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drop deprecated TBB components (#6590)
Quite some time ago, many of the TBB components were deprecated in favor of their near-equivalents in the STL or, in the case of task_scheduler_init, were broken up and reconstituted under a less ad-hoc logic. Every time a header file marked deprecated gets included, a rather loud warning is emitted, which leads to a complete TBB's domination over the stderr stream during build time, making it harder to notice _legitimate_ warnings. Instead of merely muting the output with TBB_SUPPRESS_DEPRECATED_MESSAGES, perform a genuine migration away from the deprecated components with the added benefit of achieving a source compatibility with oneTBB, the successor to TBB which has dropped the deprecated API for good. What got replaced for what? | Deprecated | Replacement | | ------------------------------------- | --------------------------------------------- | | `tbb::atomic` | `std::atomic` | | `tbb::mutex` | `std::mutex` | | `tbb::mutex::scoped_lock` | `std::scoped_lock<std::mutex>` | | `tbb::mutex::scoped_lock` (empty) | `std::unique_lock<std::mutex>` (deferred) | | `tbb::task_scheduler_init` | `tbb::global_control` | | `tbb::this_thread` | `std::this_thread` | Signed-off-by: Roman Beranek <roman.beranek@prusa3d.com>
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18 changed files with 80 additions and 95 deletions
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@ -10,12 +10,12 @@
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#include <queue>
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#include <atomic>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include <chrono>
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#include <condition_variable>
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#include <tbb/mutex.h>
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namespace Slic3r {
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@ -85,7 +85,7 @@ class Mouse3DController
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// m_input_queue is accessed by the background thread and by the UI thread. Access to m_input_queue
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// is guarded with m_input_queue_mutex.
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std::deque<QueueItem> m_input_queue;
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mutable tbb::mutex m_input_queue_mutex;
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mutable std::mutex m_input_queue_mutex;
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#ifdef WIN32
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// When the 3Dconnexion driver is running the system gets, by default, mouse wheel events when rotations around the X axis are detected.
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@ -112,12 +112,12 @@ class Mouse3DController
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#if ENABLE_3DCONNEXION_DEVICES_DEBUG_OUTPUT
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Vec3d get_first_vector_of_type(unsigned int type) const {
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tbb::mutex::scoped_lock lock(m_input_queue_mutex);
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std::scoped_lock<std::mutex> lock(m_input_queue_mutex);
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auto it = std::find_if(m_input_queue.begin(), m_input_queue.end(), [type](const QueueItem& item) { return item.type_or_buttons == type; });
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return (it == m_input_queue.end()) ? Vec3d::Zero() : it->vector;
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}
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size_t input_queue_size_current() const {
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tbb::mutex::scoped_lock lock(m_input_queue_mutex);
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std::scoped_lock<std::mutex> lock(m_input_queue_mutex);
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return m_input_queue.size();
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}
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std::atomic<size_t> input_queue_max_size_achieved;
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@ -133,7 +133,7 @@ class Mouse3DController
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// UI thread will read / write this copy.
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Params m_params_ui;
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bool m_params_ui_changed { false };
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mutable tbb::mutex m_params_ui_mutex;
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mutable std::mutex m_params_ui_mutex;
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// This is a database of parametes of all 3DConnexion devices ever connected.
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// This database is loaded from AppConfig on application start and it is stored to AppConfig on application exit.
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