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/*
* Copyright (C) 2010, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_BASE_AUDIO_CONTEXT_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_BASE_AUDIO_CONTEXT_H_
#include "base/memory/scoped_refptr.h"
#include "third_party/blink/renderer/bindings/core/v8/active_script_wrappable.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise_resolver.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_decode_error_callback.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_decode_success_callback.h"
#include "third_party/blink/renderer/core/dom/events/event_listener.h"
#include "third_party/blink/renderer/core/execution_context/execution_context_lifecycle_state_observer.h"
#include "third_party/blink/renderer/core/typed_arrays/array_buffer_view_helpers.h"
#include "third_party/blink/renderer/core/typed_arrays/dom_typed_array.h"
#include "third_party/blink/renderer/modules/event_target_modules.h"
#include "third_party/blink/renderer/modules/modules_export.h"
#include "third_party/blink/renderer/modules/webaudio/async_audio_decoder.h"
#include "third_party/blink/renderer/modules/webaudio/audio_destination_node.h"
#include "third_party/blink/renderer/modules/webaudio/deferred_task_handler.h"
#include "third_party/blink/renderer/modules/webaudio/iir_filter_node.h"
#include "third_party/blink/renderer/modules/webaudio/inspector_helper_mixin.h"
#include "third_party/blink/renderer/platform/audio/audio_bus.h"
#include "third_party/blink/renderer/platform/audio/audio_callback_metric_reporter.h"
#include "third_party/blink/renderer/platform/audio/audio_io_callback.h"
#include "third_party/blink/renderer/platform/heap/handle.h"
#include "third_party/blink/renderer/platform/wtf/hash_set.h"
#include "third_party/blink/renderer/platform/wtf/threading.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace base {
class SingleThreadTaskRunner;
}
namespace blink {
class AnalyserNode;
class AudioBuffer;
class AudioBufferSourceNode;
class AudioListener;
class AudioWorklet;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConstantSourceNode;
class ConvolverNode;
class DelayNode;
class Document;
class DynamicsCompressorNode;
class ExceptionState;
class GainNode;
class IIRFilterNode;
class OscillatorNode;
class PannerNode;
class PeriodicWave;
class PeriodicWaveConstraints;
class ScriptProcessorNode;
class ScriptPromiseResolver;
class ScriptState;
class SecurityOrigin;
class StereoPannerNode;
class WaveShaperNode;
class WorkerThread;
// BaseAudioContext is the cornerstone of the web audio API and all AudioNodes
// are created from it. For thread safety between the audio thread and the main
// thread, it has a rendering graph locking mechanism.
class MODULES_EXPORT BaseAudioContext
: public EventTargetWithInlineData,
public ActiveScriptWrappable<BaseAudioContext>,
public ExecutionContextLifecycleStateObserver,
public InspectorHelperMixin {
DEFINE_WRAPPERTYPEINFO();
USING_PRE_FINALIZER(BaseAudioContext, Dispose);
public:
// The state of an audio context. On creation, the state is Suspended. The
// state is Running if audio is being processed (audio graph is being pulled
// for data). The state is Closed if the audio context has been closed. The
// valid transitions are from Suspended to either Running or Closed; Running
// to Suspended or Closed. Once Closed, there are no valid transitions.
enum AudioContextState { kSuspended, kRunning, kClosed };
~BaseAudioContext() override;
void Trace(Visitor*) const override;
// Is the destination node initialized and ready to handle audio?
bool IsDestinationInitialized() const {
AudioDestinationNode* dest = destination();
return dest ? dest->GetAudioDestinationHandler().IsInitialized() : false;
}
void Dispose();
// Document notification
void ContextLifecycleStateChanged(mojom::FrameLifecycleState) override;
void ContextDestroyed() override;
bool HasPendingActivity() const override;
// Cannot be called from the audio thread.
AudioDestinationNode* destination() const;
size_t CurrentSampleFrame() const {
return destination_handler_->CurrentSampleFrame();
}
double currentTime() const { return destination_handler_->CurrentTime(); }
float sampleRate() const { return destination_handler_->SampleRate(); }
String state() const;
AudioContextState ContextState() const { return context_state_; }
// Warn user when creating a node on a closed context. The node can't do
// anything useful because the context is closed.
void WarnIfContextClosed(const AudioHandler*) const;
// Warn user when connecting two nodes on a closed context. The connection
// does nothing useful because the context is closed.
void WarnForConnectionIfContextClosed() const;
// Return true if the destination is pulling on the audio graph. Otherwise
// return false.
virtual bool IsPullingAudioGraph() const = 0;
AudioBuffer* createBuffer(uint32_t number_of_channels,
uint32_t number_of_frames,
float sample_rate,
ExceptionState&);
// Asynchronous audio file data decoding.
ScriptPromise decodeAudioData(ScriptState*,
DOMArrayBuffer* audio_data,
V8DecodeSuccessCallback*,
V8DecodeErrorCallback*,
ExceptionState&);
ScriptPromise decodeAudioData(ScriptState*,
DOMArrayBuffer* audio_data,
ExceptionState&);
ScriptPromise decodeAudioData(ScriptState*,
DOMArrayBuffer* audio_data,
V8DecodeSuccessCallback*,
ExceptionState&);
// Handles the promise and callbacks when |decodeAudioData| is finished
// decoding.
void HandleDecodeAudioData(AudioBuffer*,
ScriptPromiseResolver*,
V8DecodeSuccessCallback*,
V8DecodeErrorCallback*);
AudioListener* listener() { return listener_; }
virtual bool HasRealtimeConstraint() = 0;
// The AudioNode create methods are called on the main thread (from
// JavaScript).
AudioBufferSourceNode* createBufferSource(ExceptionState&);
ConstantSourceNode* createConstantSource(ExceptionState&);
GainNode* createGain(ExceptionState&);
BiquadFilterNode* createBiquadFilter(ExceptionState&);
WaveShaperNode* createWaveShaper(ExceptionState&);
DelayNode* createDelay(ExceptionState&);
DelayNode* createDelay(double max_delay_time, ExceptionState&);
PannerNode* createPanner(ExceptionState&);
ConvolverNode* createConvolver(ExceptionState&);
DynamicsCompressorNode* createDynamicsCompressor(ExceptionState&);
AnalyserNode* createAnalyser(ExceptionState&);
ScriptProcessorNode* createScriptProcessor(ExceptionState&);
ScriptProcessorNode* createScriptProcessor(uint32_t buffer_size,
ExceptionState&);
ScriptProcessorNode* createScriptProcessor(uint32_t buffer_size,
uint32_t number_of_input_channels,
ExceptionState&);
ScriptProcessorNode* createScriptProcessor(uint32_t buffer_size,
uint32_t number_of_input_channels,
uint32_t number_of_output_channels,
ExceptionState&);
StereoPannerNode* createStereoPanner(ExceptionState&);
ChannelSplitterNode* createChannelSplitter(ExceptionState&);
ChannelSplitterNode* createChannelSplitter(uint32_t number_of_outputs,
ExceptionState&);
ChannelMergerNode* createChannelMerger(ExceptionState&);
ChannelMergerNode* createChannelMerger(uint32_t number_of_inputs,
ExceptionState&);
OscillatorNode* createOscillator(ExceptionState&);
PeriodicWave* createPeriodicWave(const Vector<float>& real,
const Vector<float>& imag,
ExceptionState&);
PeriodicWave* createPeriodicWave(const Vector<float>& real,
const Vector<float>& imag,
const PeriodicWaveConstraints*,
ExceptionState&);
// IIRFilter
IIRFilterNode* createIIRFilter(Vector<double> feedforward_coef,
Vector<double> feedback_coef,
ExceptionState&);
// When a source node has started processing and needs to be protected,
// this method tells the context to protect the node.
//
// The context itself keeps a reference to all source nodes. The source
// nodes, then reference all nodes they're connected to. In turn, these
// nodes reference all nodes they're connected to. All nodes are ultimately
// connected to the AudioDestinationNode. When the context release a source
// node, it will be deactivated from the rendering graph along with all
// other nodes it is uniquely connected to.
void NotifySourceNodeStartedProcessing(AudioNode*);
// When a source node has no more processing to do (has finished playing),
// this method tells the context to release the corresponding node.
void NotifySourceNodeFinishedProcessing(AudioHandler*);
// Called at the start of each render quantum.
//
// For an AudioContext:
// - |output_position| must be a valid pointer to an AudioIOPosition
// - The return value is ignored.
//
// For an OfflineAudioContext, we have the following conditions:
// - |output_position| must be nullptr because there is no defined
// AudioIOPosition.
// - The return value indicates whether the context needs to be suspended or
// not after rendering.
virtual bool HandlePreRenderTasks(const AudioIOPosition* output_position,
const AudioCallbackMetric* metric) = 0;
// Called at the end of each render quantum.
virtual void HandlePostRenderTasks() = 0;
DeferredTaskHandler& GetDeferredTaskHandler() const {
return *deferred_task_handler_;
}
//
// Thread Safety and Graph Locking:
//
// The following functions call corresponding functions of
// DeferredTaskHandler.
bool IsAudioThread() const {
return GetDeferredTaskHandler().IsAudioThread();
}
void lock() { GetDeferredTaskHandler().lock(); }
bool TryLock() { return GetDeferredTaskHandler().TryLock(); }
void unlock() { GetDeferredTaskHandler().unlock(); }
// In DCHECK builds, fails if this thread does not own the context's lock.
void AssertGraphOwner() const { GetDeferredTaskHandler().AssertGraphOwner(); }
using GraphAutoLocker = DeferredTaskHandler::GraphAutoLocker;
// Returns the maximum numuber of channels we can support.
static uint32_t MaxNumberOfChannels() { return kMaxNumberOfChannels; }
// EventTarget
const AtomicString& InterfaceName() const final;
ExecutionContext* GetExecutionContext() const final;
DEFINE_ATTRIBUTE_EVENT_LISTENER(statechange, kStatechange)
virtual void StartRendering();
void NotifyStateChange();
// A context is considered closed if:
// - closeContext() has been called.
// - it has been stopped by its execution context.
virtual bool IsContextClosed() const { return is_cleared_; }
// Get the security origin for this audio context.
const SecurityOrigin* GetSecurityOrigin() const;
// Get the PeriodicWave for the specified oscillator type. The table is
// initialized internally if necessary.
PeriodicWave* GetPeriodicWave(int type);
// Called by handlers of AudioScheduledSourceNode and AudioBufferSourceNode to
// notify their associated AudioContext when start() is called.
virtual void NotifySourceNodeStart() = 0;
// AudioWorklet IDL
AudioWorklet* audioWorklet() const;
// Callback from AudioWorklet, invoked when the associated
// AudioWorkletGlobalScope is created and the worklet operation is ready after
// the first script evaluation.
void NotifyWorkletIsReady();
// Update the information in AudioWorkletGlobalScope synchronously on the
// worklet rendering thread. Must be called from the rendering thread.
// Does nothing when the worklet global scope does not exist.
void UpdateWorkletGlobalScopeOnRenderingThread();
// Returns -1 if the destination node is unavailable or any other condition
// occurs preventing us from determining the count.
int32_t MaxChannelCount();
// Returns the platform-specific callback buffer size for Devtools.
// Returns -1 if the destination node is unavailable or any other condition
// occurs preventing us from determining the count.
int32_t CallbackBufferSize();
// InspectorHelperMixin
void ReportDidCreate() final;
void ReportWillBeDestroyed() final;
// TODO(crbug.com/1055983): Remove this when the execution context validity
// check is not required in the AudioNode factory methods. Returns false
// if the execution context does not exist.
bool CheckExecutionContextAndThrowIfNecessary(ExceptionState&);
protected:
enum ContextType { kRealtimeContext, kOfflineContext };
explicit BaseAudioContext(Document*, enum ContextType);
void Initialize();
virtual void Uninitialize();
void SetContextState(AudioContextState);
// Tries to handle AudioBufferSourceNodes that were started but became
// disconnected or was never connected. Because these never get pulled
// anymore, they will stay around forever. So if we can, try to stop them so
// they can be collected.
void HandleStoppableSourceNodes();
Member<AudioDestinationNode> destination_node_;
// FIXME(dominicc): Move m_resumeResolvers to AudioContext, because only
// it creates these Promises.
// Vector of promises created by resume(). It takes time to handle them, so we
// collect all of the promises here until they can be resolved or rejected.
HeapVector<Member<ScriptPromiseResolver>> resume_resolvers_;
void RejectPendingDecodeAudioDataResolvers();
// When the context goes away, reject any pending script promise resolvers.
virtual void RejectPendingResolvers();
// Returns the Document wich wich the instance is associated.
Document* GetDocument() const;
// The audio thread relies on the main thread to perform some operations
// over the objects that it owns and controls; |ScheduleMainThreadCleanup()|
// posts the task to initiate those.
void ScheduleMainThreadCleanup();
// Handles promise resolving, stopping and finishing up of audio source nodes
// etc. Actions that should happen, but can happen asynchronously to the
// audio thread making rendering progress.
void PerformCleanupOnMainThread();
// True if we're in the process of resolving promises for resume(). Resolving
// can take some time and the audio context process loop is very fast, so we
// don't want to call resolve an excessive number of times.
bool is_resolving_resume_promises_;
scoped_refptr<base::SingleThreadTaskRunner> task_runner_;
private:
bool is_cleared_;
void Clear();
// When the context goes away, there might still be some sources which
// haven't finished playing. Make sure to release them here.
void ReleaseActiveSourceNodes();
// Listener for the PannerNodes
Member<AudioListener> listener_;
// Set to |true| by the audio thread when it posts a main-thread task to
// perform delayed state sync'ing updates that needs to be done on the main
// thread. Cleared by the main thread task once it has run.
bool has_posted_cleanup_task_;
// Graph locking.
scoped_refptr<DeferredTaskHandler> deferred_task_handler_;
// The state of the BaseAudioContext.
AudioContextState context_state_;
AsyncAudioDecoder audio_decoder_;
// Vector of promises created by decodeAudioData. This keeps the resolvers
// alive until decodeAudioData finishes decoding and can tell the main thread
// to resolve them.
HeapHashSet<Member<ScriptPromiseResolver>> decode_audio_resolvers_;
// PeriodicWave's for the builtin oscillator types. These only depend on the
// sample rate. so they can be shared with all OscillatorNodes in the context.
// To conserve memory, these are lazily initialized on first use.
Member<PeriodicWave> periodic_wave_sine_;
Member<PeriodicWave> periodic_wave_square_;
Member<PeriodicWave> periodic_wave_sawtooth_;
Member<PeriodicWave> periodic_wave_triangle_;
// This is considering 32 is large enough for multiple channels audio.
// It is somewhat arbitrary and could be increased if necessary.
enum { kMaxNumberOfChannels = 32 };
// The handler associated with the above |destination_node_|.
scoped_refptr<AudioDestinationHandler> destination_handler_;
Member<AudioWorklet> audio_worklet_;
// In order to update some information (e.g. current frame) in
// AudioWorkletGlobalScope *synchronously*, the context needs to keep the
// reference to the WorkerThread associated with the AudioWorkletGlobalScope.
// This cannot be nullptr once it is assigned from AudioWorkletThread until
// the BaseAudioContext goes away.
WorkerThread* audio_worklet_thread_ = nullptr;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_BASE_AUDIO_CONTEXT_H_