player: remove in_dispatch field

(Not sure if worth the trouble, but it does seem less awkward.)
This commit is contained in:
wm4 2018-04-15 11:43:49 +02:00 committed by Jan Ekström
parent 435bc003c0
commit 020730da0b
4 changed files with 35 additions and 17 deletions

View File

@ -30,6 +30,8 @@ struct mp_dispatch_queue {
pthread_cond_t cond;
void (*wakeup_fn)(void *wakeup_ctx);
void *wakeup_ctx;
// Time at which mp_dispatch_queue_process() should return.
int64_t wait;
// Make mp_dispatch_queue_process() exit if it's idle.
bool interrupted;
// The target thread is in mp_dispatch_queue_process() (and either idling,
@ -250,9 +252,8 @@ void mp_dispatch_run(struct mp_dispatch_queue *queue,
// no enqueued callback can call the lock/unlock functions).
void mp_dispatch_queue_process(struct mp_dispatch_queue *queue, double timeout)
{
int64_t wait = timeout > 0 ? mp_add_timeout(mp_time_us(), timeout) : 0;
pthread_mutex_lock(&queue->lock);
queue->wait = timeout > 0 ? mp_add_timeout(mp_time_us(), timeout) : 0;
assert(!queue->in_process); // recursion not allowed
queue->in_process = true;
queue->in_process_thread = pthread_self();
@ -288,10 +289,10 @@ void mp_dispatch_queue_process(struct mp_dispatch_queue *queue, double timeout)
} else {
item->completed = true;
}
} else if (wait > 0 && !queue->interrupted) {
struct timespec ts = mp_time_us_to_timespec(wait);
} else if (queue->wait > 0 && !queue->interrupted) {
struct timespec ts = mp_time_us_to_timespec(queue->wait);
if (pthread_cond_timedwait(&queue->cond, &queue->lock, &ts))
wait = 0;
queue->wait = 0;
} else {
break;
}
@ -305,9 +306,9 @@ void mp_dispatch_queue_process(struct mp_dispatch_queue *queue, double timeout)
// If the queue is inside of mp_dispatch_queue_process(), make it return as
// soon as all work items have been run, without waiting for the timeout. This
// does not make it return early if it's blocked by a mp_dispatch_lock().
// If mp_dispatch_queue_process() is called in a reentrant way (including the
// case where another thread calls mp_dispatch_lock() and then
// mp_dispatch_queue_process()), this affects only the "topmost" invocation.
// If the queue is _not_ inside of mp_dispatch_queue_process(), make the next
// call of it use a timeout of 0 (this is useful behavior if you need to
// wakeup the main thread from another thread in a race free way).
void mp_dispatch_interrupt(struct mp_dispatch_queue *queue)
{
pthread_mutex_lock(&queue->lock);
@ -316,6 +317,24 @@ void mp_dispatch_interrupt(struct mp_dispatch_queue *queue)
pthread_mutex_unlock(&queue->lock);
}
// If a mp_dispatch_queue_process() call is in progress, then adjust the maximum
// time it blocks due to its timeout argument. Otherwise does nothing. (It
// makes sense to call this in code that uses both mp_dispatch_[un]lock() and
// a normal event loop.)
// Does not work correctly with queues that have mp_dispatch_set_wakeup_fn()
// called on them, because this implies you actually do waiting via
// mp_dispatch_queue_process(), while wakeup callbacks are used when you need
// to wait in external APIs.
void mp_dispatch_adjust_timeout(struct mp_dispatch_queue *queue, int64_t until)
{
pthread_mutex_lock(&queue->lock);
if (queue->in_process && queue->wait > until) {
queue->wait = until;
pthread_cond_broadcast(&queue->cond);
}
pthread_mutex_unlock(&queue->lock);
}
// Grant exclusive access to the target thread's state. While this is active,
// no other thread can return from mp_dispatch_lock() (i.e. it behaves like
// a pthread mutex), and no other thread can get dispatch items completed.

View File

@ -1,6 +1,8 @@
#ifndef MP_DISPATCH_H_
#define MP_DISPATCH_H_
#include <stdint.h>
typedef void (*mp_dispatch_fn)(void *data);
struct mp_dispatch_queue;
@ -20,6 +22,7 @@ void mp_dispatch_run(struct mp_dispatch_queue *queue,
mp_dispatch_fn fn, void *fn_data);
void mp_dispatch_queue_process(struct mp_dispatch_queue *queue, double timeout);
void mp_dispatch_interrupt(struct mp_dispatch_queue *queue);
void mp_dispatch_adjust_timeout(struct mp_dispatch_queue *queue, int64_t until);
void mp_dispatch_lock(struct mp_dispatch_queue *queue);
void mp_dispatch_unlock(struct mp_dispatch_queue *queue);

View File

@ -234,7 +234,6 @@ typedef struct MPContext {
struct mp_client_api *clients;
struct mp_dispatch_queue *dispatch;
struct mp_cancel *playback_abort;
bool in_dispatch;
// Number of asynchronous tasks that still need to finish until MPContext
// destruction is ok. It's implied that the async tasks call
// mp_wakeup_core() each time this is decremented.

View File

@ -57,11 +57,8 @@ void mp_wait_events(struct MPContext *mpctx)
if (sleeping)
MP_STATS(mpctx, "start sleep");
mpctx->in_dispatch = true;
mp_dispatch_queue_process(mpctx->dispatch, mpctx->sleeptime);
mpctx->in_dispatch = false;
mpctx->sleeptime = INFINITY;
if (sleeping)
@ -73,11 +70,11 @@ void mp_wait_events(struct MPContext *mpctx)
// mp_set_timeout(c, 0) is essentially equivalent to mp_wakeup_core(c).
void mp_set_timeout(struct MPContext *mpctx, double sleeptime)
{
mpctx->sleeptime = MPMIN(mpctx->sleeptime, sleeptime);
// Can't adjust timeout if called from mp_dispatch_queue_process().
if (mpctx->in_dispatch && isfinite(sleeptime))
mp_wakeup_core(mpctx);
if (mpctx->sleeptime > sleeptime) {
mpctx->sleeptime = sleeptime;
int64_t abstime = mp_add_timeout(mp_time_us(), sleeptime);
mp_dispatch_adjust_timeout(mpctx->dispatch, abstime);
}
}
// Cause the playloop to run. This can be called from any thread. If called