Misc: Swap gsl::span for std::span

This commit is contained in:
Stenzek
2023-09-05 21:07:20 +10:00
parent 391307efaa
commit 605aa3c53a
18 changed files with 30 additions and 33 deletions

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@ -1033,7 +1033,7 @@ TinyString GameList::FormatTimespan(std::time_t timespan, bool long_format)
}
std::vector<std::pair<std::string, const GameList::Entry*>>
GameList::GetMatchingEntriesForSerial(const gsl::span<const std::string> serials)
GameList::GetMatchingEntriesForSerial(const std::span<const std::string> serials)
{
std::vector<std::pair<std::string, const GameList::Entry*>> ret;
ret.reserve(serials.size());

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@ -10,11 +10,10 @@
#include "common/string.h"
#include "gsl/span"
#include <ctime>
#include <functional>
#include <mutex>
#include <span>
#include <string>
class ByteStream;
@ -107,7 +106,7 @@ std::string GetNewCoverImagePathForEntry(const Entry* entry, const char* new_fil
/// Returns a list of (title, entry) for entries matching serials. Titles will match the gamedb title,
/// except when two files have the same serial, in which case the filename will be used instead.
std::vector<std::pair<std::string, const Entry*>>
GetMatchingEntriesForSerial(const gsl::span<const std::string> serials);
GetMatchingEntriesForSerial(const std::span<const std::string> serials);
/// Downloads covers using the specified URL templates. By default, covers are saved by title, but this can be changed
/// with the use_serial parameter. save_callback optionall takes the entry and the path the new cover is saved to.

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@ -774,11 +774,11 @@ bool GPU_HW::CompilePipelines()
plconfig.input_layout.vertex_attributes =
textured ?
(m_using_uv_limits ? gsl::span<const GPUPipeline::VertexAttribute>(
(m_using_uv_limits ? std::span<const GPUPipeline::VertexAttribute>(
vertex_attributes, NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES) :
gsl::span<const GPUPipeline::VertexAttribute>(
std::span<const GPUPipeline::VertexAttribute>(
vertex_attributes, NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) :
gsl::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
plconfig.vertex_shader = batch_vertex_shaders[BoolToUInt8(textured)].get();
plconfig.fragment_shader =
@ -856,7 +856,7 @@ bool GPU_HW::CompilePipelines()
GL_OBJECT_NAME(fs, "Batch Wireframe Fragment Shader");
plconfig.input_layout.vertex_attributes =
gsl::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
plconfig.blend = (m_wireframe_mode == GPUWireframeMode::OverlayWireframe) ?
GPUPipeline::BlendState::GetAlphaBlendingState() :
GPUPipeline::BlendState::GetNoBlendingState();

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@ -30,7 +30,6 @@
#include "IconsFontAwesome5.h"
#include "fmt/chrono.h"
#include "fmt/format.h"
#include "gsl/span"
#include "imgui.h"
#include "imgui_internal.h"
@ -39,6 +38,7 @@
#include <cmath>
#include <deque>
#include <mutex>
#include <span>
#include <unordered_map>
#if defined(CPU_X64)
@ -64,7 +64,7 @@ namespace SaveStateSelectorUI {
static void Draw();
}
static std::tuple<float, float> GetMinMax(gsl::span<const float> values)
static std::tuple<float, float> GetMinMax(std::span<const float> values)
{
#if defined(CPU_X64)
__m128 vmin(_mm_loadu_ps(values.data()));