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/*
* 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 "ActiveDOMObject.h"
#include "AudioBus.h"
#include "AudioDestinationNode.h"
#include "EventListener.h"
#include "EventTarget.h"
#include "HRTFDatabaseLoader.h"
#include <wtf/HashSet.h>
#include <wtf/OwnPtr.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/RefPtr.h>
#include <wtf/Threading.h>
#include <wtf/Vector.h>
#include <wtf/text/AtomicStringHash.h>
namespace WebCore {
class ArrayBuffer;
class AudioBuffer;
class AudioBufferSourceNode;
class AudioChannelMerger;
class AudioChannelSplitter;
class AudioGainNode;
class AudioPannerNode;
class AudioListener;
class DelayNode;
class Document;
class LowPass2FilterNode;
class HighPass2FilterNode;
class ConvolverNode;
class RealtimeAnalyserNode;
class JavaScriptAudioNode;
// 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 ActiveDOMObject, public RefCounted<AudioContext>, public EventTarget {
public:
// Create an AudioContext for rendering to the audio hardware.
static PassRefPtr<AudioContext> create(Document*);
// Create an AudioContext for offline (non-realtime) rendering.
static PassRefPtr<AudioContext> createOfflineContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, double sampleRate);
virtual ~AudioContext();
bool isInitialized() const;
bool isOfflineContext() { return m_isOfflineContext; }
// Returns true when initialize() was called AND all asynchronous initialization has completed.
bool isRunnable() const;
// Document notification
virtual void stop();
Document* document() const; // ASSERTs if document no longer exists.
bool hasDocument();
AudioDestinationNode* destination() { return m_destinationNode.get(); }
double currentTime() { return m_destinationNode->currentTime(); }
double sampleRate() { return m_destinationNode->sampleRate(); }
PassRefPtr<AudioBuffer> createBuffer(unsigned numberOfChannels, size_t numberOfFrames, double sampleRate);
PassRefPtr<AudioBuffer> createBuffer(ArrayBuffer* arrayBuffer, bool mixToMono);
// Keep track of this buffer so we can release memory after the context is shut down...
void refBuffer(PassRefPtr<AudioBuffer> buffer);
AudioListener* listener() { return m_listener.get(); }
// The AudioNode create methods are called on the main thread (from JavaScript).
PassRefPtr<AudioBufferSourceNode> createBufferSource();
PassRefPtr<AudioGainNode> createGainNode();
PassRefPtr<DelayNode> createDelayNode();
PassRefPtr<LowPass2FilterNode> createLowPass2Filter();
PassRefPtr<HighPass2FilterNode> createHighPass2Filter();
PassRefPtr<AudioPannerNode> createPanner();
PassRefPtr<ConvolverNode> createConvolver();
PassRefPtr<RealtimeAnalyserNode> createAnalyser();
PassRefPtr<JavaScriptAudioNode> createJavaScriptNode(size_t bufferSize);
PassRefPtr<AudioChannelSplitter> createChannelSplitter();
PassRefPtr<AudioChannelMerger> createChannelMerger();
AudioBus* temporaryMonoBus() { return m_temporaryMonoBus.get(); }
AudioBus* temporaryStereoBus() { return m_temporaryStereoBus.get(); }
// 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();
// We reap all marked nodes at the end of each realtime render quantum in deleteMarkedNodes().
void markForDeletion(AudioNode*);
void deleteMarkedNodes();
// 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;
// Returns true only after the audio thread has been started and then shutdown.
bool isAudioThreadFinished() { return m_isAudioThreadFinished; }
// 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;
class AutoLocker {
public:
AutoLocker(AudioContext* context)
: m_context(context)
{
ASSERT(context);
context->lock(m_mustReleaseLock);
}
~AutoLocker()
{
if (m_mustReleaseLock)
m_context->unlock();
}
private:
AudioContext* m_context;
bool m_mustReleaseLock;
};
// In AudioNode::deref() a tryLock() is used for calling finishDeref(), but if it fails keep track here.
void addDeferredFinishDeref(AudioNode*, AudioNode::RefType);
// In the audio thread at the start of each render cycle, we'll call handleDeferredFinishDerefs().
void handleDeferredFinishDerefs();
// Only accessed when the graph lock is held.
void markAudioNodeInputDirty(AudioNodeInput*);
void markAudioNodeOutputDirty(AudioNodeOutput*);
// EventTarget
virtual ScriptExecutionContext* scriptExecutionContext() const;
virtual AudioContext* toAudioContext();
virtual EventTargetData* eventTargetData() { return &m_eventTargetData; }
virtual EventTargetData* ensureEventTargetData() { return &m_eventTargetData; }
DEFINE_ATTRIBUTE_EVENT_LISTENER(complete);
// Reconcile ref/deref which are defined both in AudioNode and EventTarget.
using RefCounted<AudioContext>::ref;
using RefCounted<AudioContext>::deref;
void startRendering();
void fireCompletionEvent();
private:
AudioContext(Document*);
AudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, double sampleRate);
void constructCommon();
void lazyInitialize();
void uninitialize();
bool m_isInitialized;
bool m_isAudioThreadFinished;
bool m_isAudioThreadShutdown;
Document* m_document;
// 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();
RefPtr<AudioDestinationNode> m_destinationNode;
RefPtr<AudioListener> m_listener;
// Only accessed in the main thread.
Vector<RefPtr<AudioBuffer> > m_allocatedBuffers;
// Only accessed in the audio thread.
Vector<AudioNode*> m_finishedNodes;
// We don't use RefPtr<AudioNode> here because AudioNode has a more complex ref() / deref() implementation
// with an optional argument for refType. We need to use the special refType: RefTypeConnection
// Either accessed when the graph lock is held, or on the main thread when the audio thread has finished.
Vector<AudioNode*> m_referencedNodes;
// Accumulate nodes which need to be deleted at the end of a render cycle (in realtime thread) here.
Vector<AudioNode*> m_nodesToDelete;
// Only accessed when the graph lock is held.
HashSet<AudioNodeInput*> m_dirtyAudioNodeInputs;
HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs;
void handleDirtyAudioNodeInputs();
void handleDirtyAudioNodeOutputs();
OwnPtr<AudioBus> m_temporaryMonoBus;
OwnPtr<AudioBus> m_temporaryStereoBus;
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
// Deferred de-referencing.
struct RefInfo {
RefInfo(AudioNode* node, AudioNode::RefType refType)
: m_node(node)
, m_refType(refType)
{
}
AudioNode* m_node;
AudioNode::RefType m_refType;
};
// Only accessed in the audio thread.
Vector<RefInfo> m_deferredFinishDerefList;
// HRTF Database loader
RefPtr<HRTFDatabaseLoader> m_hrtfDatabaseLoader;
// EventTarget
virtual void refEventTarget() { ref(); }
virtual void derefEventTarget() { deref(); }
EventTargetData m_eventTargetData;
RefPtr<AudioBuffer> m_renderTarget;
bool m_isOfflineContext;
};
} // WebCore
#endif // AudioContext_h
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