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(2019)

Unified Diff: Source/modules/webaudio/AudioContext.h

Issue 1214463003: Split "Online" and "Offline" AudioContext processing (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Bring to ToT Created 5 years, 5 months ago
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Index: Source/modules/webaudio/AudioContext.h
diff --git a/Source/modules/webaudio/AudioContext.h b/Source/modules/webaudio/AudioContext.h
index 00ad293d1871fc1652a6a21484e9476e32073193..6f5b7cda11aeaad2a57482bdb9d6e55180b5f338 100644
--- a/Source/modules/webaudio/AudioContext.h
+++ b/Source/modules/webaudio/AudioContext.h
@@ -1,331 +1,50 @@
-/*
- * 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.
- */
+// Copyright 2015 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
#ifndef AudioContext_h
#define AudioContext_h
#include "bindings/core/v8/ScriptPromise.h"
#include "bindings/core/v8/ScriptPromiseResolver.h"
-#include "core/dom/ActiveDOMObject.h"
-#include "core/dom/DOMTypedArray.h"
-#include "core/events/EventListener.h"
-#include "modules/EventTargetModules.h"
-#include "modules/ModulesExport.h"
-#include "modules/webaudio/AsyncAudioDecoder.h"
-#include "modules/webaudio/AudioDestinationNode.h"
-#include "modules/webaudio/DeferredTaskHandler.h"
-#include "platform/audio/AudioBus.h"
+#include "modules/webaudio/AbstractAudioContext.h"
#include "platform/heap/Handle.h"
-#include "wtf/HashSet.h"
-#include "wtf/MainThread.h"
-#include "wtf/RefPtr.h"
-#include "wtf/Threading.h"
-#include "wtf/Vector.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 ScriptPromiseResolver;
class ScriptState;
-class SecurityOrigin;
-class StereoPannerNode;
-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 MODULES_EXPORT AudioContext : public RefCountedGarbageCollectedEventTargetWithInlineData<AudioContext>, public ActiveDOMObject {
- REFCOUNTED_GARBAGE_COLLECTED_EVENT_TARGET(AudioContext);
- WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AudioContext);
- DEFINE_WRAPPERTYPEINFO();
+// This is an AbstractAudioContext which actually plays sound, unlike an
+// OfflineAudioContext which renders sound into a buffer.
+class AudioContext : public AbstractAudioContext {
public:
- // The state of an audio context. On creation, the state is Suspended. The state is Running if
- // audio is being processed (audio graph is being pulled for data). The state is Closed if the
- // audio context has been closed. The valid transitions are from Suspended to either Running or
- // Closed; Running to Suspended or Closed. Once Closed, there are no valid transitions.
- enum AudioContextState {
- Suspended,
- Running,
- Closed
- };
-
- // Create an AudioContext for rendering to the audio hardware.
- static AudioContext* create(Document&, ExceptionState&);
+ static AbstractAudioContext* create(Document&, ExceptionState&);
~AudioContext() override;
-
DECLARE_VIRTUAL_TRACE();
- bool isInitialized() const { return m_isInitialized; }
- bool isOfflineContext() { return m_isOfflineContext; }
-
- // Document notification
- void stop() final;
- bool hasPendingActivity() const override;
-
- AudioDestinationNode* destination() { return m_destinationNode.get(); }
-
- size_t currentSampleFrame() const
- {
- return m_destinationNode ? m_destinationNode->audioDestinationHandler().currentSampleFrame() : 0;
- }
-
- double currentTime() const
- {
- return m_destinationNode ? m_destinationNode->audioDestinationHandler().currentTime() : 0;
- }
-
- float sampleRate() const { return m_destinationNode ? m_destinationNode->handler().sampleRate() : 0; }
-
- String state() const;
- AudioContextState contextState() const { return m_contextState; }
-
- AudioBuffer* createBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&);
-
- // Asynchronous audio file data decoding.
- void decodeAudioData(DOMArrayBuffer*, AudioBufferCallback*, AudioBufferCallback*, ExceptionState&);
-
- AudioListener* listener() { return m_listener.get(); }
-
- // The AudioNode create methods are called on the main thread (from JavaScript).
- AudioBufferSourceNode* createBufferSource(ExceptionState&);
- MediaElementAudioSourceNode* createMediaElementSource(HTMLMediaElement*, ExceptionState&);
- MediaStreamAudioSourceNode* createMediaStreamSource(MediaStream*, ExceptionState&);
- MediaStreamAudioDestinationNode* createMediaStreamDestination(ExceptionState&);
- GainNode* createGain(ExceptionState&);
- BiquadFilterNode* createBiquadFilter(ExceptionState&);
- WaveShaperNode* createWaveShaper(ExceptionState&);
- DelayNode* createDelay(ExceptionState&);
- DelayNode* createDelay(double maxDelayTime, ExceptionState&);
- PannerNode* createPanner(ExceptionState&);
- ConvolverNode* createConvolver(ExceptionState&);
- DynamicsCompressorNode* createDynamicsCompressor(ExceptionState&);
- AnalyserNode* createAnalyser(ExceptionState&);
- ScriptProcessorNode* createScriptProcessor(ExceptionState&);
- ScriptProcessorNode* createScriptProcessor(size_t bufferSize, ExceptionState&);
- ScriptProcessorNode* createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, ExceptionState&);
- ScriptProcessorNode* createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels, ExceptionState&);
- StereoPannerNode* createStereoPanner(ExceptionState&);
- ChannelSplitterNode* createChannelSplitter(ExceptionState&);
- ChannelSplitterNode* createChannelSplitter(size_t numberOfOutputs, ExceptionState&);
- ChannelMergerNode* createChannelMerger(ExceptionState&);
- ChannelMergerNode* createChannelMerger(size_t numberOfInputs, ExceptionState&);
- OscillatorNode* createOscillator(ExceptionState&);
- PeriodicWave* createPeriodicWave(DOMFloat32Array* real, DOMFloat32Array* imag, ExceptionState&);
-
- // Close
- ScriptPromise closeContext(ScriptState*);
-
- // Suspend/Resume
- ScriptPromise suspendContext(ScriptState*);
- ScriptPromise resumeContext(ScriptState*);
-
- // When a source node has started processing and needs to be protected,
- // this method tells the context to protect the node.
- //
- // 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 release a source
- // node, it will be deactivated from the rendering graph along with all
- // other nodes it is uniquely connected to.
- void notifySourceNodeStartedProcessing(AudioNode*);
- // When a source node has no more processing to do (has finished playing),
- // this method tells the context to release the corresponding node.
- void notifySourceNodeFinishedProcessing(AudioHandler*);
-
- // 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 release finished
- // source nodes.
- void releaseFinishedSourceNodes();
-
- // Keeps track of the number of connections made.
- void incrementConnectionCount()
- {
- ASSERT(isMainThread());
- m_connectionCount++;
- }
-
- unsigned connectionCount() const { return m_connectionCount; }
-
- DeferredTaskHandler& deferredTaskHandler() const { return *m_deferredTaskHandler; }
- //
- // Thread Safety and Graph Locking:
- //
- // The following functions call corresponding functions of
- // DeferredTaskHandler.
- bool isAudioThread() const { return deferredTaskHandler().isAudioThread(); }
- void lock() { deferredTaskHandler().lock(); }
- bool tryLock() { return deferredTaskHandler().tryLock(); }
- void unlock() { deferredTaskHandler().unlock(); }
-#if ENABLE(ASSERT)
- // Returns true if this thread owns the context's lock.
- bool isGraphOwner() { return deferredTaskHandler().isGraphOwner(); }
-#endif
- using AutoLocker = DeferredTaskHandler::AutoLocker;
-
- // Returns the maximum numuber of channels we can support.
- static unsigned maxNumberOfChannels() { return MaxNumberOfChannels;}
-
- // EventTarget
- const AtomicString& interfaceName() const final;
- ExecutionContext* executionContext() const final;
-
- DEFINE_ATTRIBUTE_EVENT_LISTENER(complete);
- DEFINE_ATTRIBUTE_EVENT_LISTENER(statechange);
+ ScriptPromise closeContext(ScriptState*) final;
+ bool isContextClosed() const final;
- void startRendering();
- void fireCompletionEvent();
- void notifyStateChange();
+ ScriptPromise suspendContext(ScriptState*) final;
+ ScriptPromise resumeContext(ScriptState*) final;
- // A context is considered closed if:
- // - closeContext() has been called, even if the audio HW has not yet been
- // stopped. It will be stopped eventually.
- // - it has been stopped (or is stopping) by its execution context.
- bool isContextClosed() const { return m_closeResolver || m_isStopScheduled || m_isCleared; }
-
- static unsigned s_hardwareContextCount;
- static unsigned s_contextId;
-
- // Get the security origin for this audio context.
- SecurityOrigin* securityOrigin() const;
+ bool hasRealtimeConstraint() final { return true; }
protected:
- explicit AudioContext(Document*);
- AudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate);
-
- RefPtrWillBeMember<ScriptPromiseResolver> m_offlineResolver;
-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();
-
- void throwExceptionForClosedState(ExceptionState&);
-
- // Set to true when the destination node has been initialized and is ready to process data.
- bool m_isInitialized;
+ AudioContext(Document&);
- // When the context goes away, there might still be some sources which
- // haven't finished playing. Make sure to release them here.
- void releaseActiveSourceNodes();
+ void didClose() final;
- Member<AudioDestinationNode> m_destinationNode;
- Member<AudioListener> m_listener;
-
- // Only accessed in the audio thread.
- // These raw pointers are safe because AudioSourceNodes in
- // m_activeSourceNodes own them.
- Vector<AudioHandler*> m_finishedSourceHandlers;
-
- // 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.
- // Oilpan: This Vector holds connection references. We must call
- // AudioHandler::makeConnection when we add an AudioNode to this, and must
- // call AudioHandler::breakConnection() when we remove an AudioNode from
- // this.
- HeapVector<Member<AudioNode>> m_activeSourceNodes;
-
- // Stop rendering the audio graph.
+private:
void stopRendering();
- // Handle Promises for resume() and suspend()
- void resolvePromisesForResume();
- void resolvePromisesForResumeOnMainThread();
-
- // Vector of promises created by resume(). It takes time to handle them, so we collect all of
- // the promises here until they can be resolved or rejected.
- WillBeHeapVector<RefPtrWillBeMember<ScriptPromiseResolver>> m_resumeResolvers;
- void rejectPendingResolvers();
-
- // True if we're in the process of resolving promises for resume(). Resolving can take some
- // time and the audio context process loop is very fast, so we don't want to call resolve an
- // excessive number of times.
- bool m_isResolvingResumePromises;
-
- unsigned m_connectionCount;
-
- // Graph locking.
- bool m_didInitializeContextGraphMutex;
- RefPtr<DeferredTaskHandler> m_deferredTaskHandler;
-
- Member<AudioBuffer> m_renderTarget;
-
- bool m_isOfflineContext;
-
- // The state of the AudioContext.
- AudioContextState m_contextState;
- void setContextState(AudioContextState);
-
- AsyncAudioDecoder m_audioDecoder;
-
- // The Promise that is returned by close();
- RefPtrWillBeMember<ScriptPromiseResolver> m_closeResolver;
-
- // Tries to handle AudioBufferSourceNodes that were started but became disconnected or was never
- // connected. Because these never get pulled anymore, they will stay around forever. So if we
- // can, try to stop them so they can be collected.
- void handleStoppableSourceNodes();
-
- // This is considering 32 is large enough for multiple channels audio.
- // It is somewhat arbitrary and could be increased if necessary.
- enum { MaxNumberOfChannels = 32 };
-
unsigned m_contextId;
+ RefPtrWillBeMember<ScriptPromiseResolver> m_closeResolver;
};
-} // namespace blink
+}
#endif // AudioContext_h
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