/* * Copyright (C) 2022 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include #include #include #include #include #include #include #include "effect-impl/EffectContext.h" #include "effect-impl/EffectTypes.h" namespace aidl::android::hardware::audio::effect { class EffectThread { public: // default priority is same as HIDL: ANDROID_PRIORITY_URGENT_AUDIO EffectThread(); virtual ~EffectThread(); // called by effect implementation. RetCode createThread(std::shared_ptr context, const std::string& name, int priority = ANDROID_PRIORITY_URGENT_AUDIO); RetCode destroyThread(); RetCode startThread(); RetCode stopThread(); // Will call process() in a loop if the thread is running. void threadLoop(); /** * @brief effectProcessImpl is running in worker thread which created in EffectThread. * * Effect implementation should think about concurrency in the implementation if necessary. * Parameter setting usually implemented in context (derived from EffectContext), and some * parameter maybe used in the processing, then effect implementation should consider using a * mutex to protect these parameter. * * EffectThread will make sure effectProcessImpl only be called after startThread() successful * and before stopThread() successful. * * effectProcessImpl implementation must not call any EffectThread interface, otherwise it will * cause deadlock. * * @param in address of input float buffer. * @param out address of output float buffer. * @param samples number of samples to process. * @return IEffect::Status */ virtual IEffect::Status effectProcessImpl(float* in, float* out, int samples) = 0; /** * process() call effectProcessImpl() for effect data processing, it is necessary for the * processing to be called under Effect thread mutex mThreadMutex, to avoid the effect state * change before/during data processing, and keep the thread and effect state consistent. */ virtual void process_l() REQUIRES(mThreadMutex); private: static constexpr int kMaxTaskNameLen = 15; std::mutex mThreadMutex; std::condition_variable mCv; bool mStop GUARDED_BY(mThreadMutex) = true; bool mExit GUARDED_BY(mThreadMutex) = false; std::shared_ptr mThreadContext GUARDED_BY(mThreadMutex); struct EventFlagDeleter { void operator()(::android::hardware::EventFlag* flag) const { if (flag) { ::android::hardware::EventFlag::deleteEventFlag(&flag); } } }; std::unique_ptr<::android::hardware::EventFlag, EventFlagDeleter> mEfGroup; std::thread mThread; int mPriority; std::string mName; }; } // namespace aidl::android::hardware::audio::effect