VideoCommon: remove template parameter from lock guards in AsyncShaderCompiler, let type deduction do its thing and improve readability

This commit is contained in:
iwubcode 2025-11-21 00:34:37 -06:00
parent 75c66e35c6
commit 506e378289

View File

@ -35,7 +35,7 @@ void AsyncShaderCompiler::QueueWorkItem(WorkItemPtr item, u32 priority)
}
else
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
std::lock_guard guard(m_pending_work_lock);
m_pending_work.emplace(priority, std::move(item));
m_worker_thread_wake.notify_one();
}
@ -45,7 +45,7 @@ void AsyncShaderCompiler::RetrieveWorkItems()
{
std::deque<WorkItemPtr> completed_work;
{
std::lock_guard<std::mutex> guard(m_completed_work_lock);
std::lock_guard guard(m_completed_work_lock);
m_completed_work.swap(completed_work);
}
@ -58,25 +58,25 @@ void AsyncShaderCompiler::RetrieveWorkItems()
bool AsyncShaderCompiler::HasPendingWork()
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
std::lock_guard guard(m_pending_work_lock);
return !m_pending_work.empty() || m_busy_workers.load() != 0;
}
bool AsyncShaderCompiler::HasCompletedWork()
{
std::lock_guard<std::mutex> guard(m_completed_work_lock);
std::lock_guard guard(m_completed_work_lock);
return !m_completed_work.empty();
}
void AsyncShaderCompiler::ClearAllWork()
{
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
std::lock_guard guard(m_pending_work_lock);
m_pending_work.clear();
}
{
std::lock_guard<std::mutex> guard(m_completed_work_lock);
std::lock_guard guard(m_completed_work_lock);
m_completed_work.clear();
}
}
@ -102,8 +102,8 @@ bool AsyncShaderCompiler::WaitUntilCompletion(
size_t total_items;
{
// Safe to hold both locks here, since nowhere else does.
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
std::lock_guard pending_guard(m_pending_work_lock);
std::lock_guard completed_guard(m_completed_work_lock);
total_items = m_completed_work.size() + m_pending_work.size() + m_busy_workers.load() + 1;
}
@ -112,7 +112,7 @@ bool AsyncShaderCompiler::WaitUntilCompletion(
{
size_t remaining_items;
{
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
std::lock_guard pending_guard(m_pending_work_lock);
if (m_pending_work.empty() && !m_busy_workers.load())
return true;
remaining_items = m_pending_work.size();
@ -177,7 +177,7 @@ void AsyncShaderCompiler::StopWorkerThreads()
// Signal worker threads to stop, and wake all of them.
{
std::lock_guard<std::mutex> guard(m_pending_work_lock);
std::lock_guard guard(m_pending_work_lock);
m_exit_flag.Set();
m_worker_thread_wake.notify_all();
}
@ -226,7 +226,7 @@ void AsyncShaderCompiler::WorkerThreadEntryPoint(void* param)
void AsyncShaderCompiler::WorkerThreadRun()
{
std::unique_lock<std::mutex> pending_lock(m_pending_work_lock);
std::unique_lock pending_lock(m_pending_work_lock);
while (!m_exit_flag.IsSet())
{
m_worker_thread_wake.wait(pending_lock);
@ -241,7 +241,7 @@ void AsyncShaderCompiler::WorkerThreadRun()
if (item->Compile())
{
std::lock_guard<std::mutex> completed_guard(m_completed_work_lock);
std::lock_guard completed_guard(m_completed_work_lock);
m_completed_work.push_back(std::move(item));
}