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* dispatch: add strange mechanism for making worker threads responsivewm42020-03-051-0/+3
| | | | | This is probably a sin for the sake of user experience. See a following commit that wires up f_decoder_wrapper with it.
* player: remove in_dispatch fieldwm42018-04-181-0/+3
| | | | (Not sure if worth the trouble, but it does seem less awkward.)
* options: add a thread-safe way to notify option updateswm42017-08-221-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | So far, we had a thread-safe way to read options, but no option update notification mechanism. Everything was funneled though the main thread's central mp_option_change_callback() function. For example, if the panscan options were changed, the function called vo_control() with VOCTRL_SET_PANSCAN to manually notify the VO thread of updates. This worked, but's pretty inconvenient. Most of these problems come from the fact that MPlayer was written as a single-threaded program. This commit works towards a more flexible mechanism. It adds an update callback to m_config_cache (the thing that is already used for thread-safe access of global options). This alone would still be rather inconvenient, at least in context of VOs. Add another mechanism on top of it that uses mp_dispatch_queue, and takes care of some annoying synchronization issues. We extend mp_dispatch_queue itself to make this easier and slightly more efficient. As a first application, use this to reimplement certain VO scaling and renderer options. The update_opts() function translates these to the "old" VOCTRLs, though. An annoyingly subtle issue is that m_config_cache's destructor now releases pending notifications, and must be released before the associated dispatch queue. Otherwise, it could happen that option updates during e.g. VO destruction queue or run stale entries, which is not expected. Rather untested. The singly-linked list code in dispatch.c is probably buggy, and I bet some aspects about synchronization are not entirely sane.
* player: use better way to wait for input and dispatching commandswm42016-09-161-0/+1
| | | | | | | | | | | | | | | | | | | Instead of using input_ctx for waiting, use the dispatch queue directly. One big change is that the dispatch queue will just process commands that come in (e.g. from client API) without returning. This should reduce unnecessary playloop excutions (which is good since the playloop got a bit fat from rechecking a lot of conditions every iteration). Since this doesn't force a new playloop iteration on every access, this has to be enforced manually in some cases. Normal input (via terminal or VO window) still wakes up the playloop every time, though that's not too important. It makes testing this harder, though. If there are missing wakeup calls, it will be noticed only when using the client API in some form. At this point we could probably use a normal lock instead of the dispatch queue stuff.
* client API: implement mpv_suspend/resume slightly differentlywm42016-09-041-2/+0
| | | | | | | | Why do these API calls even still exist? I don't know, and maybe they don't make any sense anymore. But whether they should be removed or not is not a decision I want to make now. I want to get rid of mp_dispatch_suspend/resume(), though. So implement the client APIs slightly differently.
* dispatch: move into its own source filewm42014-04-231-0/+23
This was part of osdep/threads.c out of laziness. But it doesn't contain anything OS dependent. Note that the rest of threads.c actually isn't all that OS dependent either (just some minor ifdeffery to work around the lack of clock_gettime() on OSX).