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lua rockevents reduce context switching for action and buttons

check if any buttons are waiting in the queue before triggering
the event thread for action & button events

makes button events quicker and also spend less time interrupting lua
both wins

Change-Id: I38346c084afdd99e4608f40b52053ee39730fb40
This commit is contained in:
William Wilgus 2020-09-30 04:13:56 -04:00 committed by William Wilgus
parent a511917f18
commit 1c0648c603
2 changed files with 31 additions and 16 deletions

View file

@ -78,7 +78,6 @@
#define EV_TIMER_TICKS 5 /* timer resolution */
#define EV_TIMER_FREQ ((TIMER_FREQ / HZ) * EV_TIMER_TICKS)
#define EV_TICKS (HZ / 5)
#define EV_INPUT (HZ / 5)
#define ENABLE_LUA_HOOK (LUA_MASKCALL | LUA_MASKRET | LUA_MASKCOUNT)
#define DISABLE_LUA_HOOK (0)
@ -87,7 +86,7 @@ enum {
THREAD_ERROR = 0x0,
/* event & suspend states */
THREAD_ACTEVENT = 0x1,
THREAD_BUTEVENT = 0x2,
THREAD_BTNEVENT = 0x2,
THREAD_CUSTOMEVENT = 0x4,
THREAD_PLAYBKEVENT = 0x8,
THREAD_TIMEREVENT = 0x10,
@ -108,7 +107,7 @@ enum {
enum {
ACTEVENT = 0,
BUTEVENT,
BTNEVENT,
CUSTOMEVENT,
PLAYBKEVENT,
TIMEREVENT,
@ -272,12 +271,16 @@ static void rev_timer_isr(void)
if (!is_suspend(event_flag(i)))
{
evt = ev_data.cb[i];
if(evt->ticks > 0 && TIME_AFTER(curr_tick, evt->next_tick))
if ((i == ACTEVENT || i == BTNEVENT) && rb->button_queue_count())
ev_flag |= event_flag(i); /* any buttons ready? */
else if(evt->ticks > 0 && TIME_AFTER(curr_tick, evt->next_tick))
ev_flag |= event_flag(i);
}
}
set_evt(ev_flag);
if (ev_data.status.event)
if (ev_data.status.event) /* any events ready? */
lua_interrupt_set(ev_data.L, ENABLE_LUA_HOOK);
}
@ -312,14 +315,23 @@ static void event_thread(void)
{
/* only send ACTION_NONE once */
if (evt->id == ACTION_NONE || rb->button_status() != 0)
goto skip_callback; /* check next event */
{
evt->ticks = 0;
continue; /* check next event */
}
}
evt->ticks = EV_TICKS; /* poll release event */
evt->id = action;
break;
case BUTEVENT:
case BTNEVENT:
evt->id = rb->button_get(false);
/* only send BUTTON_NONE once */
if (evt->id == BUTTON_NONE)
goto skip_callback; /* check next event */
{
evt->ticks = 0;
continue; /* check next event */
}
evt->ticks = EV_TICKS; /* poll release event */
break;
case CUSTOMEVENT:
case PLAYBKEVENT:
@ -333,7 +345,6 @@ static void event_thread(void)
rev_unlock_mtx();
goto event_error;
}
skip_callback:
evt->next_tick = *(ev_data.get_tick) + evt->ticks;
}
rev_unlock_mtx(); /* we are safe to release back to main lua state */
@ -552,7 +563,7 @@ static unsigned int get_event_by_name(lua_State *L)
static const char *const ev_map[EVENT_CT] =
{
[ACTEVENT] = "action",
[BUTEVENT] = "button",
[BTNEVENT] = "button",
[CUSTOMEVENT] = "custom",
[PLAYBKEVENT] = "playback",
[TIMEREVENT] = "timer",
@ -580,8 +591,8 @@ static int rockev_register(lua_State *L)
{
case ACTEVENT:
/* fall through */
case BUTEVENT:
event_ticks = luaL_optinteger(L, 3, EV_INPUT);
case BTNEVENT:
event_ticks = 0; /* button events not triggered by timeout but release is*/
break;
case CUSTOMEVENT:
event_ticks = luaL_optinteger(L, 3, EV_TICKS);
@ -607,7 +618,7 @@ static int rockev_register(lua_State *L)
static int rockev_suspend(lua_State *L)
{
unsigned int event; /*Arg 1 is event pass nil to suspend all */
unsigned int event; /*Arg 1 is event, pass nil to suspend all */
bool suspend = luaL_optboolean(L, 2, true);
uint8_t ev_flag = THREAD_EVENT_ALL;

View file

@ -227,7 +227,7 @@ do
local quit = false
local last_action = 0
local magnitude = 1
local skip_ms = 1000
local skip_ms = 100
local playback
function action_event(action)
@ -237,11 +237,15 @@ do
elseif action == act.PLA_RIGHT_REPEAT then
event = pb.TRACK_FF
audio_ff_rew(skip_ms * magnitude)
if magnitude < 300 then
magnitude = magnitude + 1
end
elseif action == act.PLA_LEFT_REPEAT then
event = pb.TRACK_REW
audio_ff_rew(-skip_ms * magnitude)
if magnitude < 300 then
magnitude = magnitude + 1
end
elseif action == act.PLA_SELECT then
playback = rb.audio("status")
if playback == 1 then