renderer_opengl: Use more concise lock syntax.
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@ -65,7 +65,7 @@ public:
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~FrameMailbox() {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock(swap_chain_lock);
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std::scoped_lock lock{swap_chain_lock};
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std::queue<Frame*>().swap(free_queue);
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present_queue.clear();
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present_cv.notify_all();
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@ -115,7 +115,7 @@ public:
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}
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Frame* GetRenderFrame() {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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std::unique_lock lock{swap_chain_lock};
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) {
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@ -130,13 +130,13 @@ public:
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}
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void ReleaseRenderFrame(Frame* frame) {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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std::unique_lock lock{swap_chain_lock};
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present_queue.push_front(frame);
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present_cv.notify_one();
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}
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Frame* TryGetPresentFrame(int timeout_ms) {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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std::unique_lock lock{swap_chain_lock};
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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