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authorPedro J. Estébanez <pedrojrulez@gmail.com>2020-02-26 11:28:13 +0100
committerPedro J. Estébanez <pedrojrulez@gmail.com>2020-02-26 20:40:10 +0100
commit18fbdbb456c07a56b358bea2e392765fbcbb3283 (patch)
tree737363d20493afe45e75d932e0c1957dd9a79589 /servers/visual/rasterizer_rd/shader_rd.cpp
parent1e57b558f215dd4920768e9567b6f55825877c89 (diff)
downloadredot-engine-18fbdbb456c07a56b358bea2e392765fbcbb3283.tar.gz
Reimplement Mutex with C++'s <mutex>
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
Diffstat (limited to 'servers/visual/rasterizer_rd/shader_rd.cpp')
-rw-r--r--servers/visual/rasterizer_rd/shader_rd.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/servers/visual/rasterizer_rd/shader_rd.cpp b/servers/visual/rasterizer_rd/shader_rd.cpp
index cc6c13f598..857a29f7f4 100644
--- a/servers/visual/rasterizer_rd/shader_rd.cpp
+++ b/servers/visual/rasterizer_rd/shader_rd.cpp
@@ -342,23 +342,21 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
}
if (!build_ok) {
- variant_set_mutex.lock(); //properly print the errors
+ MutexLock lock(variant_set_mutex); //properly print the errors
ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
ERR_PRINT(error);
#ifdef DEBUG_ENABLED
ERR_PRINT("code:\n" + current_source.get_with_code_lines());
#endif
-
- variant_set_mutex.unlock();
return;
}
RID shader = RD::get_singleton()->shader_create(stages);
-
- variant_set_mutex.lock();
- p_version->variants[p_variant] = shader;
- variant_set_mutex.unlock();
+ {
+ MutexLock lock(variant_set_mutex);
+ p_version->variants[p_variant] = shader;
+ }
}
void ShaderRD::_compile_version(Version *p_version) {