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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