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authorwm4 <wm4@nowhere>2020-04-10 01:33:38 +0200
committerwm4 <wm4@nowhere>2020-04-10 01:33:38 +0200
commit0c9ac5835be70ae26e4aa875e833fe2c7b3b3bf3 (patch)
tree1b1e0cb5445240bafd2985b77af8013a05c844c2 /video/out/vo.h
parenta1771ed0d451a0af75529429fee2c370671950e4 (diff)
downloadmpv-0c9ac5835be70ae26e4aa875e833fe2c7b3b3bf3.tar.bz2
mpv-0c9ac5835be70ae26e4aa875e833fe2c7b3b3bf3.tar.xz
video: remove another redundant wakeup
The wakeup at the end of VO frame rendering seems redundant, because after rendering almost no state changes. The player core can queue a new frame once frame rendering begins, and there's a separate wakeup for this. The only thing that actually changes is in->rendering. The only thing that seems to depend on it and can trigger a wakeup is the vo_still_displaying() function. Change it so that it needs an explicit call to a new API function, so we can avoid wakeups in the common case. The vo_still_displaying() code is mostly just moved around due to locking and for avoiding forward declarations. Also a somewhat risky change (tasty new bugs).
Diffstat (limited to 'video/out/vo.h')
-rw-r--r--video/out/vo.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/video/out/vo.h b/video/out/vo.h
index c983667725..1b7a239798 100644
--- a/video/out/vo.h
+++ b/video/out/vo.h
@@ -485,6 +485,7 @@ bool vo_is_ready_for_frame(struct vo *vo, int64_t next_pts);
void vo_queue_frame(struct vo *vo, struct vo_frame *frame);
void vo_wait_frame(struct vo *vo);
bool vo_still_displaying(struct vo *vo);
+void vo_request_wakeup_on_done(struct vo *vo);
bool vo_has_frame(struct vo *vo);
void vo_redraw(struct vo *vo);
bool vo_want_redraw(struct vo *vo);