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Original commit message from CVS: patch by: Luc Pionchon <luc.pionchon@nokia.com> * docs/manual/advanced-threads.xml: * docs/manual/diagrams-pipelines.svg: * docs/manual/hello-world.png: * docs/manual/linked-elements.png: * docs/manual/mime-world.png: * docs/manual/queue.png: * docs/manual/thread-buffering.png: * docs/manual/thread-synchronizing.png: Replace one diagram with two separate ones and updates others. Fixes #542401.
100 lines
4.3 KiB
XML
100 lines
4.3 KiB
XML
<chapter id="chapter-threads">
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<title>Threads</title>
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<para>
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&GStreamer; is inherently multi-threaded, and is fully thread-safe.
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Most threading internals are hidden from the application, which should
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make application development easier. However, in some cases, applications
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may want to have influence on some parts of those. &GStreamer; allows
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applications to force the use of multiple threads over some parts of
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a pipeline.
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</para>
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<sect1 id="section-threads-uses">
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<title>When would you want to force a thread?</title>
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<para>
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There are several reasons to force the use of threads. However,
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for performance reasons, you never want to use one thread for every
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element out there, since that will create some overhead.
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Let's now list some situations where threads can be particularly
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useful:
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</para>
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<itemizedlist>
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<listitem>
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<para>
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Data buffering, for example when dealing with network streams or
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when recording data from a live stream such as a video or audio
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card. Short hickups elsewhere in the pipeline will not cause data
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loss.
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</para>
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<figure float="1" id="section-thread-buffering-img">
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<title>Data buffering, from a networked source</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/thread-buffering.ℑ" format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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</listitem>
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<listitem>
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<para>
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Synchronizing output devices, e.g. when playing a stream containing
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both video and audio data. By using threads for both outputs, they
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will run independently and their synchronization will be better.
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</para>
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<figure float="1" id="section-thread-synchronizing-img">
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<title>Synchronizing audio and video sinks</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/thread-synchronizing.ℑ" format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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</listitem>
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</itemizedlist>
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<para>
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Above, we've mentioned the <quote>queue</quote> element several times
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now. A queue is the thread boundary element through which you can
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force the use of threads. It does so by using a classic
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provider/receiver model as learned in threading classes at
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universities all around the world. By doing this, it acts both as a
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means to make data throughput between threads threadsafe, and it can
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also act as a buffer. Queues have several <classname>GObject</classname>
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properties to be configured for specific uses. For example, you can set
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lower and upper tresholds for the element. If there's less data than
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the lower treshold (default: disabled), it will block output. If
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there's more data than the upper treshold, it will block input or
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(if configured to do so) drop data.
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</para>
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<para>
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To use a queues (and therefore force the use of two distinct threads
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in the pipeline), one can simply create a <quote>queue</quote> element
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and put this in as part of the pipeline. &GStreamer; will take care of
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all threading details internally.
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</para>
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</sect1>
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<sect1 id="section-threads-scheduling">
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<title>Scheduling in &GStreamer;</title>
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<para>
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Scheduling of pipelines in &GStreamer; is done by using a thread for
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each <quote>group</quote>, where a group is a set of elements separated
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by <quote>queue</quote> elements. Within such a group, scheduling is
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either push-based or pull-based, depending on which mode is supported
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by the particular element. If elements support random access to data,
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such as file sources, then elements downstream in the pipeline become
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the entry point of this group (i.e. the element controlling the
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scheduling of other elements). The entry point pulls data from upstream
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and pushes data downstream, thereby calling data handling functions on
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either type of element.
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</para>
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<para>
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In practice, most elements in &GStreamer;, such as decoders, encoders,
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etc. only support push-based scheduling, which means that in practice,
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&GStreamer; uses a push-based scheduling model.
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</para>
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</sect1>
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</chapter>
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