Refactor all std::lock_guard usages to std::scoped_lock

This commit is contained in:
Billy Laws
2022-04-25 15:00:30 +01:00
parent 94e6f3cfa0
commit 1dd230afde
22 changed files with 87 additions and 87 deletions

View File

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