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authorMax Kellermann <max@duempel.org>2013-11-06 23:10:05 +0100
committerMax Kellermann <max@duempel.org>2013-11-06 23:51:17 +0100
commit0be5a6ab2b9201e60f3ecb363fcc9342ecfa8aee (patch)
tree0e1a98376069ab299dbd701d7be40f8030da70f8 /src/DecoderControl.hxx
parent9802e74859219ae151cddb238f71016e3a2ef1ef (diff)
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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.
Diffstat (limited to 'src/DecoderControl.hxx')
-rw-r--r--src/DecoderControl.hxx14
1 files changed, 11 insertions, 3 deletions
diff --git a/src/DecoderControl.hxx b/src/DecoderControl.hxx
index 23cb394ca..863398dca 100644
--- a/src/DecoderControl.hxx
+++ b/src/DecoderControl.hxx
@@ -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 ||