PlayerThread: reduce the number of DecoderThread wakeups

After the number of decoded chunks has fallen below the threshold, the
PlayerThread woke up the DecoderThread over and over.  This commit
adds a boolean flag that avoids these duplicate wakeups, and thus
reduces the number of system calls.
This commit is contained in:
Max Kellermann 2013-11-06 23:30:29 +01:00
parent 0be5a6ab2b
commit 77c63511d8
1 changed files with 14 additions and 2 deletions

View File

@ -68,6 +68,12 @@ class Player {
*/ */
bool decoder_starting; bool decoder_starting;
/**
* Did we wake up the DecoderThread recently? This avoids
* duplicate wakeup calls.
*/
bool decoder_woken;
/** /**
* is the player paused? * is the player paused?
*/ */
@ -133,6 +139,7 @@ public:
:pc(_pc), dc(_dc), buffer(_buffer), :pc(_pc), dc(_dc), buffer(_buffer),
buffering(true), buffering(true),
decoder_starting(false), decoder_starting(false),
decoder_woken(false),
paused(false), paused(false),
queued(true), queued(true),
output_open(false), output_open(false),
@ -861,8 +868,13 @@ Player::PlayNextChunk()
pc.Lock(); pc.Lock();
if (!dc.IsIdle() && if (!dc.IsIdle() &&
dc.pipe->GetSize() <= (pc.buffered_before_play + dc.pipe->GetSize() <= (pc.buffered_before_play +
buffer.GetSize() * 3) / 4) buffer.GetSize() * 3) / 4) {
dc.Signal(); if (!decoder_woken) {
decoder_woken = true;
dc.Signal();
}
} else
decoder_woken = false;
pc.Unlock(); pc.Unlock();
return true; return true;