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Calculate and use thread bit.
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b578554223
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52df06d478
@ -2729,14 +2729,19 @@ int View::DrawGpuZoneLevel( const Vector<GpuEvent*>& vec, bool hover, double pxn
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return maxdepth;
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}
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static inline bool IsThreadWaiting( uint64_t bitlist, uint8_t thread )
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static inline uint64_t GetThreadBit( uint8_t thread )
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{
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return ( bitlist & ( uint64_t( 1 ) << thread ) ) != 0;
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return uint64_t( 1 ) << thread;
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}
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static inline bool AreOtherWaiting( uint64_t bitlist, uint8_t thread )
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static inline bool IsThreadWaiting( uint64_t bitlist, uint64_t threadBit )
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{
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return ( bitlist & ~( uint64_t( 1 ) << thread ) ) != 0;
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return ( bitlist & threadBit ) != 0;
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}
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static inline bool AreOtherWaiting( uint64_t bitlist, uint64_t threadBit )
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{
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return ( bitlist & ~threadBit ) != 0;
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}
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enum class LockState
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@ -2749,6 +2754,8 @@ enum class LockState
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static Vector<LockEvent*>::iterator GetNextLockEvent( const Vector<LockEvent*>::iterator& it, const Vector<LockEvent*>::iterator& end, LockState state, LockState& nextState, uint8_t thread )
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{
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const auto threadBit = GetThreadBit( thread );
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nextState = LockState::Nothing;
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auto next = it;
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next++;
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@ -2762,10 +2769,10 @@ static Vector<LockEvent*>::iterator GetNextLockEvent( const Vector<LockEvent*>::
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{
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if( (*next)->lockingThread == thread )
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{
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nextState = AreOtherWaiting( (*next)->waitList, thread ) ? LockState::HasBlockingLock : LockState::HasLock;
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nextState = AreOtherWaiting( (*next)->waitList, threadBit ) ? LockState::HasBlockingLock : LockState::HasLock;
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break;
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}
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else if( IsThreadWaiting( (*next)->waitList, thread ) )
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else if( IsThreadWaiting( (*next)->waitList, threadBit ) )
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{
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nextState = LockState::WaitLock;
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break;
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@ -2785,7 +2792,7 @@ static Vector<LockEvent*>::iterator GetNextLockEvent( const Vector<LockEvent*>::
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}
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if( (*next)->waitList != 0 )
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{
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if( AreOtherWaiting( (*next)->waitList, thread ) )
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if( AreOtherWaiting( (*next)->waitList, threadBit ) )
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{
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nextState = LockState::HasBlockingLock;
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}
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@ -2820,7 +2827,7 @@ static Vector<LockEvent*>::iterator GetNextLockEvent( const Vector<LockEvent*>::
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{
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if( (*next)->lockingThread == thread )
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{
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nextState = AreOtherWaiting( (*next)->waitList, thread ) ? LockState::HasBlockingLock : LockState::HasLock;
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nextState = AreOtherWaiting( (*next)->waitList, threadBit ) ? LockState::HasBlockingLock : LockState::HasLock;
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break;
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}
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if( (*next)->lockingThread != (*it)->lockingThread )
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@ -2870,6 +2877,7 @@ int View::DrawLocks( uint64_t tid, bool hover, double pxns, const ImVec2& wpos,
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if( tl.back()->time < m_zvStart ) continue;
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const auto thread = it->second;
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const auto threadBit = GetThreadBit( thread );
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auto vbegin = std::lower_bound( tl.begin(), tl.end(), m_zvStart - m_delay, [] ( const auto& l, const auto& r ) { return l->time < r; } );
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const auto vend = std::lower_bound( vbegin, tl.end(), m_zvEnd + m_resolution, [] ( const auto& l, const auto& r ) { return l->time < r; } );
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@ -2885,9 +2893,9 @@ int View::DrawLocks( uint64_t tid, bool hover, double pxns, const ImVec2& wpos,
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{
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if( (*vbegin)->lockingThread == thread )
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{
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state = AreOtherWaiting( (*vbegin)->waitList, thread ) ? LockState::HasBlockingLock : LockState::HasLock;
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state = AreOtherWaiting( (*vbegin)->waitList, threadBit ) ? LockState::HasBlockingLock : LockState::HasLock;
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}
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else if( IsThreadWaiting( (*vbegin)->waitList, thread ) )
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else if( IsThreadWaiting( (*vbegin)->waitList, threadBit ) )
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{
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state = LockState::WaitLock;
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}
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@ -3006,7 +3014,7 @@ int View::DrawLocks( uint64_t tid, bool hover, double pxns, const ImVec2& wpos,
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{
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if( (*it)->thread == thread )
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{
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if( ( (*it)->lockingThread == thread || IsThreadWaiting( (*it)->waitList, thread ) ) && (*it)->srcloc != 0 )
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if( ( (*it)->lockingThread == thread || IsThreadWaiting( (*it)->waitList, threadBit ) ) && (*it)->srcloc != 0 )
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{
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markloc = (*it)->srcloc;
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break;
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@ -3037,7 +3045,7 @@ int View::DrawLocks( uint64_t tid, bool hover, double pxns, const ImVec2& wpos,
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}
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if( (*vbegin)->waitList != 0 )
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{
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assert( !AreOtherWaiting( (*next)->waitList, thread ) );
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assert( !AreOtherWaiting( (*next)->waitList, threadBit ) );
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ImGui::Text( "Recursive lock acquire in thread." );
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}
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break;
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