Reimplement Mutex with C++'s <mutex>

Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
This commit is contained in:
Pedro J. Estébanez 2020-02-26 11:28:13 +01:00
parent 1e57b558f2
commit 18fbdbb456
98 changed files with 739 additions and 1754 deletions

View file

@ -53,7 +53,7 @@ class PluginScriptLanguage : public ScriptLanguage {
const godot_pluginscript_language_desc _desc;
godot_pluginscript_language_data *_data;
Mutex *_lock;
Mutex _lock;
SelfList<PluginScript>::List _script_list;
public: