Fix style issues
This commit is contained in:
		@@ -3,13 +3,19 @@
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// Refer to the license.txt file included.
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#include <chrono>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/shader/async_shaders.h"
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namespace VideoCommon::Shader {
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AsyncShaders::AsyncShaders(Core::Frontend::EmuWindow& emu_window) : emu_window(emu_window) {}
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AsyncShaders::~AsyncShaders() {
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    KillWorkers();
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}
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@@ -64,7 +70,7 @@ bool AsyncShaders::HasWorkQueued() {
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}
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bool AsyncShaders::HasCompletedWork() {
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    std::shared_lock lock(completed_mutex);
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    std::shared_lock lock{completed_mutex};
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    return !finished_work.empty();
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}
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@@ -90,7 +96,7 @@ bool AsyncShaders::IsShaderAsync(const Tegra::GPU& gpu) const {
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std::vector<AsyncShaders::Result> AsyncShaders::GetCompletedWork() {
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    std::vector<AsyncShaders::Result> results;
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    {
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        std::unique_lock lock(completed_mutex);
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        std::unique_lock lock{completed_mutex};
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        results.assign(std::make_move_iterator(finished_work.begin()),
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                       std::make_move_iterator(finished_work.end()));
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        finished_work.clear();
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@@ -124,8 +130,8 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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    using namespace std::chrono_literals;
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    while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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        std::unique_lock<std::mutex> lock(queue_mutex);
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        cv.wait(lock, [&] { return HasWorkQueued() || is_thread_exiting; });
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        std::unique_lock lock{queue_mutex};
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        cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
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        if (is_thread_exiting) {
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            return;
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        }
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@@ -25,17 +25,17 @@ std::size_t ShaderNotify::GetShadersBuilding() {
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}
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std::size_t ShaderNotify::GetShadersBuildingAccurate() {
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    std::shared_lock lock(mutex);
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    std::shared_lock lock{mutex};
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    return accurate_count;
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}
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void ShaderNotify::MarkShaderComplete() {
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    std::unique_lock lock(mutex);
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    std::unique_lock lock{mutex};
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    accurate_count--;
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}
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void ShaderNotify::MarkSharderBuilding() {
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    std::unique_lock lock(mutex);
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    std::unique_lock lock{mutex};
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    accurate_count++;
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}
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