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authorGravatar David Marcec2020-07-18 14:24:32 +1000
committerGravatar David Marcec2020-07-18 14:24:32 +1000
commit967307d3beb59b64e40c4b3f44ed839d87325e5c (patch)
tree31c44595c797f29df24a3890fa9c26cd3f4c7332 /src/video_core
parentDrop settings namespace (diff)
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Fix style issues
Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/shader/async_shaders.cpp14
-rw-r--r--src/video_core/shader_notify.cpp6
2 files changed, 13 insertions, 7 deletions
diff --git a/src/video_core/shader/async_shaders.cpp b/src/video_core/shader/async_shaders.cpp
index 64fad46e7..b7f66d7ee 100644
--- a/src/video_core/shader/async_shaders.cpp
+++ b/src/video_core/shader/async_shaders.cpp
@@ -3,13 +3,19 @@
3// Refer to the license.txt file included. 3// Refer to the license.txt file included.
4 4
5#include <chrono> 5#include <chrono>
6#include <condition_variable>
7#include <mutex>
8#include <thread>
9#include <vector>
6#include "video_core/engines/maxwell_3d.h" 10#include "video_core/engines/maxwell_3d.h"
7#include "video_core/renderer_base.h" 11#include "video_core/renderer_base.h"
8#include "video_core/renderer_opengl/gl_shader_cache.h" 12#include "video_core/renderer_opengl/gl_shader_cache.h"
9#include "video_core/shader/async_shaders.h" 13#include "video_core/shader/async_shaders.h"
10 14
11namespace VideoCommon::Shader { 15namespace VideoCommon::Shader {
16
12AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {} 17AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
18
13AsyncShaders::~AsyncShaders() { 19AsyncShaders::~AsyncShaders() {
14 KillWorkers(); 20 KillWorkers();
15} 21}
@@ -64,7 +70,7 @@ bool AsyncShaders::HasWorkQueued() {
64} 70}
65 71
66bool AsyncShaders::HasCompletedWork() { 72bool AsyncShaders::HasCompletedWork() {
67 std::shared_lock lock(completed_mutex); 73 std::shared_lock lock{completed_mutex};
68 return !finished_work.empty(); 74 return !finished_work.empty();
69} 75}
70 76
@@ -90,7 +96,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
90std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() { 96std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
91 std::vector<AsyncShaders::Result> results; 97 std::vector<AsyncShaders::Result> results;
92 { 98 {
93 std::unique_lock lock(completed_mutex); 99 std::unique_lock lock{completed_mutex};
94 results.assign(std::make_move_iterator(finished_work.begin()), 100 results.assign(std::make_move_iterator(finished_work.begin()),
95 std::make_move_iterator(finished_work.end())); 101 std::make_move_iterator(finished_work.end()));
96 finished_work.clear(); 102 finished_work.clear();
@@ -124,8 +130,8 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
124void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) { 130void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
125 using namespace std::chrono_literals; 131 using namespace std::chrono_literals;
126 while (!is_thread_exiting.load(std::memory_order_relaxed)) { 132 while (!is_thread_exiting.load(std::memory_order_relaxed)) {
127 std::unique_lock<std::mutex> lock(queue_mutex); 133 std::unique_lock lock{queue_mutex};
128 cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; }); 134 cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
129 if (is_thread_exiting) { 135 if (is_thread_exiting) {
130 return; 136 return;
131 } 137 }
diff --git a/src/video_core/shader_notify.cpp b/src/video_core/shader_notify.cpp
index 46fd0baae..c3c71657d 100644
--- a/src/video_core/shader_notify.cpp
+++ b/src/video_core/shader_notify.cpp
@@ -25,17 +25,17 @@ std::size_t ShaderNotify::GetShadersBuilding() {
25} 25}
26 26
27std::size_t ShaderNotify::GetShadersBuildingAccurate() { 27std::size_t ShaderNotify::GetShadersBuildingAccurate() {
28 std::shared_lock lock(mutex); 28 std::shared_lock lock{mutex};
29 return accurate_count; 29 return accurate_count;
30} 30}
31 31
32void ShaderNotify::MarkShaderComplete() { 32void ShaderNotify::MarkShaderComplete() {
33 std::unique_lock lock(mutex); 33 std::unique_lock lock{mutex};
34 accurate_count--; 34 accurate_count--;
35} 35}
36 36
37void ShaderNotify::MarkSharderBuilding() { 37void ShaderNotify::MarkSharderBuilding() {
38 std::unique_lock lock(mutex); 38 std::unique_lock lock{mutex};
39 accurate_count++; 39 accurate_count++;
40} 40}
41 41