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 *
8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright
11 * notice, this list of conditions and the following disclaimer in the
12 * documentation and/or other materials provided with the distribution.
13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
14 * its contributors may be used to endorse or promote products derived
15 * from this software without specific prior written permission.
16 *
17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28
29 #include "config.h"
30
31 #if ENABLE(WEB_AUDIO)
32
33 #include "ReverbConvolver.h"
34
35 #include "VectorMath.h"
36 #include "AudioBus.h"
37
38 namespace WebCore {
39
40 using namespace VectorMath;
41
42 const int InputBufferSize = 8 * 16384;
43
44 // We only process the leading portion of the impulse response in the real-time thread. We don't exceed this length.
45 // It turns out then, that the background thread has about 278msec of scheduling slop.
46 // Empirically, this has been found to be a good compromise between giving enough time for scheduling slop,
47 // while still minimizing the amount of processing done in the primary (high-priority) thread.
48 // This was found to be a good value on Mac OS X, and may work well on other platforms as well, assuming
49 // the very rough scheduling latencies are similar on these time-scales. Of course, this code may need to be
50 // tuned for individual platforms if this assumption is found to be incorrect.
51 const size_t RealtimeFrameLimit = 8192 + 4096; // ~278msec @ 44.1KHz
52
53 const size_t MinFFTSize = 256;
54 const size_t MaxRealtimeFFTSize = 2048;
55
backgroundThreadEntry(void * threadData)56 static void* backgroundThreadEntry(void* threadData)
57 {
58 ReverbConvolver* reverbConvolver = static_cast<ReverbConvolver*>(threadData);
59 reverbConvolver->backgroundThreadEntry();
60 return 0;
61 }
62
ReverbConvolver(AudioChannel * impulseResponse,size_t renderSliceSize,size_t maxFFTSize,size_t convolverRenderPhase,bool useBackgroundThreads)63 ReverbConvolver::ReverbConvolver(AudioChannel* impulseResponse, size_t renderSliceSize, size_t maxFFTSize, size_t convolverRenderPhase, bool useBackgroundThreads)
64 : m_impulseResponseLength(impulseResponse->length())
65 , m_accumulationBuffer(impulseResponse->length() + renderSliceSize)
66 , m_inputBuffer(InputBufferSize)
67 , m_renderSliceSize(renderSliceSize)
68 , m_minFFTSize(MinFFTSize) // First stage will have this size - successive stages will double in size each time
69 , m_maxFFTSize(maxFFTSize) // until we hit m_maxFFTSize
70 , m_useBackgroundThreads(useBackgroundThreads)
71 , m_backgroundThread(0)
72 , m_wantsToExit(false)
73 , m_moreInputBuffered(false)
74 {
75 // If we are using background threads then don't exceed this FFT size for the
76 // stages which run in the real-time thread. This avoids having only one or two
77 // large stages (size 16384 or so) at the end which take a lot of time every several
78 // processing slices. This way we amortize the cost over more processing slices.
79 m_maxRealtimeFFTSize = MaxRealtimeFFTSize;
80
81 // For the moment, a good way to know if we have real-time constraint is to check if we're using background threads.
82 // Otherwise, assume we're being run from a command-line tool.
83 bool hasRealtimeConstraint = useBackgroundThreads;
84
85 float* response = impulseResponse->data();
86 size_t totalResponseLength = impulseResponse->length();
87
88 // Because we're not using direct-convolution in the leading portion, the reverb has an overall latency of half the first-stage FFT size
89 size_t reverbTotalLatency = m_minFFTSize / 2;
90
91 size_t stageOffset = 0;
92 int i = 0;
93 size_t fftSize = m_minFFTSize;
94 while (stageOffset < totalResponseLength) {
95 size_t stageSize = fftSize / 2;
96
97 // For the last stage, it's possible that stageOffset is such that we're straddling the end
98 // of the impulse response buffer (if we use stageSize), so reduce the last stage's length...
99 if (stageSize + stageOffset > totalResponseLength)
100 stageSize = totalResponseLength - stageOffset;
101
102 // This "staggers" the time when each FFT happens so they don't all happen at the same time
103 int renderPhase = convolverRenderPhase + i * renderSliceSize;
104
105 OwnPtr<ReverbConvolverStage> stage(new ReverbConvolverStage(response, totalResponseLength, reverbTotalLatency, stageOffset, stageSize, fftSize, renderPhase, renderSliceSize, &m_accumulationBuffer));
106
107 bool isBackgroundStage = false;
108
109 if (this->useBackgroundThreads() && stageOffset > RealtimeFrameLimit) {
110 m_backgroundStages.append(stage.release());
111 isBackgroundStage = true;
112 } else
113 m_stages.append(stage.release());
114
115 stageOffset += stageSize;
116 ++i;
117
118 // Figure out next FFT size
119 fftSize *= 2;
120 if (hasRealtimeConstraint && !isBackgroundStage && fftSize > m_maxRealtimeFFTSize)
121 fftSize = m_maxRealtimeFFTSize;
122 if (fftSize > m_maxFFTSize)
123 fftSize = m_maxFFTSize;
124 }
125
126 // Start up background thread
127 // FIXME: would be better to up the thread priority here. It doesn't need to be real-time, but higher than the default...
128 if (this->useBackgroundThreads() && m_backgroundStages.size() > 0)
129 m_backgroundThread = createThread(WebCore::backgroundThreadEntry, this, "convolution background thread");
130 }
131
~ReverbConvolver()132 ReverbConvolver::~ReverbConvolver()
133 {
134 // Wait for background thread to stop
135 if (useBackgroundThreads() && m_backgroundThread) {
136 m_wantsToExit = true;
137
138 // Wake up thread so it can return
139 {
140 MutexLocker locker(m_backgroundThreadLock);
141 m_moreInputBuffered = true;
142 m_backgroundThreadCondition.signal();
143 }
144
145 waitForThreadCompletion(m_backgroundThread, 0);
146 }
147 }
148
backgroundThreadEntry()149 void ReverbConvolver::backgroundThreadEntry()
150 {
151 while (!m_wantsToExit) {
152 // Wait for realtime thread to give us more input
153 m_moreInputBuffered = false;
154 {
155 MutexLocker locker(m_backgroundThreadLock);
156 while (!m_moreInputBuffered && !m_wantsToExit)
157 m_backgroundThreadCondition.wait(m_backgroundThreadLock);
158 }
159
160 // Process all of the stages until their read indices reach the input buffer's write index
161 int writeIndex = m_inputBuffer.writeIndex();
162
163 // Even though it doesn't seem like every stage needs to maintain its own version of readIndex
164 // we do this in case we want to run in more than one background thread.
165 int readIndex;
166
167 while ((readIndex = m_backgroundStages[0]->inputReadIndex()) != writeIndex) { // FIXME: do better to detect buffer overrun...
168 // The ReverbConvolverStages need to process in amounts which evenly divide half the FFT size
169 const int SliceSize = MinFFTSize / 2;
170
171 // Accumulate contributions from each stage
172 for (size_t i = 0; i < m_backgroundStages.size(); ++i)
173 m_backgroundStages[i]->processInBackground(this, SliceSize);
174 }
175 }
176 }
177
process(AudioChannel * sourceChannel,AudioChannel * destinationChannel,size_t framesToProcess)178 void ReverbConvolver::process(AudioChannel* sourceChannel, AudioChannel* destinationChannel, size_t framesToProcess)
179 {
180 bool isSafe = sourceChannel && destinationChannel && sourceChannel->length() >= framesToProcess && destinationChannel->length() >= framesToProcess;
181 ASSERT(isSafe);
182 if (!isSafe)
183 return;
184
185 float* source = sourceChannel->data();
186 float* destination = destinationChannel->data();
187 bool isDataSafe = source && destination;
188 ASSERT(isDataSafe);
189 if (!isDataSafe)
190 return;
191
192 // Feed input buffer (read by all threads)
193 m_inputBuffer.write(source, framesToProcess);
194
195 // Accumulate contributions from each stage
196 for (size_t i = 0; i < m_stages.size(); ++i)
197 m_stages[i]->process(source, framesToProcess);
198
199 // Finally read from accumulation buffer
200 m_accumulationBuffer.readAndClear(destination, framesToProcess);
201
202 // Now that we've buffered more input, wake up our background thread.
203
204 // Not using a MutexLocker looks strange, but we use a tryLock() instead because this is run on the real-time
205 // thread where it is a disaster for the lock to be contended (causes audio glitching). It's OK if we fail to
206 // signal from time to time, since we'll get to it the next time we're called. We're called repeatedly
207 // and frequently (around every 3ms). The background thread is processing well into the future and has a considerable amount of
208 // leeway here...
209 if (m_backgroundThreadLock.tryLock()) {
210 m_moreInputBuffered = true;
211 m_backgroundThreadCondition.signal();
212 m_backgroundThreadLock.unlock();
213 }
214 }
215
reset()216 void ReverbConvolver::reset()
217 {
218 for (size_t i = 0; i < m_stages.size(); ++i)
219 m_stages[i]->reset();
220
221 for (size_t i = 0; i < m_backgroundStages.size(); ++i)
222 m_backgroundStages[i]->reset();
223
224 m_accumulationBuffer.reset();
225 m_inputBuffer.reset();
226 }
227
228 } // namespace WebCore
229
230 #endif // ENABLE(WEB_AUDIO)
231