| /* |
| * Copyright (C) 2010, Google Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
| * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
| * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
| * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON |
| * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
| * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #ifndef AudioContext_h |
| #define AudioContext_h |
| |
| #include "core/dom/ActiveDOMObject.h" |
| #include "core/events/EventListener.h" |
| #include "modules/EventTargetModules.h" |
| #include "modules/webaudio/AsyncAudioDecoder.h" |
| #include "modules/webaudio/AudioDestinationNode.h" |
| #include "platform/audio/AudioBus.h" |
| #include "platform/heap/Handle.h" |
| #include "wtf/HashSet.h" |
| #include "wtf/MainThread.h" |
| #include "wtf/OwnPtr.h" |
| #include "wtf/PassRefPtr.h" |
| #include "wtf/RefCounted.h" |
| #include "wtf/RefPtr.h" |
| #include "wtf/ThreadSafeRefCounted.h" |
| #include "wtf/Threading.h" |
| #include "wtf/Vector.h" |
| #include "wtf/text/AtomicStringHash.h" |
| |
| namespace blink { |
| |
| class AnalyserNode; |
| class AudioBuffer; |
| class AudioBufferCallback; |
| class AudioBufferSourceNode; |
| class AudioListener; |
| class AudioSummingJunction; |
| class BiquadFilterNode; |
| class ChannelMergerNode; |
| class ChannelSplitterNode; |
| class ConvolverNode; |
| class DelayNode; |
| class Document; |
| class DynamicsCompressorNode; |
| class ExceptionState; |
| class GainNode; |
| class HTMLMediaElement; |
| class MediaElementAudioSourceNode; |
| class MediaStreamAudioDestinationNode; |
| class MediaStreamAudioSourceNode; |
| class OscillatorNode; |
| class PannerNode; |
| class PeriodicWave; |
| class ScriptProcessorNode; |
| class WaveShaperNode; |
| |
| // AudioContext is the cornerstone of the web audio API and all AudioNodes are created from it. |
| // For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism. |
| |
| class AudioContext : public ThreadSafeRefCountedWillBeThreadSafeRefCountedGarbageCollected<AudioContext>, public ActiveDOMObject, public EventTargetWithInlineData { |
| DEFINE_EVENT_TARGET_REFCOUNTING(ThreadSafeRefCountedWillBeThreadSafeRefCountedGarbageCollected<AudioContext>); |
| WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AudioContext); |
| public: |
| // Create an AudioContext for rendering to the audio hardware. |
| static PassRefPtrWillBeRawPtr<AudioContext> create(Document&, ExceptionState&); |
| |
| virtual ~AudioContext(); |
| |
| virtual void trace(Visitor*) OVERRIDE; |
| |
| bool isInitialized() const { return m_isInitialized; } |
| bool isOfflineContext() { return m_isOfflineContext; } |
| |
| // Document notification |
| virtual void stop() OVERRIDE FINAL; |
| virtual bool hasPendingActivity() const OVERRIDE; |
| |
| AudioDestinationNode* destination() { return m_destinationNode.get(); } |
| size_t currentSampleFrame() const { return m_destinationNode->currentSampleFrame(); } |
| double currentTime() const { return m_destinationNode->currentTime(); } |
| float sampleRate() const { return m_destinationNode->sampleRate(); } |
| |
| PassRefPtrWillBeRawPtr<AudioBuffer> createBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&); |
| |
| // Asynchronous audio file data decoding. |
| void decodeAudioData(ArrayBuffer*, PassOwnPtr<AudioBufferCallback>, PassOwnPtr<AudioBufferCallback>, ExceptionState&); |
| |
| AudioListener* listener() { return m_listener.get(); } |
| |
| // The AudioNode create methods are called on the main thread (from JavaScript). |
| PassRefPtrWillBeRawPtr<AudioBufferSourceNode> createBufferSource(); |
| PassRefPtrWillBeRawPtr<MediaElementAudioSourceNode> createMediaElementSource(HTMLMediaElement*, ExceptionState&); |
| PassRefPtrWillBeRawPtr<MediaStreamAudioSourceNode> createMediaStreamSource(MediaStream*, ExceptionState&); |
| PassRefPtrWillBeRawPtr<MediaStreamAudioDestinationNode> createMediaStreamDestination(); |
| PassRefPtrWillBeRawPtr<GainNode> createGain(); |
| PassRefPtrWillBeRawPtr<BiquadFilterNode> createBiquadFilter(); |
| PassRefPtrWillBeRawPtr<WaveShaperNode> createWaveShaper(); |
| PassRefPtrWillBeRawPtr<DelayNode> createDelay(ExceptionState&); |
| PassRefPtrWillBeRawPtr<DelayNode> createDelay(double maxDelayTime, ExceptionState&); |
| PassRefPtrWillBeRawPtr<PannerNode> createPanner(); |
| PassRefPtrWillBeRawPtr<ConvolverNode> createConvolver(); |
| PassRefPtrWillBeRawPtr<DynamicsCompressorNode> createDynamicsCompressor(); |
| PassRefPtrWillBeRawPtr<AnalyserNode> createAnalyser(); |
| PassRefPtrWillBeRawPtr<ScriptProcessorNode> createScriptProcessor(ExceptionState&); |
| PassRefPtrWillBeRawPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, ExceptionState&); |
| PassRefPtrWillBeRawPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, ExceptionState&); |
| PassRefPtrWillBeRawPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels, ExceptionState&); |
| PassRefPtrWillBeRawPtr<ChannelSplitterNode> createChannelSplitter(ExceptionState&); |
| PassRefPtrWillBeRawPtr<ChannelSplitterNode> createChannelSplitter(size_t numberOfOutputs, ExceptionState&); |
| PassRefPtrWillBeRawPtr<ChannelMergerNode> createChannelMerger(ExceptionState&); |
| PassRefPtrWillBeRawPtr<ChannelMergerNode> createChannelMerger(size_t numberOfInputs, ExceptionState&); |
| PassRefPtrWillBeRawPtr<OscillatorNode> createOscillator(); |
| PassRefPtrWillBeRawPtr<PeriodicWave> createPeriodicWave(Float32Array* real, Float32Array* imag, ExceptionState&); |
| |
| // When a source node has no more processing to do (has finished playing), then it tells the context to dereference it. |
| void notifyNodeFinishedProcessing(AudioNode*); |
| |
| // Called at the start of each render quantum. |
| void handlePreRenderTasks(); |
| |
| // Called at the end of each render quantum. |
| void handlePostRenderTasks(); |
| |
| // Called periodically at the end of each render quantum to dereference finished source nodes. |
| void derefFinishedSourceNodes(); |
| |
| #if ENABLE(OILPAN) |
| void registerLiveAudioSummingJunction(AudioSummingJunction&); |
| void registerLiveNode(AudioNode&); |
| #else |
| // We schedule deletion of all marked nodes at the end of each realtime render quantum. |
| void markForDeletion(AudioNode*); |
| void deleteMarkedNodes(); |
| #endif |
| |
| // AudioContext can pull node(s) at the end of each render quantum even when they are not connected to any downstream nodes. |
| // These two methods are called by the nodes who want to add/remove themselves into/from the automatic pull lists. |
| void addAutomaticPullNode(AudioNode*); |
| void removeAutomaticPullNode(AudioNode*); |
| |
| // Called right before handlePostRenderTasks() to handle nodes which need to be pulled even when they are not connected to anything. |
| void processAutomaticPullNodes(size_t framesToProcess); |
| |
| // Keeps track of the number of connections made. |
| void incrementConnectionCount() |
| { |
| ASSERT(isMainThread()); |
| m_connectionCount++; |
| } |
| |
| unsigned connectionCount() const { return m_connectionCount; } |
| |
| // |
| // Thread Safety and Graph Locking: |
| // |
| |
| void setAudioThread(ThreadIdentifier thread) { m_audioThread = thread; } // FIXME: check either not initialized or the same |
| ThreadIdentifier audioThread() const { return m_audioThread; } |
| bool isAudioThread() const; |
| |
| // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired. |
| void lock(bool& mustReleaseLock); |
| |
| // Returns true if we own the lock. |
| // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired. |
| bool tryLock(bool& mustReleaseLock); |
| |
| void unlock(); |
| |
| // Returns true if this thread owns the context's lock. |
| bool isGraphOwner() const; |
| |
| // Returns the maximum numuber of channels we can support. |
| static unsigned maxNumberOfChannels() { return MaxNumberOfChannels;} |
| |
| class AutoLocker { |
| STACK_ALLOCATED(); |
| public: |
| explicit AutoLocker(AudioContext* context) |
| : m_context(context) |
| { |
| ASSERT(context); |
| context->lock(m_mustReleaseLock); |
| } |
| |
| ~AutoLocker() |
| { |
| if (m_mustReleaseLock) |
| m_context->unlock(); |
| } |
| private: |
| RawPtrWillBeMember<AudioContext> m_context; |
| bool m_mustReleaseLock; |
| }; |
| |
| // In AudioNode::breakConnection() and deref(), a tryLock() is used for |
| // calling actual processing, but if it fails keep track here. |
| void addDeferredBreakConnection(AudioNode&); |
| #if !ENABLE(OILPAN) |
| void addDeferredFinishDeref(AudioNode*); |
| #endif |
| |
| // In the audio thread at the start of each render cycle, we'll call this. |
| void handleDeferredAudioNodeTasks(); |
| |
| // Only accessed when the graph lock is held. |
| void markSummingJunctionDirty(AudioSummingJunction*); |
| void markAudioNodeOutputDirty(AudioNodeOutput*); |
| void unmarkDirtyNode(AudioNode&); |
| |
| // Must be called on main thread. |
| void removeMarkedSummingJunction(AudioSummingJunction*); |
| |
| // EventTarget |
| virtual const AtomicString& interfaceName() const OVERRIDE FINAL; |
| virtual ExecutionContext* executionContext() const OVERRIDE FINAL; |
| |
| DEFINE_ATTRIBUTE_EVENT_LISTENER(complete); |
| |
| void startRendering(); |
| void fireCompletionEvent(); |
| |
| static unsigned s_hardwareContextCount; |
| |
| protected: |
| explicit AudioContext(Document*); |
| AudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate); |
| |
| static bool isSampleRateRangeGood(float sampleRate); |
| |
| private: |
| void initialize(); |
| void uninitialize(); |
| |
| // ExecutionContext calls stop twice. |
| // We'd like to schedule only one stop action for them. |
| bool m_isStopScheduled; |
| bool m_isCleared; |
| void clear(); |
| |
| #if !ENABLE(OILPAN) |
| void scheduleNodeDeletion(); |
| static void deleteMarkedNodesDispatch(void* userData); |
| #endif |
| |
| // Set to true when the destination node has been initialized and is ready to process data. |
| bool m_isInitialized; |
| |
| // The context itself keeps a reference to all source nodes. The source nodes, then reference all nodes they're connected to. |
| // In turn, these nodes reference all nodes they're connected to. All nodes are ultimately connected to the AudioDestinationNode. |
| // When the context dereferences a source node, it will be deactivated from the rendering graph along with all other nodes it is |
| // uniquely connected to. See the AudioNode::ref() and AudioNode::deref() methods for more details. |
| void refNode(AudioNode*); |
| void derefNode(AudioNode*); |
| |
| // When the context goes away, there might still be some sources which haven't finished playing. |
| // Make sure to dereference them here. |
| void derefUnfinishedSourceNodes(); |
| |
| RefPtrWillBeMember<AudioDestinationNode> m_destinationNode; |
| RefPtrWillBeMember<AudioListener> m_listener; |
| |
| // Only accessed in the audio thread. |
| // Oilpan: Since items are added to the vector by the audio thread (not registered to Oilpan), |
| // we cannot use a HeapVector. |
| Vector<AudioNode*> m_finishedNodes; |
| |
| // List of source nodes. This is either accessed when the graph lock is |
| // held, or on the main thread when the audio thread has finished. |
| // This RefPtr is connection reference. We must call AudioNode:: |
| // makeConnection() after ref(), and call AudioNode::breakConnection() |
| // before deref(). |
| // Oilpan: This Vector holds connection references. We must call |
| // AudioNode::makeConnection when we add an AudioNode to this, and must call |
| // AudioNode::breakConnection() when we remove an AudioNode from this. |
| WillBeHeapVector<RefPtrWillBeMember<AudioNode> > m_referencedNodes; |
| |
| #if ENABLE(OILPAN) |
| class AudioNodeDisposer { |
| public: |
| explicit AudioNodeDisposer(AudioNode& node) : m_node(node) { } |
| ~AudioNodeDisposer(); |
| |
| private: |
| AudioNode& m_node; |
| }; |
| HeapHashMap<WeakMember<AudioNode>, OwnPtr<AudioNodeDisposer> > m_liveNodes; |
| |
| class AudioSummingJunctionDisposer { |
| public: |
| explicit AudioSummingJunctionDisposer(AudioSummingJunction& junction) : m_junction(junction) { } |
| ~AudioSummingJunctionDisposer(); |
| |
| private: |
| AudioSummingJunction& m_junction; |
| }; |
| // The purpose of m_liveAudioSummingJunctions is to remove a dying |
| // AudioSummingJunction from m_dirtySummingJunctions. However we put all of |
| // AudioSummingJunction objects to m_liveAudioSummingJunctions to avoid |
| // concurrent access to m_liveAudioSummingJunctions. |
| HeapHashMap<WeakMember<AudioSummingJunction>, OwnPtr<AudioSummingJunctionDisposer> > m_liveAudioSummingJunctions; |
| #else |
| // Accumulate nodes which need to be deleted here. |
| // This is copied to m_nodesToDelete at the end of a render cycle in handlePostRenderTasks(), where we're assured of a stable graph |
| // state which will have no references to any of the nodes in m_nodesToDelete once the context lock is released |
| // (when handlePostRenderTasks() has completed). |
| // Oilpan: Since items are added to the vector by the audio thread (not registered to Oilpan), |
| // we cannot use a HeapVector. |
| Vector<AudioNode*> m_nodesMarkedForDeletion; |
| |
| // They will be scheduled for deletion (on the main thread) at the end of a render cycle (in realtime thread). |
| // Oilpan: Since items are added to the vector by the audio thread (not registered to Oilpan), |
| // we cannot use a HeapVector. |
| Vector<AudioNode*> m_nodesToDelete; |
| bool m_isDeletionScheduled; |
| #endif |
| |
| // These two HashSet must be accessed only when the graph lock is held. |
| // Oilpan: These HashSet should be HeapHashSet<WeakMember<AudioNodeOutput>> |
| // ideally. But it's difficult to lock them correctly during GC. |
| // Oilpan: Since items are added to these hash sets by the audio thread (not registered to Oilpan), |
| // we cannot use HeapHashSets. |
| HashSet<AudioSummingJunction*> m_dirtySummingJunctions; |
| HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs; |
| void handleDirtyAudioSummingJunctions(); |
| void handleDirtyAudioNodeOutputs(); |
| |
| // For the sake of thread safety, we maintain a seperate Vector of automatic pull nodes for rendering in m_renderingAutomaticPullNodes. |
| // It will be copied from m_automaticPullNodes by updateAutomaticPullNodes() at the very start or end of the rendering quantum. |
| // Oilpan: Since items are added to the vector/hash set by the audio thread (not registered to Oilpan), |
| // we cannot use a HeapVector/HeapHashSet. |
| HashSet<AudioNode*> m_automaticPullNodes; |
| Vector<AudioNode*> m_renderingAutomaticPullNodes; |
| // m_automaticPullNodesNeedUpdating keeps track if m_automaticPullNodes is modified. |
| bool m_automaticPullNodesNeedUpdating; |
| void updateAutomaticPullNodes(); |
| |
| unsigned m_connectionCount; |
| |
| // Graph locking. |
| Mutex m_contextGraphMutex; |
| volatile ThreadIdentifier m_audioThread; |
| volatile ThreadIdentifier m_graphOwnerThread; // if the lock is held then this is the thread which owns it, otherwise == UndefinedThreadIdentifier |
| |
| // Only accessed in the audio thread. |
| // Oilpan: Since items are added to these vectors by the audio thread (not registered to Oilpan), |
| // we cannot use HeapVectors. |
| Vector<AudioNode*> m_deferredBreakConnectionList; |
| Vector<AudioNode*> m_deferredFinishDerefList; |
| |
| RefPtrWillBeMember<AudioBuffer> m_renderTarget; |
| |
| bool m_isOfflineContext; |
| |
| AsyncAudioDecoder m_audioDecoder; |
| |
| // This is considering 32 is large enough for multiple channels audio. |
| // It is somewhat arbitrary and could be increased if necessary. |
| enum { MaxNumberOfChannels = 32 }; |
| }; |
| |
| } // namespace blink |
| |
| #endif // AudioContext_h |