mirror of https://github.com/mpv-player/mpv
dispatch: improve documentation comments
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@ -110,12 +110,12 @@ static void mp_dispatch_append(struct mp_dispatch_queue *queue,
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queue->wakeup_fn(queue->wakeup_ctx);
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}
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// Let the dispatch item process asynchronously. item->fn will be run in the
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// target thread's context, but note that mp_dispatch_enqueue() will usually
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// return long before that happens. It's up to the user to signal completion
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// of the callback. It's also up to the user to guarantee that the context
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// (fn_data) has correct lifetime, i.e. lives until the callback is run, and
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// is freed after that.
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// Enqueue a callback to run it on the target thread asynchronously. The target
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// thread will run fn(fn_data) as soon as it enter mp_dispatch_queue_process.
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// Note that mp_dispatch_enqueue() will usually return long before that happens.
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// It's up to the user to signal completion of the callback. It's also up to
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// the user to guarantee that the context fn_data has correct lifetime, i.e.
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// lives until the callback is run, and is freed after that.
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void mp_dispatch_enqueue(struct mp_dispatch_queue *queue,
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mp_dispatch_fn fn, void *fn_data)
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{
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@ -144,8 +144,10 @@ void mp_dispatch_enqueue_autofree(struct mp_dispatch_queue *queue,
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mp_dispatch_append(queue, item);
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}
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// Run the dispatch item synchronously. item->fn will be run in the target
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// thread's context, and this function will wait until it's done.
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// Run fn(fn_data) on the target thread synchronously. This function enqueues
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// the callback and waits until the target thread is done doing this.
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// This is redundant to calling the function inside mp_dispatch_[un]lock(),
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// but can be helpful with code that relies on TLS (such as OpenGL).
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void mp_dispatch_run(struct mp_dispatch_queue *queue,
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mp_dispatch_fn fn, void *fn_data)
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{
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