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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@@ -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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