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/*
* Copyright (C) 2003-2013 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "config.h"
#include "DecoderInternal.hxx"
#include "DecoderControl.hxx"
#include "pcm/PcmConvert.hxx"
#include "MusicPipe.hxx"
#include "MusicBuffer.hxx"
#include "MusicChunk.hxx"
#include "tag/Tag.hxx"
#include <assert.h>
Decoder::~Decoder()
{
/* caller must flush the chunk */
assert(chunk == nullptr);
if (convert != nullptr) {
convert->Close();
delete convert;
}
delete song_tag;
delete stream_tag;
delete decoder_tag;
}
/**
* All chunks are full of decoded data; wait for the player to free
* one.
*/
static DecoderCommand
need_chunks(DecoderControl &dc)
{
if (dc.command == DecoderCommand::NONE)
dc.Wait();
return dc.command;
}
struct music_chunk *
Decoder::GetChunk()
{
DecoderCommand cmd;
if (chunk != nullptr)
return chunk;
do {
chunk = dc.buffer->Allocate();
if (chunk != nullptr) {
chunk->replay_gain_serial = replay_gain_serial;
if (replay_gain_serial != 0)
chunk->replay_gain_info = replay_gain_info;
return chunk;
}
dc.Lock();
cmd = need_chunks(dc);
dc.Unlock();
} while (cmd == DecoderCommand::NONE);
return nullptr;
}
void
Decoder::FlushChunk()
{
assert(chunk != nullptr);
if (chunk->IsEmpty())
dc.buffer->Return(chunk);
else
dc.pipe->Push(chunk);
chunk = nullptr;
dc.Lock();
if (dc.client_is_waiting)
dc.client_cond.signal();
dc.Unlock();
}
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