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Refactor all std::lock_guard usages to std::scoped_lock
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@ -106,11 +106,11 @@ namespace skyline::gpu {
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}
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trapHandle = gpu.state.nce->TrapRegions(mappings, true, [this] {
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std::lock_guard lock(*this);
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std::scoped_lock lock{*this};
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SynchronizeGuest(true); // We can skip trapping since the caller will do it
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WaitOnFence();
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}, [this] {
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std::lock_guard lock(*this);
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std::scoped_lock lock{*this};
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SynchronizeGuest(true);
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dirtyState = DirtyState::CpuDirty; // We need to assume the texture is dirty since we don't know what the guest is writing
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WaitOnFence();
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@ -339,7 +339,7 @@ namespace skyline::gpu {
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}
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Texture::~Texture() {
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std::lock_guard lock(*this);
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std::scoped_lock lock{*this};
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if (trapHandle)
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gpu.state.nce->DeleteTrap(*trapHandle);
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SynchronizeGuest(true);
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