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