OGL/ProgramShaderCache: Use std::lock_guard deduction guides where applicable
Same thing, less reading.
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@ -519,7 +519,7 @@ PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* ve
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geometry_shader ? geometry_shader->GetID() : 0,
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pixel_shader ? pixel_shader->GetID() : 0};
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{
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std::lock_guard<std::mutex> guard(s_pipeline_program_lock);
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std::lock_guard guard{s_pipeline_program_lock};
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auto iter = s_pipeline_programs.find(key);
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if (iter != s_pipeline_programs.end())
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{
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@ -597,7 +597,7 @@ PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* ve
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}
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// Lock to insert. A duplicate program may have been created in the meantime.
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std::lock_guard<std::mutex> guard(s_pipeline_program_lock);
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std::lock_guard guard{s_pipeline_program_lock};
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auto iter = s_pipeline_programs.find(key);
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if (iter != s_pipeline_programs.end())
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{
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@ -627,8 +627,8 @@ void ProgramShaderCache::ReleasePipelineProgram(PipelineProgram* prog)
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prog->shader.Destroy();
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std::lock_guard<std::mutex> guard(s_pipeline_program_lock);
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auto iter = s_pipeline_programs.find(prog->key);
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std::lock_guard guard{s_pipeline_program_lock};
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const auto iter = s_pipeline_programs.find(prog->key);
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ASSERT(iter != s_pipeline_programs.end() && prog == iter->second.get());
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s_pipeline_programs.erase(iter);
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}
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