Revert "Use a semaphore to prevent us from having to busy wait on the audio buffer queue"

This reverts commit f3b3d2bd089508d1cf245b3447c50f981c2cd98e.
This commit is contained in:
Cameron Gutman 2014-10-20 12:56:37 -04:00
parent f14a2a66dd
commit b1938610dd

View File

@ -11,8 +11,6 @@
#import <AudioUnit/AudioUnit.h>
#import <AVFoundation/AVFoundation.h>
#include <dispatch/dispatch.h>
#include "Limelight.h"
#include "opus.h"
@ -42,7 +40,6 @@ struct AUDIO_BUFFER_QUEUE_ENTRY {
static short decodedPcmBuffer[512];
static NSLock *audioLock;
static struct AUDIO_BUFFER_QUEUE_ENTRY *audioBufferQueue;
static dispatch_semaphore_t audioQueueSemaphore;
static int audioBufferQueueLength;
static AudioComponentInstance audioUnit;
static VideoDecoderRenderer* renderer;
@ -94,8 +91,6 @@ void ArInit(void)
opusDecoder = opus_decoder_create(48000, 2, &err);
audioLock = [[NSLock alloc] init];
audioQueueSemaphore = dispatch_semaphore_create(0);
}
void ArRelease(void)
@ -140,15 +135,9 @@ void ArDecodeAndPlaySample(char* sampleData, int sampleLength)
// Clear all values from the buffer queue
struct AUDIO_BUFFER_QUEUE_ENTRY *entry;
while (audioBufferQueue != NULL) {
// Unlink the current entry
entry = audioBufferQueue;
audioBufferQueue = entry->next;
// Decrease the semaphore count and queue length
audioBufferQueueLength--;
dispatch_semaphore_wait(audioQueueSemaphore, DISPATCH_TIME_NOW);
// Free the entry
free(entry);
}
}
@ -163,13 +152,9 @@ void ArDecodeAndPlaySample(char* sampleData, int sampleLength)
}
lastEntry->next = newEntry;
}
// Increment the queue size and unlock
audioBufferQueueLength++;
[audioLock unlock];
// Signal the other thread
dispatch_semaphore_signal(audioQueueSemaphore);
[audioLock unlock];
}
}
}
@ -333,13 +318,10 @@ static OSStatus playbackCallback(void *inRefCon,
}
// Wait for a buffer to be available
// FIXME: This needs optimization to avoid busy waiting for buffers
struct AUDIO_BUFFER_QUEUE_ENTRY *audioEntry = NULL;
while (audioEntry == NULL)
{
// Wait for an entry to be present in the queue
dispatch_semaphore_wait(audioQueueSemaphore, DISPATCH_TIME_FOREVER);
// If there's an entry there, dequeue it
[audioLock lock];
if (audioBufferQueue != NULL) {
// Dequeue this entry temporarily
@ -368,7 +350,6 @@ static OSStatus playbackCallback(void *inRefCon,
audioBufferQueue = audioEntry;
audioBufferQueueLength++;
[audioLock unlock];
dispatch_semaphore_signal(audioQueueSemaphore);
}
else {
// This entry is fully depleted so free it