Misc: Swap gsl::span for std::span
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@ -1033,7 +1033,7 @@ TinyString GameList::FormatTimespan(std::time_t timespan, bool long_format)
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}
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std::vector<std::pair<std::string, const GameList::Entry*>>
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GameList::GetMatchingEntriesForSerial(const gsl::span<const std::string> serials)
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GameList::GetMatchingEntriesForSerial(const std::span<const std::string> serials)
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{
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std::vector<std::pair<std::string, const GameList::Entry*>> ret;
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ret.reserve(serials.size());
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@ -10,11 +10,10 @@
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#include "common/string.h"
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#include "gsl/span"
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#include <ctime>
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#include <functional>
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#include <mutex>
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#include <span>
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#include <string>
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class ByteStream;
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@ -107,7 +106,7 @@ std::string GetNewCoverImagePathForEntry(const Entry* entry, const char* new_fil
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/// Returns a list of (title, entry) for entries matching serials. Titles will match the gamedb title,
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/// except when two files have the same serial, in which case the filename will be used instead.
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std::vector<std::pair<std::string, const Entry*>>
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GetMatchingEntriesForSerial(const gsl::span<const std::string> serials);
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GetMatchingEntriesForSerial(const std::span<const std::string> serials);
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/// Downloads covers using the specified URL templates. By default, covers are saved by title, but this can be changed
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/// 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()
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plconfig.input_layout.vertex_attributes =
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textured ?
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(m_using_uv_limits ? gsl::span<const GPUPipeline::VertexAttribute>(
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(m_using_uv_limits ? std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_LIMITS_VERTEX_ATTRIBUTES) :
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gsl::span<const GPUPipeline::VertexAttribute>(
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std::span<const GPUPipeline::VertexAttribute>(
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vertex_attributes, NUM_BATCH_TEXTURED_VERTEX_ATTRIBUTES)) :
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gsl::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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plconfig.vertex_shader = batch_vertex_shaders[BoolToUInt8(textured)].get();
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plconfig.fragment_shader =
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@ -856,7 +856,7 @@ bool GPU_HW::CompilePipelines()
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GL_OBJECT_NAME(fs, "Batch Wireframe Fragment Shader");
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plconfig.input_layout.vertex_attributes =
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gsl::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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std::span<const GPUPipeline::VertexAttribute>(vertex_attributes, NUM_BATCH_VERTEX_ATTRIBUTES);
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plconfig.blend = (m_wireframe_mode == GPUWireframeMode::OverlayWireframe) ?
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GPUPipeline::BlendState::GetAlphaBlendingState() :
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GPUPipeline::BlendState::GetNoBlendingState();
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@ -30,7 +30,6 @@
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#include "IconsFontAwesome5.h"
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#include "fmt/chrono.h"
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#include "fmt/format.h"
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#include "gsl/span"
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#include "imgui.h"
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#include "imgui_internal.h"
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@ -39,6 +38,7 @@
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#include <cmath>
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#include <deque>
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#include <mutex>
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#include <span>
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#include <unordered_map>
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#if defined(CPU_X64)
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@ -64,7 +64,7 @@ namespace SaveStateSelectorUI {
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static void Draw();
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}
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static std::tuple<float, float> GetMinMax(gsl::span<const float> values)
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static std::tuple<float, float> GetMinMax(std::span<const float> values)
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{
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#if defined(CPU_X64)
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__m128 vmin(_mm_loadu_ps(values.data()));
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