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https://github.com/JulianGro/overte.git
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Merge branch 'warnings-win' of github.com:Atlante45/hifi into warnings-win
This commit is contained in:
commit
4bfa279b1b
5 changed files with 74 additions and 46 deletions
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@ -3431,10 +3431,10 @@ namespace render {
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// Background rendering decision
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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auto skybox = model::SkyboxPointer();
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if (skyStage->getBackgroundMode() == model::SunSkyStage::NO_BACKGROUND) {
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// this line intentionally left blank
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} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_DOME) {
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if (/*!selfAvatarOnly &&*/ Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Stars)) {
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PerformanceTimer perfTimer("stars");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::payloadRender<BackgroundRenderData>() ... stars...");
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@ -3500,8 +3500,7 @@ namespace render {
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}
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} else if (skyStage->getBackgroundMode() == model::SunSkyStage::SKY_BOX) {
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PerformanceTimer perfTimer("skybox");
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skybox = skyStage->getSkybox();
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auto skybox = skyStage->getSkybox();
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if (skybox) {
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skybox->render(batch, *(qApp->getDisplayViewFrustum()));
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}
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@ -3767,6 +3766,10 @@ void Application::clearDomainOctreeDetails() {
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// reset the model renderer
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getEntities()->clear();
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);
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}
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void Application::domainChanged(const QString& domainHostname) {
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@ -55,7 +55,7 @@ static const float LATE_MIX_RIGHT_DEFAULT = 90.0f;
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static const float WET_DRY_MIX_DEFAULT = 50.0f;
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static void setOption(QScriptValue arguments, const QString name, float defaultValue, float& variable) {
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variable = arguments.property(name).isNumber() ? arguments.property(name).toNumber() : defaultValue;
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variable = arguments.property(name).isNumber() ? (float)arguments.property(name).toNumber() : defaultValue;
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}
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AudioEffectOptions::AudioEffectOptions(QScriptValue arguments) {
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@ -226,9 +226,16 @@ bool EntityTree::updateEntityWithElement(EntityItemPointer entity, const EntityI
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while (!toProcess.empty()) {
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EntityItemPointer childEntity = std::static_pointer_cast<EntityItem>(toProcess.dequeue());
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if (!childEntity) {
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continue;
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}
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BoundingBoxRelatedProperties newChildBBRelProperties(childEntity);
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EntityTreeElementPointer containingElement = childEntity->getElement();
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if (!containingElement) {
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continue;
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}
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UpdateEntityOperator theChildOperator(getThisPointer(),
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childEntity->getElement(),
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containingElement,
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childEntity, newChildBBRelProperties);
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recurseTreeWithOperator(&theChildOperator);
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foreach (SpatiallyNestablePointer childChild, childEntity->getChildren()) {
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@ -48,35 +48,32 @@ template <
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>
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class GLEscrow {
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public:
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static const uint64_t MAX_UNSIGNALED_TIME = USECS_PER_SECOND / 2;
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struct Item {
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T _value;
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const T _value;
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GLsync _sync;
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uint64_t _created;
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const uint64_t _created;
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Item(T value, GLsync sync) :
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_value(value), _sync(sync), _created(usecTimestampNow())
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{
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}
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uint64_t age() {
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uint64_t age() const {
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return usecTimestampNow() - _created;
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}
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bool signaled() {
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bool signaled() const {
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auto result = glClientWaitSync(_sync, 0, 0);
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if (GL_TIMEOUT_EXPIRED != result && GL_WAIT_FAILED != result) {
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return true;
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}
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if (age() > (USECS_PER_SECOND / 2)) {
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qWarning() << "Long unsignaled sync";
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}
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return false;
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}
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};
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using Mutex = std::recursive_mutex;
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using Lock = std::unique_lock<Mutex>;
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using Mutex = std::mutex;
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using Recycler = std::function<void(T t)>;
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// deque gives us random access, double ended push & pop and size, all in constant time
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using Deque = std::deque<Item>;
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@ -86,9 +83,32 @@ public:
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_recycler = recycler;
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}
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size_t depth() {
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template <typename F>
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void withLock(F f) {
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using Lock = std::unique_lock<Mutex>;
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Lock lock(_mutex);
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return _submits.size();
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f();
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}
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template <typename F>
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bool tryLock(F f) {
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using Lock = std::unique_lock<Mutex>;
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bool result = false;
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Lock lock(_mutex, std::try_to_lock_t());
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if (lock.owns_lock()) {
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f();
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result = true;
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}
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return result;
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}
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size_t depth() {
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size_t result{ 0 };
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withLock([&]{
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result = _submits.size();
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});
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return result;
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}
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// Submit a new resource from the producer context
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@ -103,11 +123,9 @@ public:
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glFlush();
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}
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{
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Lock lock(_mutex);
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withLock([&]{
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_submits.push_back(Item(t, writeSync));
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}
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});
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return cleanTrash();
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}
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@ -119,13 +137,13 @@ public:
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// On the one hand using try_lock() reduces the chance of blocking the consumer thread,
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// but if the produce thread is going fast enough, it could effectively
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// starve the consumer out of ever actually getting resources.
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if (_mutex.try_lock()) {
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tryLock([&]{
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// May be called on any thread, but must be inside a locked section
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if (signaled(_submits, 0)) {
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result = _submits.at(0)._value;
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_submits.pop_front();
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}
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_mutex.unlock();
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}
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});
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return result;
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}
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@ -153,37 +171,45 @@ public:
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glFlush();
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}
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Lock lock(_mutex);
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_releases.push_back(Item(t, readSync));
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withLock([&]{
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_releases.push_back(Item(t, readSync));
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});
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}
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private:
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size_t cleanTrash() {
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size_t wastedWork{ 0 };
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List trash;
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{
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tryLock([&]{
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while (!_submits.empty()) {
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const auto& item = _submits.front();
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if (!item._sync || item.age() < MAX_UNSIGNALED_TIME) {
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break;
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}
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qWarning() << "Long unsignaled sync " << item._sync << " unsignaled for " << item.age();
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_trash.push_front(item);
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_submits.pop_front();
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}
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// We only ever need one ready item available in the list, so if the
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// second item is signaled (implying the first is as well, remove the first
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// item. Iterate until the SECOND item in the list is not in the ready state
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// The signaled function takes care of checking against the deque size
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while (signaled(_submits, 1)) {
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pop(_submits);
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_trash.push_front(_submits.front());
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_submits.pop_front();
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++wastedWork;
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}
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// Stuff in the release queue can be cleared out as soon as it's signaled
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while (signaled(_releases, 0)) {
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pop(_releases);
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_trash.push_front(_releases.front());
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_releases.pop_front();
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}
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{
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// FIXME I don't think this lock should be necessary, only the submitting thread
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// touches the trash
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Lock lock(_mutex);
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trash.swap(_trash);
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}
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}
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trash.swap(_trash);
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});
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// FIXME maybe doing a timing on the deleters and warn if it's taking excessive time?
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// although we are out of the lock, so it shouldn't be blocking anything
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std::for_each(trash.begin(), trash.end(), [&](typename List::const_reference item) {
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return wastedWork;
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}
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// May be called on any thread, but must be inside a locked section
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void pop(Deque& deque) {
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Lock lock(_mutex);
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auto& item = deque.front();
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_trash.push_front(item);
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deque.pop_front();
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}
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// May be called on any thread, but must be inside a locked section
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bool signaled(Deque& deque, size_t i) {
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if (i >= deque.size()) {
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@ -216,7 +216,7 @@ void renderItems(const SceneContextPointer& sceneContext, const RenderContextPoi
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class FetchItems {
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public:
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typedef std::function<void (const RenderContextPointer& context, int count)> ProbeNumItems;
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typedef std::function<void (const RenderContextPointer& context, size_t count)> ProbeNumItems;
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FetchItems(const ProbeNumItems& probe): _probeNumItems(probe) {}
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FetchItems(const ItemFilter& filter, const ProbeNumItems& probe): _filter(filter), _probeNumItems(probe) {}
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