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authorwm4 <wm4@nowhere>2014-01-18 01:19:20 +0100
committerwm4 <wm4@nowhere>2014-01-18 01:27:43 +0100
commit7f4a09bb8534dfafd83099d773adf2e33c64e267 (patch)
tree5b75791151f92e164fbd9badee47590d1164683d /player/playloop.c
parent92a9f11a0b4fda60c8880014be5920dcf3e95253 (diff)
downloadmpv-7f4a09bb8534dfafd83099d773adf2e33c64e267.tar.bz2
mpv-7f4a09bb8534dfafd83099d773adf2e33c64e267.tar.xz
sub: uglify OSD code path with locking
Do two things: 1. add locking to struct osd_state 2. make struct osd_state opaque While 1. is somewhat simple, 2. is quite horrible. Lots of code accesses lots of osd_state (and osd_object) members. To make sure everything is accessed synchronously, I prefer making osd_state opaque, even if it means adding pretty dumb accessors. All of this is meant to allow running VO in their own threads. Eventually, VOs will request OSD on their own, which means osd_state will be accessed from foreign threads.
Diffstat (limited to 'player/playloop.c')
-rw-r--r--player/playloop.c9
1 files changed, 4 insertions, 5 deletions
diff --git a/player/playloop.c b/player/playloop.c
index 95e9a9c5a4..167a0722a2 100644
--- a/player/playloop.c
+++ b/player/playloop.c
@@ -136,7 +136,7 @@ static void draw_osd(struct MPContext *mpctx)
{
struct vo *vo = mpctx->video_out;
- mpctx->osd->vo_pts = mpctx->video_pts;
+ osd_set_vo_pts(mpctx->osd, mpctx->video_pts);
vo_draw_osd(vo, mpctx->osd);
}
@@ -646,10 +646,9 @@ static bool handle_osd_redraw(struct MPContext *mpctx)
{
if (!mpctx->video_out || !mpctx->video_out->config_ok)
return false;
- bool want_redraw = vo_get_want_redraw(mpctx->video_out);
- if (mpctx->video_out->driver->draw_osd)
- want_redraw |= mpctx->osd->want_redraw;
- mpctx->osd->want_redraw = false;
+ bool want_redraw = vo_get_want_redraw(mpctx->video_out) |
+ (osd_query_and_reset_want_redraw(mpctx->osd) &&
+ mpctx->video_out->driver->draw_osd);
if (want_redraw) {
if (redraw_osd(mpctx))
return true;