Fix style issues

master
David Marcec 2020-07-18 14:24:32 +07:00
parent 4f473cda64
commit 967307d3be
2 changed files with 13 additions and 7 deletions

@ -3,13 +3,19 @@
// Refer to the license.txt file included.
#include <chrono>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <vector>
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/shader/async_shaders.h"
namespace VideoCommon::Shader {
AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
AsyncShaders::~AsyncShaders() {
KillWorkers();
}
@ -64,7 +70,7 @@ bool AsyncShaders::HasWorkQueued() {
}
bool AsyncShaders::HasCompletedWork() {
std::shared_lock lock(completed_mutex);
std::shared_lock lock{completed_mutex};
return !finished_work.empty();
}
@ -90,7 +96,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
std::vector<AsyncShaders::Result> results;
{
std::unique_lock lock(completed_mutex);
std::unique_lock lock{completed_mutex};
results.assign(std::make_move_iterator(finished_work.begin()),
std::make_move_iterator(finished_work.end()));
finished_work.clear();
@ -124,8 +130,8 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
using namespace std::chrono_literals;
while (!is_thread_exiting.load(std::memory_order_relaxed)) {
std::unique_lock<std::mutex> lock(queue_mutex);
cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
std::unique_lock lock{queue_mutex};
cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
if (is_thread_exiting) {
return;
}

@ -25,17 +25,17 @@ std::size_t ShaderNotify::GetShadersBuilding() {
}
std::size_t ShaderNotify::GetShadersBuildingAccurate() {
std::shared_lock lock(mutex);
std::shared_lock lock{mutex};
return accurate_count;
}
void ShaderNotify::MarkShaderComplete() {
std::unique_lock lock(mutex);
std::unique_lock lock{mutex};
accurate_count--;
}
void ShaderNotify::MarkSharderBuilding() {
std::unique_lock lock(mutex);
std::unique_lock lock{mutex};
accurate_count++;
}