Refactor: Make loop non-infinite instead in AsyncShaderCompiler.

This commit is contained in:
Javier Martinez 2025-01-31 12:26:33 -05:00
parent cd3993708f
commit 7dec083af5

View File

@ -95,23 +95,20 @@ bool AsyncShaderCompiler::WaitUntilCompletion(
} }
// Update progress while the compiles complete. // Update progress while the compiles complete.
for (;;) while (Core::GetState(Core::System::GetInstance()) != Core::State::Stopping)
{ {
if (Core::GetState(Core::System::GetInstance()) == Core::State::Stopping)
return false;
size_t remaining_items; size_t remaining_items;
{ {
std::lock_guard<std::mutex> pending_guard(m_pending_work_lock); std::lock_guard<std::mutex> pending_guard(m_pending_work_lock);
if (m_pending_work.empty() && !m_busy_workers.load()) if (m_pending_work.empty() && !m_busy_workers.load())
break; return true;
remaining_items = m_pending_work.size(); remaining_items = m_pending_work.size();
} }
progress_callback(total_items - remaining_items, total_items); progress_callback(total_items - remaining_items, total_items);
std::this_thread::sleep_for(CHECK_INTERVAL); std::this_thread::sleep_for(CHECK_INTERVAL);
} }
return true; return false;
} }
bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads) bool AsyncShaderCompiler::StartWorkerThreads(u32 num_worker_threads)