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

Issue 625363004: Implement suspend/resume for AudioContext (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Fix typo caught by bots but not locally Created 6 years, 2 months ago
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Index: Source/modules/webaudio/AudioContext.cpp
diff --git a/Source/modules/webaudio/AudioContext.cpp b/Source/modules/webaudio/AudioContext.cpp
index b5127c069232e519d28db54c806c8ea59c59fe53..0a4ffbd5c5342989f57d0d2e8e3058ceb19572ba 100644
--- a/Source/modules/webaudio/AudioContext.cpp
+++ b/Source/modules/webaudio/AudioContext.cpp
@@ -30,6 +30,7 @@
#include "bindings/core/v8/ExceptionMessages.h"
#include "bindings/core/v8/ExceptionState.h"
+#include "bindings/core/v8/ScriptState.h"
#include "core/dom/Document.h"
#include "core/dom/ExceptionCode.h"
#include "core/html/HTMLMediaElement.h"
@@ -101,10 +102,12 @@ AudioContext::AudioContext(Document* document)
, m_isCleared(false)
, m_isInitialized(false)
, m_destinationNode(nullptr)
+ , m_isResolvingResumePromises(false)
, m_automaticPullNodesNeedUpdating(false)
, m_connectionCount(0)
, m_audioThread(0)
, m_isOfflineContext(false)
+ , m_state(Paused)
{
m_destinationNode = DefaultAudioDestinationNode::create(this);
@@ -121,10 +124,12 @@ AudioContext::AudioContext(Document* document, unsigned numberOfChannels, size_t
, m_isCleared(false)
, m_isInitialized(false)
, m_destinationNode(nullptr)
+ , m_isResolvingResumePromises(false)
, m_automaticPullNodesNeedUpdating(false)
, m_connectionCount(0)
, m_audioThread(0)
, m_isOfflineContext(true)
+ , m_state(Paused)
{
// Create a new destination for offline rendering.
m_renderTarget = AudioBuffer::create(numberOfChannels, numberOfFrames, sampleRate);
@@ -166,6 +171,7 @@ void AudioContext::initialize()
// NOTE: for now default AudioContext does not need an explicit startRendering() call from JavaScript.
// We may want to consider requiring it for symmetry with OfflineAudioContext.
m_destinationNode->startRendering();
haraken 2014/10/15 15:36:26 You can call startRendering() instead of m_destina
Raymond Toy 2014/10/15 19:50:50 Done.
+ setState(Running);
haraken 2014/10/15 15:36:26 Then you can remove this. It's important to reduce
Raymond Toy 2014/10/15 19:50:49 Done.
++s_hardwareContextCount;
}
@@ -531,6 +537,84 @@ PeriodicWave* AudioContext::createPeriodicWave(Float32Array* real, Float32Array*
return PeriodicWave::create(sampleRate(), real, imag);
}
+String AudioContext::state() const
+{
+ switch (m_state) {
+ case Paused:
+ return "paused";
+ case Running:
+ return "running";
+ case Released:
+ return "released";
+ }
+ ASSERT_NOT_REACHED();
+ return "running";
haraken 2014/10/15 15:36:26 Nit: I'd return "".
Raymond Toy 2014/10/15 19:50:50 Done.
+}
+
+void AudioContext::setState(AudioContextState newState)
+{
+ // Validate the transitions
+ switch (newState) {
+ case Paused:
+ ASSERT(m_state == Running);
+ break;
+ case Running:
+ ASSERT(m_state == Paused);
+ break;
+ case Released:
+ break;
haraken 2014/10/15 15:36:26 Shall we add ASSERT(m_state == Released) ?
Raymond Toy 2014/10/15 16:31:56 When the close() method is implemented, it will be
+ }
+
+ m_state = newState;
+}
+
+void AudioContext::suspendContext(ExceptionState& exceptionState)
+{
+ ASSERT(isMainThread());
+ AutoLocker locker(this);
+
+ if (m_state == Released) {
+ exceptionState.throwDOMException(
+ InvalidStateError,
+ "cannot suspend an AudioContext that has been released");
haraken 2014/10/15 15:36:26 Nit: You can immediately return here. Then you don
Raymond Toy 2014/10/15 19:50:50 Done.
+ } else {
+ if (m_destinationNode && !isOfflineContext()) {
+ m_destinationNode->stop();
+ setState(Paused);
haraken 2014/10/15 15:36:26 Probably you want to implement a helper method for
Raymond Toy 2014/10/15 19:50:50 Done.
+ }
+ }
+}
+
+ScriptPromise AudioContext::resumeContext(ScriptState* scriptState)
+{
+ ASSERT(isMainThread());
+ AutoLocker locker(this);
+
+ RefPtr<ScriptPromiseResolver> resolver = ScriptPromiseResolver::create(scriptState);
+
+ ScriptPromise promise = resolver->promise();
+
+ if (isOfflineContext()) {
+ // For offline context, resolve now, but reject if the context has been released.
+ if (m_state == Released)
+ resolver->reject();
+ else
+ resolver->resolve();
+ } else {
+ // Restart the destination node to pull on the audio graph.
+ if (m_destinationNode) {
+ m_destinationNode->startRendering();
haraken 2014/10/15 15:36:26 You can call startRendering() instead of m_destina
Raymond Toy 2014/10/15 19:50:50 Done.
+ setState(Running);
haraken 2014/10/15 15:36:26 Then you can remove this. We want to reduce the ca
Raymond Toy 2014/10/15 19:50:50 Done.
+ }
+
+ // Save the promise which will get resolved when the destination node starts pulling on the
+ // graph again.
+ m_resumePromises.append(resolver);
+ }
+
+ return promise;
+}
+
void AudioContext::notifyNodeFinishedProcessing(AudioNode* node)
{
ASSERT(isAudioThread());
@@ -637,6 +721,8 @@ void AudioContext::handlePreRenderTasks()
handleDirtyAudioNodeOutputs();
updateAutomaticPullNodes();
+ resolvePromisesForResume();
+
unlock();
}
}
@@ -802,6 +888,36 @@ void AudioContext::processAutomaticPullNodes(size_t framesToProcess)
m_renderingAutomaticPullNodes[i]->processIfNecessary(framesToProcess);
}
+void AudioContext::resolvePromisesForResumeOnMainThread()
+{
+ ASSERT(isMainThread());
+ AutoLocker locker(this);
+
+ for (unsigned k = 0; k < m_resumePromises.size(); ++k) {
+ if (m_state == Released)
+ m_resumePromises[k]->reject();
yhirano 2014/10/15 09:02:27 [opt] In general, it would be better to reject a p
Raymond Toy 2014/10/15 19:50:49 Good idea. I've added an Exception. The spec isn'
+ else
+ m_resumePromises[k]->resolve();
+ }
+
+ m_resumePromises.clear();
+ m_isResolvingResumePromises = false;
+}
+
+void AudioContext::resolvePromisesForResume()
+{
+ // This is run inside the AudioContext's lock when handling pre-render tasks.
haraken 2014/10/15 15:36:26 Nit: is run => runs
Raymond Toy 2014/10/15 19:50:50 Done.
+ ASSERT(isAudioThread());
haraken 2014/10/15 15:36:26 Shall we add ASSERT(isGraphOwner()) ?
Raymond Toy 2014/10/15 19:50:50 Done.
+
+ // Resolve any pending promises created by resume(). Only do this we if haven't already started
+ // resolving these promises. This gets called very often and it takes some time to resolve the
+ // promises in the main thread.
+ if (!m_isResolvingResumePromises && m_resumePromises.size() > 0) {
+ m_isResolvingResumePromises = true;
+ callOnMainThread(bind(&AudioContext::resolvePromisesForResumeOnMainThread, this));
+ }
+}
+
const AtomicString& AudioContext::interfaceName() const
{
return EventTargetNames::AudioContext;
@@ -814,7 +930,9 @@ ExecutionContext* AudioContext::executionContext() const
void AudioContext::startRendering()
{
+ ASSERT(isMainThread());
destination()->startRendering();
+ setState(Running);
}
void AudioContext::fireCompletionEvent()
@@ -825,6 +943,8 @@ void AudioContext::fireCompletionEvent()
AudioBuffer* renderedBuffer = m_renderTarget.get();
+ setState(Released);
+
ASSERT(renderedBuffer);
if (!renderedBuffer)
return;

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