GetPosition() -> GetHardwareFrame; handle timing retry in the driver,

so the logic is available to the driver
This commit is contained in:
Glenn Maynard
2006-12-22 22:22:01 +00:00
parent 4dd1f97875
commit bafea3b7ab
7 changed files with 49 additions and 40 deletions
+3 -35
View File
@@ -477,7 +477,7 @@ float RageSound::GetLengthSeconds()
}
/* Get the position in frames. */
int64_t RageSound::GetPositionSecondsInternal( bool *bApproximate ) const
int64_t RageSound::GetPositionSecondsInternal( bool *bApproximate, RageTimer *pTimer ) const
{
LockMut( m_Mutex );
@@ -499,7 +499,7 @@ int64_t RageSound::GetPositionSecondsInternal( bool *bApproximate ) const
}
/* Get our current hardware position. */
int64_t iCurrentHardwareFrame = SOUNDMAN->GetPosition();
int64_t iCurrentHardwareFrame = SOUNDMAN->GetPosition( pTimer );
/* It's sometimes possible for the hardware position to move backwards, usually
* on underrun. We can try to prevent this in each driver, but it's an obscure
@@ -543,39 +543,7 @@ float RageSound::GetPositionSeconds( bool *bApproximate, RageTimer *pTimestamp )
{
LockMut( m_Mutex );
if( pTimestamp == NULL )
{
const int64_t iPositionFrames = GetPositionSecondsInternal( bApproximate );
return iPositionFrames / float(samplerate());
}
/*
* We may have unpredictable scheduling delays between updating the timestamp
* and reading the sound position. If we're preempted while doing this and
* it may have caused the timestamp to not match the returned time, retry.
*
* As a failsafe, only allow a few attempts. If this has to try more than
* a few times, then probably we have thread contention that's causing more
* severe performance problems, anyway.
*/
int iTries = 3;
int64_t iPositionFrames;
do
{
pTimestamp->Touch();
iPositionFrames = GetPositionSecondsInternal( bApproximate );
} while( --iTries && pTimestamp->Ago() > 0.002f );
if( iTries == 0 )
{
static bool bLogged = false;
if( !bLogged )
{
bLogged = true;
LOG->Warn( "RageSound::GetPositionSeconds: too many tries" );
}
}
const int64_t iPositionFrames = GetPositionSecondsInternal( bApproximate, pTimestamp );
return iPositionFrames / float(samplerate());
}