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1 /*
2  * Copyright (C) 2010, Google Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions
6  * are met:
7  * 1.  Redistributions of source code must retain the above copyright
8  *    notice, this list of conditions and the following disclaimer.
9  * 2.  Redistributions in binary form must reproduce the above copyright
10  *    notice, this list of conditions and the following disclaimer in the
11  *    documentation and/or other materials provided with the distribution.
12  *
13  * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
15  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
16  * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
17  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
19  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
20  * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
22  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23  */
24 
25 #ifndef AudioContext_h
26 #define AudioContext_h
27 
28 #include "ActiveDOMObject.h"
29 #include "AudioBus.h"
30 #include "AudioDestinationNode.h"
31 #include "EventListener.h"
32 #include "EventTarget.h"
33 #include "HRTFDatabaseLoader.h"
34 #include <wtf/HashSet.h>
35 #include <wtf/OwnPtr.h>
36 #include <wtf/PassRefPtr.h>
37 #include <wtf/RefCounted.h>
38 #include <wtf/RefPtr.h>
39 #include <wtf/Threading.h>
40 #include <wtf/Vector.h>
41 #include <wtf/text/AtomicStringHash.h>
42 
43 namespace WebCore {
44 
45 class ArrayBuffer;
46 class AudioBuffer;
47 class AudioBufferSourceNode;
48 class AudioChannelMerger;
49 class AudioChannelSplitter;
50 class AudioGainNode;
51 class AudioPannerNode;
52 class AudioListener;
53 class DelayNode;
54 class Document;
55 class LowPass2FilterNode;
56 class HighPass2FilterNode;
57 class ConvolverNode;
58 class RealtimeAnalyserNode;
59 class JavaScriptAudioNode;
60 
61 // AudioContext is the cornerstone of the web audio API and all AudioNodes are created from it.
62 // For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism.
63 
64 class AudioContext : public ActiveDOMObject, public RefCounted<AudioContext>, public EventTarget {
65 public:
66     // Create an AudioContext for rendering to the audio hardware.
67     static PassRefPtr<AudioContext> create(Document*);
68 
69     // Create an AudioContext for offline (non-realtime) rendering.
70     static PassRefPtr<AudioContext> createOfflineContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, double sampleRate);
71 
72     virtual ~AudioContext();
73 
74     bool isInitialized() const;
75 
isOfflineContext()76     bool isOfflineContext() { return m_isOfflineContext; }
77 
78     // Returns true when initialize() was called AND all asynchronous initialization has completed.
79     bool isRunnable() const;
80 
81     // Document notification
82     virtual void stop();
83 
84     Document* document() const; // ASSERTs if document no longer exists.
85     bool hasDocument();
86 
destination()87     AudioDestinationNode* destination() { return m_destinationNode.get(); }
currentTime()88     double currentTime() { return m_destinationNode->currentTime(); }
sampleRate()89     double sampleRate() { return m_destinationNode->sampleRate(); }
90 
91     PassRefPtr<AudioBuffer> createBuffer(unsigned numberOfChannels, size_t numberOfFrames, double sampleRate);
92     PassRefPtr<AudioBuffer> createBuffer(ArrayBuffer* arrayBuffer, bool mixToMono);
93 
94     // Keep track of this buffer so we can release memory after the context is shut down...
95     void refBuffer(PassRefPtr<AudioBuffer> buffer);
96 
listener()97     AudioListener* listener() { return m_listener.get(); }
98 
99     // The AudioNode create methods are called on the main thread (from JavaScript).
100     PassRefPtr<AudioBufferSourceNode> createBufferSource();
101     PassRefPtr<AudioGainNode> createGainNode();
102     PassRefPtr<DelayNode> createDelayNode();
103     PassRefPtr<LowPass2FilterNode> createLowPass2Filter();
104     PassRefPtr<HighPass2FilterNode> createHighPass2Filter();
105     PassRefPtr<AudioPannerNode> createPanner();
106     PassRefPtr<ConvolverNode> createConvolver();
107     PassRefPtr<RealtimeAnalyserNode> createAnalyser();
108     PassRefPtr<JavaScriptAudioNode> createJavaScriptNode(size_t bufferSize);
109     PassRefPtr<AudioChannelSplitter> createChannelSplitter();
110     PassRefPtr<AudioChannelMerger> createChannelMerger();
111 
temporaryMonoBus()112     AudioBus* temporaryMonoBus() { return m_temporaryMonoBus.get(); }
temporaryStereoBus()113     AudioBus* temporaryStereoBus() { return m_temporaryStereoBus.get(); }
114 
115     // When a source node has no more processing to do (has finished playing), then it tells the context to dereference it.
116     void notifyNodeFinishedProcessing(AudioNode*);
117 
118     // Called at the start of each render quantum.
119     void handlePreRenderTasks();
120 
121     // Called at the end of each render quantum.
122     void handlePostRenderTasks();
123 
124     // Called periodically at the end of each render quantum to dereference finished source nodes.
125     void derefFinishedSourceNodes();
126 
127     // We reap all marked nodes at the end of each realtime render quantum in deleteMarkedNodes().
128     void markForDeletion(AudioNode*);
129     void deleteMarkedNodes();
130 
131     // Keeps track of the number of connections made.
incrementConnectionCount()132     void incrementConnectionCount()
133     {
134         ASSERT(isMainThread());
135         m_connectionCount++;
136     }
137 
connectionCount()138     unsigned connectionCount() const { return m_connectionCount; }
139 
140     //
141     // Thread Safety and Graph Locking:
142     //
143 
setAudioThread(ThreadIdentifier thread)144     void setAudioThread(ThreadIdentifier thread) { m_audioThread = thread; } // FIXME: check either not initialized or the same
audioThread()145     ThreadIdentifier audioThread() const { return m_audioThread; }
146     bool isAudioThread() const;
147 
148     // Returns true only after the audio thread has been started and then shutdown.
isAudioThreadFinished()149     bool isAudioThreadFinished() { return m_isAudioThreadFinished; }
150 
151     // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired.
152     void lock(bool& mustReleaseLock);
153 
154     // Returns true if we own the lock.
155     // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired.
156     bool tryLock(bool& mustReleaseLock);
157 
158     void unlock();
159 
160     // Returns true if this thread owns the context's lock.
161     bool isGraphOwner() const;
162 
163     class AutoLocker {
164     public:
AutoLocker(AudioContext * context)165         AutoLocker(AudioContext* context)
166             : m_context(context)
167         {
168             ASSERT(context);
169             context->lock(m_mustReleaseLock);
170         }
171 
~AutoLocker()172         ~AutoLocker()
173         {
174             if (m_mustReleaseLock)
175                 m_context->unlock();
176         }
177     private:
178         AudioContext* m_context;
179         bool m_mustReleaseLock;
180     };
181 
182     // In AudioNode::deref() a tryLock() is used for calling finishDeref(), but if it fails keep track here.
183     void addDeferredFinishDeref(AudioNode*, AudioNode::RefType);
184 
185     // In the audio thread at the start of each render cycle, we'll call handleDeferredFinishDerefs().
186     void handleDeferredFinishDerefs();
187 
188     // Only accessed when the graph lock is held.
189     void markAudioNodeInputDirty(AudioNodeInput*);
190     void markAudioNodeOutputDirty(AudioNodeOutput*);
191 
192     // EventTarget
193     virtual ScriptExecutionContext* scriptExecutionContext() const;
194     virtual AudioContext* toAudioContext();
eventTargetData()195     virtual EventTargetData* eventTargetData() { return &m_eventTargetData; }
ensureEventTargetData()196     virtual EventTargetData* ensureEventTargetData() { return &m_eventTargetData; }
197 
198     DEFINE_ATTRIBUTE_EVENT_LISTENER(complete);
199 
200     // Reconcile ref/deref which are defined both in AudioNode and EventTarget.
201     using RefCounted<AudioContext>::ref;
202     using RefCounted<AudioContext>::deref;
203 
204     void startRendering();
205     void fireCompletionEvent();
206 
207 private:
208     AudioContext(Document*);
209     AudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, double sampleRate);
210     void constructCommon();
211 
212     void lazyInitialize();
213     void uninitialize();
214 
215     bool m_isInitialized;
216     bool m_isAudioThreadFinished;
217     bool m_isAudioThreadShutdown;
218 
219     Document* m_document;
220 
221     // The context itself keeps a reference to all source nodes.  The source nodes, then reference all nodes they're connected to.
222     // In turn, these nodes reference all nodes they're connected to.  All nodes are ultimately connected to the AudioDestinationNode.
223     // When the context dereferences a source node, it will be deactivated from the rendering graph along with all other nodes it is
224     // uniquely connected to.  See the AudioNode::ref() and AudioNode::deref() methods for more details.
225     void refNode(AudioNode*);
226     void derefNode(AudioNode*);
227 
228     // When the context goes away, there might still be some sources which haven't finished playing.
229     // Make sure to dereference them here.
230     void derefUnfinishedSourceNodes();
231 
232     RefPtr<AudioDestinationNode> m_destinationNode;
233     RefPtr<AudioListener> m_listener;
234 
235     // Only accessed in the main thread.
236     Vector<RefPtr<AudioBuffer> > m_allocatedBuffers;
237 
238     // Only accessed in the audio thread.
239     Vector<AudioNode*> m_finishedNodes;
240 
241     // We don't use RefPtr<AudioNode> here because AudioNode has a more complex ref() / deref() implementation
242     // with an optional argument for refType.  We need to use the special refType: RefTypeConnection
243     // Either accessed when the graph lock is held, or on the main thread when the audio thread has finished.
244     Vector<AudioNode*> m_referencedNodes;
245 
246     // Accumulate nodes which need to be deleted at the end of a render cycle (in realtime thread) here.
247     Vector<AudioNode*> m_nodesToDelete;
248 
249     // Only accessed when the graph lock is held.
250     HashSet<AudioNodeInput*> m_dirtyAudioNodeInputs;
251     HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs;
252     void handleDirtyAudioNodeInputs();
253     void handleDirtyAudioNodeOutputs();
254 
255     OwnPtr<AudioBus> m_temporaryMonoBus;
256     OwnPtr<AudioBus> m_temporaryStereoBus;
257 
258     unsigned m_connectionCount;
259 
260     // Graph locking.
261     Mutex m_contextGraphMutex;
262     volatile ThreadIdentifier m_audioThread;
263     volatile ThreadIdentifier m_graphOwnerThread; // if the lock is held then this is the thread which owns it, otherwise == UndefinedThreadIdentifier
264 
265     // Deferred de-referencing.
266     struct RefInfo {
RefInfoRefInfo267         RefInfo(AudioNode* node, AudioNode::RefType refType)
268             : m_node(node)
269             , m_refType(refType)
270         {
271         }
272         AudioNode* m_node;
273         AudioNode::RefType m_refType;
274     };
275 
276     // Only accessed in the audio thread.
277     Vector<RefInfo> m_deferredFinishDerefList;
278 
279     // HRTF Database loader
280     RefPtr<HRTFDatabaseLoader> m_hrtfDatabaseLoader;
281 
282     // EventTarget
refEventTarget()283     virtual void refEventTarget() { ref(); }
derefEventTarget()284     virtual void derefEventTarget() { deref(); }
285     EventTargetData m_eventTargetData;
286 
287     RefPtr<AudioBuffer> m_renderTarget;
288 
289     bool m_isOfflineContext;
290 };
291 
292 } // WebCore
293 
294 #endif // AudioContext_h
295