general: Use deducation guides for std::lock_guard and std::unique_lock

Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
This commit is contained in:
Lioncash 2019-04-01 12:29:59 -04:00
parent d9b7bc4474
commit 781ab8407b
23 changed files with 77 additions and 75 deletions

View file

@ -22,7 +22,7 @@
namespace Core {
void CpuBarrier::NotifyEnd() {
std::unique_lock<std::mutex> lock(mutex);
std::unique_lock lock{mutex};
end = true;
condition.notify_all();
}
@ -34,7 +34,7 @@ bool CpuBarrier::Rendezvous() {
}
if (!end) {
std::unique_lock<std::mutex> lock(mutex);
std::unique_lock lock{mutex};
--cores_waiting;
if (!cores_waiting) {
@ -131,7 +131,7 @@ void Cpu::Reschedule() {
reschedule_pending = false;
// Lock the global kernel mutex when we manipulate the HLE state
std::lock_guard<std::recursive_mutex> lock(HLE::g_hle_lock);
std::lock_guard lock{HLE::g_hle_lock};
scheduler->Reschedule();
}

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@ -30,7 +30,7 @@ private:
explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
std::tuple<float, float, bool> GetStatus() const override {
if (auto state = touch_state.lock()) {
std::lock_guard<std::mutex> guard(state->mutex);
std::lock_guard guard{state->mutex};
return std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
}
return std::make_tuple(0.0f, 0.0f, false);
@ -81,7 +81,7 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return;
std::lock_guard<std::mutex> guard(touch_state->mutex);
std::lock_guard guard{touch_state->mutex};
touch_state->touch_x = static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
touch_state->touch_y = static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
@ -91,7 +91,7 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
}
void EmuWindow::TouchReleased() {
std::lock_guard<std::mutex> guard(touch_state->mutex);
std::lock_guard guard{touch_state->mutex};
touch_state->touch_pressed = false;
touch_state->touch_x = 0;
touch_state->touch_y = 0;

View file

@ -34,7 +34,7 @@ static void ThreadWakeupCallback(u64 thread_handle, [[maybe_unused]] s64 cycles_
const auto& system = Core::System::GetInstance();
// Lock the global kernel mutex when we enter the kernel HLE.
std::lock_guard<std::recursive_mutex> lock(HLE::g_hle_lock);
std::lock_guard lock{HLE::g_hle_lock};
SharedPtr<Thread> thread =
system.Kernel().RetrieveThreadFromWakeupCallbackHandleTable(proper_handle);

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@ -2138,7 +2138,7 @@ void CallSVC(u32 immediate) {
MICROPROFILE_SCOPE(Kernel_SVC);
// Lock the global kernel mutex when we enter the kernel HLE.
std::lock_guard<std::recursive_mutex> lock(HLE::g_hle_lock);
std::lock_guard lock{HLE::g_hle_lock};
const FunctionDef* info = GetSVCInfo(immediate);
if (info) {

View file

@ -335,7 +335,7 @@ void Module::Interface::CreateUserInterface(Kernel::HLERequestContext& ctx) {
}
bool Module::Interface::LoadAmiibo(const std::vector<u8>& buffer) {
std::lock_guard<std::recursive_mutex> lock(HLE::g_hle_lock);
std::lock_guard lock{HLE::g_hle_lock};
if (buffer.size() < sizeof(AmiiboFile)) {
return false;
}

View file

@ -18,13 +18,13 @@ using std::chrono::microseconds;
namespace Core {
void PerfStats::BeginSystemFrame() {
std::lock_guard<std::mutex> lock(object_mutex);
std::lock_guard lock{object_mutex};
frame_begin = Clock::now();
}
void PerfStats::EndSystemFrame() {
std::lock_guard<std::mutex> lock(object_mutex);
std::lock_guard lock{object_mutex};
auto frame_end = Clock::now();
accumulated_frametime += frame_end - frame_begin;
@ -35,13 +35,13 @@ void PerfStats::EndSystemFrame() {
}
void PerfStats::EndGameFrame() {
std::lock_guard<std::mutex> lock(object_mutex);
std::lock_guard lock{object_mutex};
game_frames += 1;
}
PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us) {
std::lock_guard<std::mutex> lock(object_mutex);
std::lock_guard lock{object_mutex};
const auto now = Clock::now();
// Walltime elapsed since stats were reset
@ -67,7 +67,7 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
}
double PerfStats::GetLastFrameTimeScale() {
std::lock_guard<std::mutex> lock(object_mutex);
std::lock_guard lock{object_mutex};
constexpr double FRAME_LENGTH = 1.0 / 60;
return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;