DecoderControl: reduce the number of PlayerThread wakeups

Wake up the PlayerThread only if it is really waiting for the decoder.
This greatly reduces the number of system calls in the DecoderThread.
This commit is contained in:
Max Kellermann 2013-11-06 23:10:05 +01:00
parent 9802e74859
commit 0be5a6ab2b
3 changed files with 26 additions and 4 deletions

View File

@ -30,6 +30,7 @@ DecoderControl::DecoderControl(Mutex &_mutex, Cond &_client_cond)
:mutex(_mutex), client_cond(_client_cond),
state(DecoderState::STOP),
command(DecoderCommand::NONE),
client_is_waiting(false),
song(nullptr),
replay_gain_db(0), replay_gain_prev_db(0) {}
@ -41,6 +42,18 @@ DecoderControl::~DecoderControl()
song->Free();
}
void
DecoderControl::WaitForDecoder()
{
assert(!client_is_waiting);
client_is_waiting = true;
client_cond.wait(mutex);
assert(client_is_waiting);
client_is_waiting = false;
}
bool
DecoderControl::IsCurrentSong(const Song &_song) const
{

View File

@ -97,6 +97,14 @@ struct DecoderControl {
Error error;
bool quit;
/**
* Is the client currently waiting for the DecoderThread? If
* false, the DecoderThread may omit invoking Cond::signal(),
* reducing the number of system calls.
*/
bool client_is_waiting;
bool seek_error;
bool seekable;
double seek_where;
@ -193,10 +201,10 @@ struct DecoderControl {
* Waits for a signal from the decoder thread. This object
* must be locked prior to calling this function. This method
* is only valid in the player thread.
*
* Caller must hold the lock.
*/
void WaitForDecoder() {
client_cond.wait(mutex);
}
void WaitForDecoder();
bool IsIdle() const {
return state == DecoderState::STOP ||

View File

@ -102,6 +102,7 @@ decoder_flush_chunk(Decoder &decoder)
decoder.chunk = nullptr;
dc.Lock();
dc.client_cond.signal();
if (dc.client_is_waiting)
dc.client_cond.signal();
dc.Unlock();
}