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Original commit message from CVS: code cleanup and make it work
156 lines
4.9 KiB
XML
156 lines
4.9 KiB
XML
<chapter id="cha-threads">
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<title>Threads</title>
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<para>
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GStreamer has support for multithreading through the use of
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the <classname>GstThread</classname> object. This object is in fact
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a special <classname>GstBin</classname> that will become a thread when started.
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</para>
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<para>
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To construct a new thread you will perform something like:
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</para>
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<programlisting>
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GstElement *my_thread;
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/* create the thread object */
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my_thread = gst_thread_new ("my_thread");
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/* you could have used gst_element_factory_make ("thread", "my_thread"); */
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g_return_if_fail (my_thread != NULL);
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/* add some plugins */
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gst_bin_add (GST_BIN (my_thread), GST_ELEMENT (funky_src));
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gst_bin_add (GST_BIN (my_thread), GST_ELEMENT (cool_effect));
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/* connect the elements here... */
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...
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/* start playing */
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gst_element_set_state (GST_ELEMENT (my_thread), GST_STATE_PLAYING);
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</programlisting>
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<para>
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The above program will create a thread with two elements in it. As soon
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as it is set to the PLAYING state, the thread will start to iterate
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itself. You never need to explicitly iterate a thread.
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</para>
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<sect2>
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<title>Constraints placed on the pipeline by the GstThread</title>
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<para>
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Within the pipeline, everything is the same as in any other bin. The
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difference lies at the thread boundary, at the connection between the
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thread and the outside world (containing bin). Since GStreamer is
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fundamentally buffer-oriented rather than byte-oriented, the natural
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solution to this problem is an element that can "buffer" the buffers
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between the threads, in a thread-safe fashion. This element is the
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queue, described more fully in <xref linkend="cha-queues"/>. It doesn't
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matter if the queue is placed in the containing bin or in the thread
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itself, but it needs to be present on one side or the other to enable
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inter-thread communication.
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</para>
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</sect2>
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<sect2>
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<title>When would you want to use a thread?</title>
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<para>
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If you are writing a GUI application, making the top-level bin a thread will make your GUI
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more responsive. If it were a pipeline instead, it would have to be iterated by your
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application's event loop, which increases the latency between events (say, keyboard presses)
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and responses from the GUI. In addition, any slight hang in the GUI would delay iteration of
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the pipeline, which (for example) could cause pops in the output of the sound card, if it is
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an audio pipeline.
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</para>
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</sect2>
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<para>
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A thread can be visualised as below
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</para>
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<figure float="1" id="sec-threads-img">
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<title>A thread</title>
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<mediaobject>
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<imageobject>
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<imagedata fileref="images/thread.&magic;" format="&magic;" />
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</imageobject>
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</mediaobject>
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</figure>
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<para>
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As an example we show the helloworld program using a thread.
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</para>
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<programlisting>
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/* example-begin threads.c */
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#include <gst/gst.h>
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/* we set this to TRUE right before gst_main (), but there could still
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be a race condition between setting it and entering the function */
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gboolean can_quit = FALSE;
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/* eos will be called when the src element has an end of stream */
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void
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eos (GstElement *src, gpointer data)
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{
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GstThread *thread = GST_THREAD (data);
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g_print ("have eos, quitting\n");
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/* stop the bin */
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gst_element_set_state (GST_ELEMENT (thread), GST_STATE_NULL);
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while (!can_quit) /* waste cycles */ ;
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gst_main_quit ();
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}
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int
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main (int argc, char *argv[])
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{
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GstElement *filesrc, *decoder, *audiosink;
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GstElement *thread;
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if (argc < 2) {
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g_print ("usage: %s <Ogg/Vorbis filename>\n", argv[0]);
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exit (-1);
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}
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gst_init (&argc, &argv);
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/* create a new thread to hold the elements */
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thread = gst_thread_new ("thread");
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g_assert (thread != NULL);
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/* create a disk reader */
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filesrc = gst_element_factory_make ("filesrc", "disk_source");
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g_assert (filesrc != NULL);
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g_object_set (G_OBJECT (filesrc), "location", argv[1], NULL);
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g_signal_connect (G_OBJECT (filesrc), "eos",
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G_CALLBACK (eos), thread);
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/* create an ogg decoder */
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decoder = gst_element_factory_make ("vorbisfile", "decoder");
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g_assert (decoder != NULL);
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/* and an audio sink */
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audiosink = gst_element_factory_make ("osssink", "play_audio");
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g_assert (audiosink != NULL);
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/* add objects to the thread */
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gst_bin_add_many (GST_BIN (thread), filesrc, decoder, audiosink, NULL);
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/* connect them in the logical order */
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gst_element_connect_many (filesrc, decoder, audiosink, NULL);
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/* start playing */
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gst_element_set_state (GST_ELEMENT (thread), GST_STATE_PLAYING);
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/* do whatever you want here, the thread will be playing */
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g_print ("thread is playing\n");
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can_quit = TRUE;
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gst_main ();
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gst_pipeline_destroy (thread);
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exit (0);
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}
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/* example-end threads.c */
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</programlisting>
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</chapter>
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