Re: Grand Central Dispatch in audio render callback
Re: Grand Central Dispatch in audio render callback
- Subject: Re: Grand Central Dispatch in audio render callback
- From: Stéphane Letz <email@hidden>
- Date: Sat, 30 Jul 2011 11:22:07 +0200
>
> Message: 5
> Date: Fri, 29 Jul 2011 08:19:37 -0700
> From: Kyle Sluder <email@hidden>
> Subject: Re: Grand Central Dispatch in audio render callback
> To: Support <email@hidden>
> Cc: email@hidden
> Message-ID:
> <CANEs-cyTE5zvv5NnhdfKQxJqVT3bC9340YJOR=email@hidden>
> Content-Type: text/plain; charset=ISO-8859-1
>
> On Fri, Jul 29, 2011 at 1:57 AM, Support <email@hidden> wrote:
>> I'm wondering what the general rule of thumb is for using Grand Central
>> Dispatch from within the real-time audio render callback.
>
> It's been mentioned on this list before that you should not use GCD
> from within a render callback:
>
> http://lists.apple.com/archives/coreaudio-api/2011/Jun/msg00141.html
>
> --Kyle Sluder
>
For what I understand form GCD and real-time, they are basically two problems:
1) memory allocations
2) workers threads that are not RT threads.
1) could possibly be solved with a RT memory allocator, and 2) with a special pool of RT threads to be used on a special (that is : to be added....) GCD queue (or possibly set of queues)
Then GCG overhead should be measured. I am wondering if enough developers would be interested to push these ideas on libdispatch project: http://libdispatch.macosforge.org/
Best Regards,
Stéphane Letz _______________________________________________
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