player: use better way to wait for input and dispatching commands

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.
This commit is contained in:
wm4
2016-09-16 14:25:50 +02:00
parent 15baf2789c
commit 8716c2e88f
9 changed files with 80 additions and 57 deletions

View File

@@ -15,6 +15,7 @@ void mp_dispatch_enqueue_autofree(struct mp_dispatch_queue *queue,
void mp_dispatch_run(struct mp_dispatch_queue *queue,
mp_dispatch_fn fn, void *fn_data);
void mp_dispatch_queue_process(struct mp_dispatch_queue *queue, double timeout);
void mp_dispatch_interrupt(struct mp_dispatch_queue *queue);
void mp_dispatch_lock(struct mp_dispatch_queue *queue);
void mp_dispatch_unlock(struct mp_dispatch_queue *queue);