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