video_core: Replace lock_guard with scoped_lock

master
Merry 2022-04-07 19:32:40 +07:00
parent 159ae5e47c
commit bbc585881a
11 changed files with 18 additions and 18 deletions

@ -230,7 +230,7 @@ struct GPU::Impl {
void IncrementSyncPoint(u32 syncpoint_id) {
auto& syncpoint = syncpoints.at(syncpoint_id);
syncpoint++;
std::lock_guard lock{sync_mutex};
std::scoped_lock lock{sync_mutex};
sync_cv.notify_all();
auto& interrupt = syncpt_interrupts.at(syncpoint_id);
if (!interrupt.empty()) {
@ -252,7 +252,7 @@ struct GPU::Impl {
}
void RegisterSyncptInterrupt(u32 syncpoint_id, u32 value) {
std::lock_guard lock{sync_mutex};
std::scoped_lock lock{sync_mutex};
auto& interrupt = syncpt_interrupts.at(syncpoint_id);
bool contains = std::any_of(interrupt.begin(), interrupt.end(),
[value](u32 in_value) { return in_value == value; });
@ -263,7 +263,7 @@ struct GPU::Impl {
}
[[nodiscard]] bool CancelSyncptInterrupt(u32 syncpoint_id, u32 value) {
std::lock_guard lock{sync_mutex};
std::scoped_lock lock{sync_mutex};
auto& interrupt = syncpt_interrupts.at(syncpoint_id);
const auto iter =
std::find_if(interrupt.begin(), interrupt.end(),

@ -56,7 +56,7 @@ static void RunThread(std::stop_token stop_token, Core::System& system,
if (next.block) {
// We have to lock the write_lock to ensure that the condition_variable wait not get a
// race between the check and the lock itself.
std::lock_guard lk(state.write_lock);
std::scoped_lock lk{state.write_lock};
state.cv.notify_all();
}
}

@ -253,7 +253,7 @@ GraphicsPipeline::GraphicsPipeline(
}
}
if (in_parallel) {
std::lock_guard lock{built_mutex};
std::scoped_lock lock{built_mutex};
built_fence.Create();
// Flush this context to ensure compilation commands and fence are in the GPU pipe.
glFlush();

@ -258,7 +258,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
[this, key, env = std::move(env), &state, &callback](Context* ctx) mutable {
ctx->pools.ReleaseContents();
auto pipeline{CreateComputePipeline(ctx->pools, key, env)};
std::lock_guard lock{state.mutex};
std::scoped_lock lock{state.mutex};
if (pipeline) {
compute_cache.emplace(key, std::move(pipeline));
}
@ -280,7 +280,7 @@ void ShaderCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading,
}
ctx->pools.ReleaseContents();
auto pipeline{CreateGraphicsPipeline(ctx->pools, key, MakeSpan(env_ptrs), false)};
std::lock_guard lock{state.mutex};
std::scoped_lock lock{state.mutex};
if (pipeline) {
graphics_cache.emplace(key, std::move(pipeline));
}

@ -57,7 +57,7 @@ void PipelineStatistics::Collect(VkPipeline pipeline) {
stage_stats.basic_block_count = GetUint64(statistic);
}
}
std::lock_guard lock{mutex};
std::scoped_lock lock{mutex};
collected_stats.push_back(stage_stats);
}
}
@ -66,7 +66,7 @@ void PipelineStatistics::Report() const {
double num{};
Stats total;
{
std::lock_guard lock{mutex};
std::scoped_lock lock{mutex};
for (const Stats& stats : collected_stats) {
total.code_size += stats.code_size;
total.register_count += stats.register_count;

@ -77,7 +77,7 @@ ComputePipeline::ComputePipeline(const Device& device_, DescriptorPool& descript
if (pipeline_statistics) {
pipeline_statistics->Collect(*pipeline);
}
std::lock_guard lock{build_mutex};
std::scoped_lock lock{build_mutex};
is_built = true;
build_condvar.notify_one();
if (shader_notify) {

@ -258,7 +258,7 @@ GraphicsPipeline::GraphicsPipeline(
pipeline_statistics->Collect(*pipeline);
}
std::lock_guard lock{build_mutex};
std::scoped_lock lock{build_mutex};
is_built = true;
build_condvar.notify_one();
if (shader_notify) {

@ -404,7 +404,7 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
workers.QueueWork([this, key, env = std::move(env), &state, &callback]() mutable {
ShaderPools pools;
auto pipeline{CreateComputePipeline(pools, key, env, state.statistics.get(), false)};
std::lock_guard lock{state.mutex};
std::scoped_lock lock{state.mutex};
if (pipeline) {
compute_cache.emplace(key, std::move(pipeline));
}
@ -434,7 +434,7 @@ void PipelineCache::LoadDiskResources(u64 title_id, std::stop_token stop_loading
auto pipeline{CreateGraphicsPipeline(pools, key, MakeSpan(env_ptrs),
state.statistics.get(), false)};
std::lock_guard lock{state.mutex};
std::scoped_lock lock{state.mutex};
graphics_cache.emplace(key, std::move(pipeline));
++state.built;
if (state.has_loaded) {

@ -36,7 +36,7 @@ VkAttachmentDescription AttachmentDescription(const Device& device, PixelFormat
RenderPassCache::RenderPassCache(const Device& device_) : device{&device_} {}
VkRenderPass RenderPassCache::Get(const RenderPassKey& key) {
std::lock_guard lock{mutex};
std::scoped_lock lock{mutex};
const auto [pair, is_new] = cache.try_emplace(key);
if (!is_new) {
return *pair->second;

@ -73,7 +73,7 @@ void VKScheduler::DispatchWork() {
return;
}
{
std::lock_guard lock{work_mutex};
std::scoped_lock lock{work_mutex};
work_queue.push(std::move(chunk));
}
work_cv.notify_one();
@ -157,7 +157,7 @@ void VKScheduler::WorkerThread(std::stop_token stop_token) {
if (has_submit) {
AllocateWorkerCommandBuffer();
}
std::lock_guard reserve_lock{reserve_mutex};
std::scoped_lock reserve_lock{reserve_mutex};
chunk_reserve.push_back(std::move(work));
} while (!stop_token.stop_requested());
}
@ -282,7 +282,7 @@ void VKScheduler::EndRenderPass() {
}
void VKScheduler::AcquireNewChunk() {
std::lock_guard lock{reserve_mutex};
std::scoped_lock lock{reserve_mutex};
if (chunk_reserve.empty()) {
chunk = std::make_unique<CommandChunk>();
return;

@ -25,7 +25,7 @@ void ShaderCache::InvalidateRegion(VAddr addr, size_t size) {
}
void ShaderCache::OnCPUWrite(VAddr addr, size_t size) {
std::lock_guard lock{invalidation_mutex};
std::scoped_lock lock{invalidation_mutex};
InvalidatePagesInRegion(addr, size);
}