mpv/misc/dispatch.c

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/*
* This file is part of mpv.
*
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv 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
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* GNU Lesser General Public License for more details.
*
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdbool.h>
#include <assert.h>
#include "common/common.h"
#include "osdep/threads.h"
#include "osdep/timer.h"
#include "dispatch.h"
struct mp_dispatch_queue {
struct mp_dispatch_item *head, *tail;
pthread_mutex_t lock;
pthread_cond_t cond;
void (*wakeup_fn)(void *wakeup_ctx);
void *wakeup_ctx;
// The target thread is blocked by mp_dispatch_queue_process(). Note that
// mp_dispatch_lock() can set this from true to false to keep the thread
// blocked (this stops if from processing other dispatch items, and from
// other threads to return from mp_dispatch_lock(), making it an exclusive
// lock).
bool idling;
// A mp_dispatch_lock() call is requesting an exclusive lock.
bool lock_request;
// Used to block out threads calling mp_dispatch_queue_process() while
// they're externall locked via mp_dispatch_lock().
// We could use a simple counter (increment it instead of adding a frame,
// also increment it when locking), but with this we can perform some
// minimal debug checks.
struct lock_frame *frame;
};
struct lock_frame {
struct lock_frame *prev;
pthread_t thread;
pthread_t locked_thread;
bool locked;
};
struct mp_dispatch_item {
mp_dispatch_fn fn;
void *fn_data;
bool asynchronous;
bool completed;
struct mp_dispatch_item *next;
};
static void queue_dtor(void *p)
{
struct mp_dispatch_queue *queue = p;
assert(!queue->head);
assert(!queue->idling);
assert(!queue->lock_request);
assert(!queue->frame);
pthread_cond_destroy(&queue->cond);
pthread_mutex_destroy(&queue->lock);
}
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// A dispatch queue lets other threads run callbacks in a target thread.
// The target thread is the thread which calls mp_dispatch_queue_process().
// Free the dispatch queue with talloc_free(). At the time of destruction,
// the queue must be empty. The easiest way to guarantee this is to
// terminate all potential senders, then call mp_dispatch_run() with a
// function that e.g. makes the target thread exit, then pthread_join() the
// target thread, and finally destroy the queue. Another way is calling
// mp_dispatch_queue_process() after terminating all potential senders, and
// then destroying the queue.
struct mp_dispatch_queue *mp_dispatch_create(void *ta_parent)
{
struct mp_dispatch_queue *queue = talloc_ptrtype(ta_parent, queue);
*queue = (struct mp_dispatch_queue){0};
talloc_set_destructor(queue, queue_dtor);
pthread_mutex_init(&queue->lock, NULL);
pthread_cond_init(&queue->cond, NULL);
return queue;
}
// Set a custom function that should be called to guarantee that the target
// thread wakes up. This is intended for use with code that needs to block
// on non-pthread primitives, such as e.g. select(). In the case of select(),
// the wakeup_fn could for example write a byte into a "wakeup" pipe in order
// to unblock the select(). The wakeup_fn is called from the dispatch queue
// when there are new dispatch items, and the target thread should then enter
// mp_dispatch_queue_process() as soon as possible. Note that wakeup_fn is
// called under no lock, so you might have to do synchronization yourself.
void mp_dispatch_set_wakeup_fn(struct mp_dispatch_queue *queue,
void (*wakeup_fn)(void *wakeup_ctx),
void *wakeup_ctx)
{
queue->wakeup_fn = wakeup_fn;
queue->wakeup_ctx = wakeup_ctx;
}
static void mp_dispatch_append(struct mp_dispatch_queue *queue,
struct mp_dispatch_item *item)
{
pthread_mutex_lock(&queue->lock);
if (queue->tail) {
queue->tail->next = item;
} else {
queue->head = item;
}
queue->tail = item;
// Wake up the main thread; note that other threads might wait on this
// condition for reasons, so broadcast the condition.
pthread_cond_broadcast(&queue->cond);
pthread_mutex_unlock(&queue->lock);
if (queue->wakeup_fn)
queue->wakeup_fn(queue->wakeup_ctx);
}
// Enqueue a callback to run it on the target thread asynchronously. The target
// thread will run fn(fn_data) as soon as it enter mp_dispatch_queue_process.
// Note that mp_dispatch_enqueue() will usually return long before that happens.
// It's up to the user to signal completion of the callback. It's also up to
// the user to guarantee that the context fn_data has correct lifetime, i.e.
// lives until the callback is run, and is freed after that.
void mp_dispatch_enqueue(struct mp_dispatch_queue *queue,
mp_dispatch_fn fn, void *fn_data)
{
struct mp_dispatch_item *item = talloc_ptrtype(NULL, item);
*item = (struct mp_dispatch_item){
.fn = fn,
.fn_data = fn_data,
.asynchronous = true,
};
mp_dispatch_append(queue, item);
}
// Like mp_dispatch_enqueue(), but the queue code will call talloc_free(fn_data)
// after the fn callback has been run. (The callback could trivially do that
// itself, but it makes it easier to implement synchronous and asynchronous
// requests with the same callback implementation.)
void mp_dispatch_enqueue_autofree(struct mp_dispatch_queue *queue,
mp_dispatch_fn fn, void *fn_data)
{
struct mp_dispatch_item *item = talloc_ptrtype(NULL, item);
*item = (struct mp_dispatch_item){
.fn = fn,
.fn_data = talloc_steal(item, fn_data),
.asynchronous = true,
};
mp_dispatch_append(queue, item);
}
// Run fn(fn_data) on the target thread synchronously. This function enqueues
// the callback and waits until the target thread is done doing this.
// This is redundant to calling the function inside mp_dispatch_[un]lock(),
// but can be helpful with code that relies on TLS (such as OpenGL).
void mp_dispatch_run(struct mp_dispatch_queue *queue,
mp_dispatch_fn fn, void *fn_data)
{
struct mp_dispatch_item item = {
.fn = fn,
.fn_data = fn_data,
};
mp_dispatch_append(queue, &item);
pthread_mutex_lock(&queue->lock);
while (!item.completed)
pthread_cond_wait(&queue->cond, &queue->lock);
pthread_mutex_unlock(&queue->lock);
}
// Process any outstanding dispatch items in the queue. This also handles
// suspending or locking the this thread from another thread via
// mp_dispatch_lock().
// The timeout specifies the minimum wait time. The actual time spent in this
// function can be much higher if the suspending/locking functions are used, or
// if executing the dispatch items takes time. On the other hand, this function
// can return much earlier than the timeout due to sporadic wakeups.
// It is also guaranteed that if at least one queue item was processed, the
// function will return as soon as possible, ignoring the timeout. This
// simplifies users, such as re-checking conditions before waiting. (It will
// still process the remaining queue items, and wait for unsuspend.)
void mp_dispatch_queue_process(struct mp_dispatch_queue *queue, double timeout)
{
int64_t wait = timeout > 0 ? mp_add_timeout(mp_time_us(), timeout) : 0;
struct lock_frame frame = {
.thread = pthread_self(),
};
pthread_mutex_lock(&queue->lock);
frame.prev = queue->frame;
queue->frame = &frame;
// Logically, the queue is idling if the target thread is blocked in
// mp_dispatch_queue_process() doing nothing, so it's not possible to call
// it again. (Reentrant calls via callbacks temporarily reset the field.)
assert(!queue->idling);
queue->idling = true;
// Wake up thread which called mp_dispatch_lock().
if (queue->lock_request)
pthread_cond_broadcast(&queue->cond);
while (1) {
if (queue->lock_request || queue->frame != &frame || frame.locked) {
// Block due to something having called mp_dispatch_lock(). This
// is either a lock "acquire" (lock_request=true), or a lock in
// progress, with the possibility the thread which called
// mp_dispatch_lock() is now calling mp_dispatch_queue_process()
// (the latter means we must ignore any queue state changes,
// until it has been unlocked again).
pthread_cond_wait(&queue->cond, &queue->lock);
if (queue->frame == &frame && !frame.locked)
assert(queue->idling);
} else if (queue->head) {
struct mp_dispatch_item *item = queue->head;
queue->head = item->next;
if (!queue->head)
queue->tail = NULL;
item->next = NULL;
// Unlock, because we want to allow other threads to queue items
// while the dispatch item is processed.
// At the same time, we must prevent other threads from returning
// from mp_dispatch_lock(), which is done by idling=false.
queue->idling = false;
pthread_mutex_unlock(&queue->lock);
item->fn(item->fn_data);
pthread_mutex_lock(&queue->lock);
assert(!queue->idling);
queue->idling = true;
// Wakeup mp_dispatch_run(), also mp_dispatch_lock().
pthread_cond_broadcast(&queue->cond);
if (item->asynchronous) {
talloc_free(item);
} else {
item->completed = true;
}
} else if (wait > 0) {
struct timespec ts = mp_time_us_to_timespec(wait);
pthread_cond_timedwait(&queue->cond, &queue->lock, &ts);
} else {
break;
}
wait = 0;
}
queue->idling = false;
assert(!frame.locked);
assert(queue->frame == &frame);
queue->frame = frame.prev;
pthread_mutex_unlock(&queue->lock);
}
// Grant exclusive access to the target thread's state. While this is active,
// no other thread can return from mp_dispatch_lock() (i.e. it behaves like
// a pthread mutex), and no other thread can get dispatch items completed.
// Other threads can still queue asynchronous dispatch items without waiting,
// and the mutex behavior applies to this function only.
void mp_dispatch_lock(struct mp_dispatch_queue *queue)
{
pthread_mutex_lock(&queue->lock);
// First grab the queue lock. Something else could be holding the lock.
while (queue->lock_request)
pthread_cond_wait(&queue->cond, &queue->lock);
queue->lock_request = true;
// And now wait until the target thread gets "trapped" within the
// mp_dispatch_queue_process() call, which will mean we get exclusive
// access to the target's thread state.
while (!queue->idling) {
pthread_mutex_unlock(&queue->lock);
if (queue->wakeup_fn)
queue->wakeup_fn(queue->wakeup_ctx);
pthread_mutex_lock(&queue->lock);
if (queue->idling)
break;
pthread_cond_wait(&queue->cond, &queue->lock);
}
assert(queue->lock_request);
assert(queue->frame); // must be set if idling
assert(!queue->frame->locked); // no recursive locking on the same level
// "Lock".
queue->frame->locked = true;
queue->frame->locked_thread = pthread_self();
// Reset state for recursive mp_dispatch_queue_process() calls.
queue->lock_request = false;
queue->idling = false;
pthread_mutex_unlock(&queue->lock);
}
// Undo mp_dispatch_lock().
void mp_dispatch_unlock(struct mp_dispatch_queue *queue)
{
pthread_mutex_lock(&queue->lock);
// Must be called atfer a mp_dispatch_lock().
assert(queue->frame);
assert(queue->frame->locked);
assert(pthread_equal(queue->frame->locked_thread, pthread_self()));
// "Unlock".
queue->frame->locked = false;
// This must have been set to false during locking (except temporarily
// during recursive mp_dispatch_queue_process() calls).
assert(!queue->idling);
queue->idling = true;
// Wakeup mp_dispatch_queue_process(), and maybe other mp_dispatch_lock()s.
pthread_cond_broadcast(&queue->cond);
pthread_mutex_unlock(&queue->lock);
}