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

Issue 663003002: Revert of Implement suspend/resume for AudioContext (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: 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 6cfa5648b71810857a2edb522a9be7681c918505..b5127c069232e519d28db54c806c8ea59c59fe53 100644
--- a/Source/modules/webaudio/AudioContext.cpp
+++ b/Source/modules/webaudio/AudioContext.cpp
@@ -30,8 +30,6 @@
#include "bindings/core/v8/ExceptionMessages.h"
#include "bindings/core/v8/ExceptionState.h"
-#include "bindings/core/v8/ScriptState.h"
-#include "core/dom/DOMException.h"
#include "core/dom/Document.h"
#include "core/dom/ExceptionCode.h"
#include "core/html/HTMLMediaElement.h"
@@ -103,12 +101,10 @@
, 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_contextState(Paused)
{
m_destinationNode = DefaultAudioDestinationNode::create(this);
@@ -125,12 +121,10 @@
, 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_contextState(Paused)
{
// Create a new destination for offline rendering.
m_renderTarget = AudioBuffer::create(numberOfChannels, numberOfFrames, sampleRate);
@@ -153,7 +147,6 @@
if (m_automaticPullNodesNeedUpdating)
m_renderingAutomaticPullNodes.resize(m_automaticPullNodes.size());
ASSERT(!m_renderingAutomaticPullNodes.size());
- ASSERT(!m_resumePromises.size());
}
void AudioContext::initialize()
@@ -172,7 +165,7 @@
// Each time provideInput() is called, a portion of the audio stream is rendered. Let's call this time period a "render quantum".
// 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.
- startRendering();
+ m_destinationNode->startRendering();
++s_hardwareContextCount;
}
@@ -538,86 +531,6 @@
return PeriodicWave::create(sampleRate(), real, imag);
}
-String AudioContext::state() const
-{
- switch (m_contextState) {
- case Paused:
- return "paused";
- case Running:
- return "running";
- case Released:
- return "released";
- }
- ASSERT_NOT_REACHED();
- return "";
-}
-
-void AudioContext::setContextState(AudioContextState newState)
-{
- // Validate the transitions
- switch (newState) {
- case Paused:
- ASSERT(m_contextState == Running);
- break;
- case Running:
- ASSERT(m_contextState == Paused);
- break;
- case Released:
- ASSERT(m_contextState != Released);
- break;
- }
-
- m_contextState = newState;
-}
-
-void AudioContext::suspendContext(ExceptionState& exceptionState)
-{
- ASSERT(isMainThread());
- AutoLocker locker(this);
-
- if (m_contextState == Released) {
- exceptionState.throwDOMException(
- InvalidStateError,
- "cannot suspend an AudioContext that has been released");
- return;
- }
-
- if (m_destinationNode && !isOfflineContext()) {
- stopRendering();
- }
-}
-
-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_contextState == Released) {
- resolver->reject(
- DOMException::create(InvalidStateError, "Cannot resume a context that has been released"));
- } else {
- resolver->resolve();
- }
- } else {
- // Restart the destination node to pull on the audio graph.
- if (m_destinationNode) {
- startRendering();
- }
-
- // 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());
@@ -724,8 +637,6 @@
handleDirtyAudioNodeOutputs();
updateAutomaticPullNodes();
- resolvePromisesForResume();
-
unlock();
}
}
@@ -891,39 +802,6 @@
m_renderingAutomaticPullNodes[i]->processIfNecessary(framesToProcess);
}
-void AudioContext::resolvePromisesForResumeOnMainThread()
-{
- ASSERT(isMainThread());
- AutoLocker locker(this);
-
- for (unsigned k = 0; k < m_resumePromises.size(); ++k) {
- if (m_contextState == Released) {
- m_resumePromises[k]->reject(
- DOMException::create(InvalidStateError, "Cannot resume a context that has been released"));
- } else {
- m_resumePromises[k]->resolve();
- }
- }
-
- m_resumePromises.clear();
- m_isResolvingResumePromises = false;
-}
-
-void AudioContext::resolvePromisesForResume()
-{
- // This runs inside the AudioContext's lock when handling pre-render tasks.
- ASSERT(isAudioThread());
- ASSERT(isGraphOwner());
-
- // 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;
@@ -936,26 +814,7 @@
void AudioContext::startRendering()
{
- // This is called for both online and offline contexts.
- ASSERT(isMainThread());
- ASSERT(m_destinationNode);
-
- if (m_contextState == Paused) {
- destination()->startRendering();
- setContextState(Running);
- }
-}
-
-void AudioContext::stopRendering()
-{
- ASSERT(isMainThread());
- ASSERT(m_destinationNode);
- ASSERT(!isOfflineContext());
-
- if (m_contextState == Running) {
- destination()->stopRendering();
- setContextState(Paused);
- }
+ destination()->startRendering();
}
void AudioContext::fireCompletionEvent()
@@ -965,8 +824,6 @@
return;
AudioBuffer* renderedBuffer = m_renderTarget.get();
-
- setContextState(Released);
ASSERT(renderedBuffer);
if (!renderedBuffer)
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