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Unified Diff: third_party/WebKit/Source/modules/webaudio/AudioNode.cpp

Issue 2389253002: reflow comments in modules/{webaudio,vr} (Closed)
Patch Set: . Created 4 years, 2 months ago
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Index: third_party/WebKit/Source/modules/webaudio/AudioNode.cpp
diff --git a/third_party/WebKit/Source/modules/webaudio/AudioNode.cpp b/third_party/WebKit/Source/modules/webaudio/AudioNode.cpp
index 829503b0f7c40e9a53a2f34cd0800322fcdda313..a0c3e7807aa71862d6ce673e11ae5332be81fa98 100644
--- a/third_party/WebKit/Source/modules/webaudio/AudioNode.cpp
+++ b/third_party/WebKit/Source/modules/webaudio/AudioNode.cpp
@@ -158,8 +158,8 @@ String AudioHandler::nodeTypeName() const {
}
void AudioHandler::setNodeType(NodeType type) {
- // Don't allow the node type to be changed to a different node type, after it's already been
- // set! And the new type can't be unknown or end!
+ // Don't allow the node type to be changed to a different node type, after
+ // it's already been set. And the new type can't be unknown or end.
DCHECK_EQ(m_nodeType, NodeTypeUnknown);
DCHECK_NE(type, NodeTypeUnknown);
DCHECK_NE(type, NodeTypeEnd);
@@ -310,13 +310,15 @@ void AudioHandler::processIfNecessary(size_t framesToProcess) {
return;
// Ensure that we only process once per rendering quantum.
- // This handles the "fanout" problem where an output is connected to multiple inputs.
- // The first time we're called during this time slice we process, but after that we don't want to re-process,
- // instead our output(s) will already have the results cached in their bus;
+ // This handles the "fanout" problem where an output is connected to multiple
+ // inputs. The first time we're called during this time slice we process, but
+ // after that we don't want to re-process, instead our output(s) will already
+ // have the results cached in their bus;
double currentTime = context()->currentTime();
if (m_lastProcessingTime != currentTime) {
- m_lastProcessingTime =
- currentTime; // important to first update this time because of feedback loops in the rendering graph
+ // important to first update this time because of feedback loops in the
+ // rendering graph.
+ m_lastProcessingTime = currentTime;
pullInputs(framesToProcess);
@@ -329,9 +331,10 @@ void AudioHandler::processIfNecessary(size_t framesToProcess) {
if (silentInputs && propagatesSilence()) {
silenceOutputs();
} else {
- // Unsilence the outputs first because the processing of the node may cause the outputs
- // to go silent and we want to propagate that hint to the downstream nodes! (For
- // example, a Gain node with a gain of 0 will want to silence its output.)
+ // Unsilence the outputs first because the processing of the node may
+ // cause the outputs to go silent and we want to propagate that hint to
+ // the downstream nodes. (For example, a Gain node with a gain of 0 will
+ // want to silence its output.)
unsilenceOutputs();
process(framesToProcess);
}
@@ -400,23 +403,28 @@ void AudioHandler::enableOutputsIfNecessary() {
}
void AudioHandler::disableOutputsIfNecessary() {
- // Disable outputs if appropriate. We do this if the number of connections is 0 or 1. The case
- // of 0 is from deref() where there are no connections left. The case of 1 is from
- // AudioNodeInput::disable() where we want to disable outputs when there's only one connection
- // left because we're ready to go away, but can't quite yet.
+ // Disable outputs if appropriate. We do this if the number of connections is
+ // 0 or 1. The case of 0 is from deref() where there are no connections left.
+ // The case of 1 is from AudioNodeInput::disable() where we want to disable
+ // outputs when there's only one connection left because we're ready to go
+ // away, but can't quite yet.
if (m_connectionRefCount <= 1 && !m_isDisabled) {
- // Still may have JavaScript references, but no more "active" connection references, so put all of our outputs in a "dormant" disabled state.
- // Garbage collection may take a very long time after this time, so the "dormant" disabled nodes should not bog down the rendering...
-
- // As far as JavaScript is concerned, our outputs must still appear to be connected.
- // But internally our outputs should be disabled from the inputs they're connected to.
- // disable() can recursively deref connections (and call disable()) down a whole chain of connected nodes.
-
- // TODO(rtoy,hongchan): we need special cases the convolver, delay, biquad, and IIR since
- // they have a significant tail-time and shouldn't be disconnected simply because they no
- // longer have any input connections. This needs to be handled more generally where
- // AudioNodes have a tailTime attribute. Then the AudioNode only needs to remain "active"
- // for tailTime seconds after there are no longer any active connections.
+ // Still may have JavaScript references, but no more "active" connection
+ // references, so put all of our outputs in a "dormant" disabled state.
+ // Garbage collection may take a very long time after this time, so the
+ // "dormant" disabled nodes should not bog down the rendering...
+
+ // As far as JavaScript is concerned, our outputs must still appear to be
+ // connected. But internally our outputs should be disabled from the inputs
+ // they're connected to. disable() can recursively deref connections (and
+ // call disable()) down a whole chain of connected nodes.
+
+ // TODO(rtoy,hongchan): we need special cases the convolver, delay, biquad,
+ // and IIR since they have a significant tail-time and shouldn't be
+ // disconnected simply because they no longer have any input connections.
+ // This needs to be handled more generally where AudioNodes have a tailTime
+ // attribute. Then the AudioNode only needs to remain "active" for tailTime
+ // seconds after there are no longer any active connections.
if (getNodeType() != NodeTypeConvolver && getNodeType() != NodeTypeDelay &&
getNodeType() != NodeTypeBiquadFilter &&
getNodeType() != NodeTypeIIRFilter) {
@@ -508,9 +516,10 @@ void AudioHandler::updateChannelInterpretation() {
}
unsigned AudioHandler::numberOfOutputChannels() const {
- // This should only be called for ScriptProcessorNodes which are the only nodes where you can
- // have an output with 0 channels. All other nodes have have at least one output channel, so
- // there's no reason other nodes should ever call this function.
+ // This should only be called for ScriptProcessorNodes which are the only
+ // nodes where you can have an output with 0 channels. All other nodes have
+ // have at least one output channel, so there's no reason other nodes should
+ // ever call this function.
DCHECK(0) << "numberOfOutputChannels() not valid for node type "
<< getNodeType();
return 1;
@@ -615,8 +624,9 @@ AudioNode* AudioNode::connect(AudioNode* destination,
return nullptr;
}
- // ScriptProcessorNodes with 0 output channels can't be connected to any destination. If there
- // are no output channels, what would the destination receive? Just disallow this.
+ // ScriptProcessorNodes with 0 output channels can't be connected to any
+ // destination. If there are no output channels, what would the destination
+ // receive? Just disallow this.
if (handler().getNodeType() == AudioHandler::NodeTypeJavaScript &&
handler().numberOfOutputChannels() == 0) {
exceptionState.throwDOMException(InvalidAccessError,
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