAssets();
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for (const Data::Asset<ModelLodAsset>& sourceLodAsset : sourceLodAssets)
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{
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Data::Asset<ModelLodAsset> lodAsset;
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@@ -61,7 +61,7 @@ namespace AZ
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{
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const auto& [first, second, third] = triangleIndices;
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const AZStd::array_view<float>& positionBuffer = m_meshes[nObjIndex].m_vertexData;
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const AZStd::span<const float>& positionBuffer = m_meshes[nObjIndex].m_vertexData;
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if (positionBuffer.empty())
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{
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@@ -114,7 +114,7 @@ namespace AZ
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for (AZ::u8 meshIndex = 0, meshCount = aznumeric_caster(m_meshes.size()); meshIndex < meshCount; ++meshIndex)
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{
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const AZStd::array_view<float> positionBuffer = m_meshes[meshIndex].m_vertexData;
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const AZStd::span<const float> positionBuffer = m_meshes[meshIndex].m_vertexData;
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for (size_t positionIndex = 0; positionIndex < positionBuffer.size(); positionIndex += 3)
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{
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entireBoundBox.AddPoint({positionBuffer[positionIndex], positionBuffer[positionIndex + 1], positionBuffer[positionIndex + 2]});
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@@ -137,14 +137,14 @@ namespace AZ
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return true;
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}
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AZStd::array_view<float> ModelKdTree::GetPositionsBuffer(const ModelLodAsset::Mesh& mesh)
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AZStd::span<const float> ModelKdTree::GetPositionsBuffer(const ModelLodAsset::Mesh& mesh)
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{
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AZStd::array_view<float> positionBuffer = mesh.GetSemanticBufferTyped<float>(AZ::Name{"POSITION"});
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AZStd::span<const float> positionBuffer = mesh.GetSemanticBufferTyped<float>(AZ::Name{"POSITION"});
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AZ_Warning("ModelKdTree", !positionBuffer.empty(), "Could not find position buffers in a mesh");
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return positionBuffer;
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}
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AZStd::array_view<ModelKdTree::TriangleIndices> ModelKdTree::GetIndexBuffer(const ModelLodAsset::Mesh& mesh)
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AZStd::span<const ModelKdTree::TriangleIndices> ModelKdTree::GetIndexBuffer(const ModelLodAsset::Mesh& mesh)
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{
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return mesh.GetIndexBufferTyped<ModelKdTree::TriangleIndices>();
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}
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@@ -264,7 +264,7 @@ namespace AZ
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const auto& [first, second, third] = pNode->GetVertexIndex(i);
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const AZ::u32 nObjIndex = pNode->GetObjIndex(i);
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const AZStd::array_view<float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
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const AZStd::span<const float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
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if (positionBuffer.empty())
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{
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@@ -95,9 +95,9 @@ namespace AZ
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return m_indexBufferAssetView;
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}
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AZStd::array_view<ModelLodAsset::Mesh::StreamBufferInfo> ModelLodAsset::Mesh::GetStreamBufferInfoList() const
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AZStd::span<const ModelLodAsset::Mesh::StreamBufferInfo> ModelLodAsset::Mesh::GetStreamBufferInfoList() const
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{
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return AZStd::array_view<ModelLodAsset::Mesh::StreamBufferInfo>(m_streamBufferInfo);
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return AZStd::span<const ModelLodAsset::Mesh::StreamBufferInfo>(m_streamBufferInfo);
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}
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void ModelLodAsset::AddMesh(const Mesh& mesh)
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@@ -109,9 +109,9 @@ namespace AZ
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m_aabb.AddAabb(meshAabb);
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}
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AZStd::array_view<ModelLodAsset::Mesh> ModelLodAsset::GetMeshes() const
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AZStd::span<const ModelLodAsset::Mesh> ModelLodAsset::GetMeshes() const
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{
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return AZStd::array_view<ModelLodAsset::Mesh>(m_meshes);
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return AZStd::span<const ModelLodAsset::Mesh>(m_meshes);
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}
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const AZ::Aabb& ModelLodAsset::GetAabb() const
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@@ -121,7 +121,7 @@ namespace AZ
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const BufferAssetView* ModelLodAsset::Mesh::GetSemanticBufferAssetView(const AZ::Name& semantic) const
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{
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const AZStd::array_view<ModelLodAsset::Mesh::StreamBufferInfo>& streamBufferList = GetStreamBufferInfoList();
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const AZStd::span<const ModelLodAsset::Mesh::StreamBufferInfo>& streamBufferList = GetStreamBufferInfoList();
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for (const ModelLodAsset::Mesh::StreamBufferInfo& streamBufferInfo : streamBufferList)
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{
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@@ -243,7 +243,7 @@ namespace AZ
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bool ModelLodAssetCreator::Clone(const Data::Asset<ModelLodAsset>& sourceAsset, Data::Asset<ModelLodAsset>& clonedResult, Data::AssetId& inOutLastCreatedAssetId)
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{
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AZStd::array_view<ModelLodAsset::Mesh> sourceMeshes = sourceAsset->GetMeshes();
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AZStd::span<const ModelLodAsset::Mesh> sourceMeshes = sourceAsset->GetMeshes();
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if (sourceMeshes.empty())
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{
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return true;
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