Common: Avoid std::function overhead in ScopeGuard

So far in all our uses of ScopeGuard, the type of the callable is
usually just a lambda or a function pointer, so there is no need
to rely on std::function's type erasure.

While the cost of using std::function is probably negligible, it still
causes some unnecessary overhead that can be avoided by making
ScopeGuard a templated class. Thanks to class template argument
deduction in C++17 most existing usages do not even need to be changed.

See https://godbolt.org/z/KcoPni for a comparison between
a ScopeGuard that uses std::function and one that doesn't
This commit is contained in:
Léo Lam 2020-02-15 21:13:29 +01:00
parent 62046d93ce
commit 44b4c2db49
2 changed files with 10 additions and 12 deletions

View File

@ -4,17 +4,15 @@
#pragma once #pragma once
#include <functional> #include <optional>
namespace Common namespace Common
{ {
template <typename Callable>
class ScopeGuard final class ScopeGuard final
{ {
public: public:
template <class Callable> ScopeGuard(Callable&& finalizer) : m_finalizer(std::forward<Callable>(finalizer)) {}
ScopeGuard(Callable&& finalizer) : m_finalizer(std::forward<Callable>(finalizer))
{
}
ScopeGuard(ScopeGuard&& other) : m_finalizer(std::move(other.m_finalizer)) ScopeGuard(ScopeGuard&& other) : m_finalizer(std::move(other.m_finalizer))
{ {
@ -22,13 +20,13 @@ public:
} }
~ScopeGuard() { Exit(); } ~ScopeGuard() { Exit(); }
void Dismiss() { m_finalizer = nullptr; } void Dismiss() { m_finalizer.reset(); }
void Exit() void Exit()
{ {
if (m_finalizer) if (m_finalizer)
{ {
m_finalizer(); // must not throw (*m_finalizer)(); // must not throw
m_finalizer = nullptr; m_finalizer.reset();
} }
} }
@ -37,7 +35,7 @@ public:
void operator=(const ScopeGuard&) = delete; void operator=(const ScopeGuard&) = delete;
private: private:
std::function<void()> m_finalizer; std::optional<Callable> m_finalizer;
}; };
} // Namespace Common } // Namespace Common

View File

@ -434,7 +434,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
s_frame_step = false; s_frame_step = false;
Movie::Init(*boot); Movie::Init(*boot);
Common::ScopeGuard movie_guard{Movie::Shutdown}; Common::ScopeGuard movie_guard{&Movie::Shutdown};
HW::Init(); HW::Init();
@ -539,7 +539,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
}}; }};
AudioCommon::InitSoundStream(); AudioCommon::InitSoundStream();
Common::ScopeGuard audio_guard{AudioCommon::ShutdownSoundStream}; Common::ScopeGuard audio_guard{&AudioCommon::ShutdownSoundStream};
// The hardware is initialized. // The hardware is initialized.
s_hardware_initialized = true; s_hardware_initialized = true;
@ -565,7 +565,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
// Initialise Wii filesystem contents. // Initialise Wii filesystem contents.
// This is done here after Boot and not in HW to ensure that we operate // This is done here after Boot and not in HW to ensure that we operate
// with the correct title context since save copying requires title directories to exist. // with the correct title context since save copying requires title directories to exist.
Common::ScopeGuard wiifs_guard{Core::CleanUpWiiFileSystemContents}; Common::ScopeGuard wiifs_guard{&Core::CleanUpWiiFileSystemContents};
if (SConfig::GetInstance().bWii) if (SConfig::GetInstance().bWii)
Core::InitializeWiiFileSystemContents(); Core::InitializeWiiFileSystemContents();
else else