haikuwebkit/Source/WebCore/Modules/webaudio/BaseAudioContext.h

370 lines
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C++

/*
* Copyright (C) 2010 Google Inc. All rights reserved.
* Copyright (C) 2016-2021 Apple 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.
*/
#pragma once
#if ENABLE(WEB_AUDIO)
#include "ActiveDOMObject.h"
#include "AudioContextState.h"
#include "AudioDestinationNode.h"
#include "AudioIOCallback.h"
#include "EventTarget.h"
#include "JSDOMPromiseDeferred.h"
#include "OscillatorType.h"
#include "PeriodicWaveConstraints.h"
#include <atomic>
#include <wtf/Forward.h>
#include <wtf/LoggerHelper.h>
#include <wtf/MainThread.h>
#include <wtf/RecursiveLockAdapter.h>
#include <wtf/ThreadSafeRefCounted.h>
#include <wtf/Threading.h>
namespace WebCore {
class AnalyserNode;
class AsyncAudioDecoder;
class AudioBuffer;
class AudioBufferCallback;
class AudioBufferSourceNode;
class AudioListener;
class AudioNodeOutput;
class AudioSummingJunction;
class AudioWorklet;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConstantSourceNode;
class ConvolverNode;
class DelayNode;
class Document;
class DynamicsCompressorNode;
class GainNode;
class IIRFilterNode;
class MediaElementAudioSourceNode;
class OscillatorNode;
class PannerNode;
class PeriodicWave;
class ScriptProcessorNode;
class SecurityOrigin;
class StereoPannerNode;
class WaveShaperNode;
struct AudioIOPosition;
struct AudioParamDescriptor;
template<typename IDLType> class DOMPromiseDeferred;
// AudioContext 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 BaseAudioContext
: public ActiveDOMObject
, public ThreadSafeRefCounted<BaseAudioContext>
, public EventTargetWithInlineData
#if !RELEASE_LOG_DISABLED
, public LoggerHelper
#endif
{
WTF_MAKE_ISO_ALLOCATED(BaseAudioContext);
public:
virtual ~BaseAudioContext();
// Reconcile ref/deref which are defined both in ThreadSafeRefCounted and EventTarget.
using ThreadSafeRefCounted::ref;
using ThreadSafeRefCounted::deref;
// This is used for lifetime testing.
WEBCORE_EXPORT static bool isContextAlive(uint64_t contextID);
uint64_t contextID() const { return m_contextID; }
Document* document() const;
bool isInitialized() const { return m_isInitialized; }
virtual bool isOfflineContext() const = 0;
virtual AudioDestinationNode& destination() = 0;
virtual const AudioDestinationNode& destination() const = 0;
size_t currentSampleFrame() const { return destination().currentSampleFrame(); }
double currentTime() const { return destination().currentTime(); }
float sampleRate() const { return destination().sampleRate(); }
// Asynchronous audio file data decoding.
void decodeAudioData(Ref<ArrayBuffer>&&, RefPtr<AudioBufferCallback>&&, RefPtr<AudioBufferCallback>&&, std::optional<Ref<DeferredPromise>>&& = std::nullopt);
AudioListener& listener() { return m_listener; }
using State = AudioContextState;
State state() const { return m_state; }
bool isClosed() const { return m_state == State::Closed; }
AudioWorklet& audioWorklet() { return m_worklet.get(); }
bool wouldTaintOrigin(const URL&) const;
// The AudioNode create methods are called on the main thread (from JavaScript).
ExceptionOr<Ref<AudioBufferSourceNode>> createBufferSource();
ExceptionOr<Ref<GainNode>> createGain();
ExceptionOr<Ref<BiquadFilterNode>> createBiquadFilter();
ExceptionOr<Ref<WaveShaperNode>> createWaveShaper();
ExceptionOr<Ref<DelayNode>> createDelay(double maxDelayTime);
ExceptionOr<Ref<PannerNode>> createPanner();
ExceptionOr<Ref<ConvolverNode>> createConvolver();
ExceptionOr<Ref<DynamicsCompressorNode>> createDynamicsCompressor();
ExceptionOr<Ref<AnalyserNode>> createAnalyser();
ExceptionOr<Ref<ScriptProcessorNode>> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels);
ExceptionOr<Ref<ChannelSplitterNode>> createChannelSplitter(size_t numberOfOutputs);
ExceptionOr<Ref<ChannelMergerNode>> createChannelMerger(size_t numberOfInputs);
ExceptionOr<Ref<OscillatorNode>> createOscillator();
ExceptionOr<Ref<PeriodicWave>> createPeriodicWave(Vector<float>&& real, Vector<float>&& imaginary, const PeriodicWaveConstraints& = { });
ExceptionOr<Ref<ConstantSourceNode>> createConstantSource();
ExceptionOr<Ref<StereoPannerNode>> createStereoPanner();
ExceptionOr<Ref<IIRFilterNode>> createIIRFilter(ScriptExecutionContext&, Vector<double>&& feedforward, Vector<double>&& feedback);
ExceptionOr<Ref<AudioBuffer>> createBuffer(unsigned numberOfChannels, unsigned length, float sampleRate);
// Called at the start of each render quantum.
void handlePreRenderTasks(const AudioIOPosition& outputPosition);
AudioIOPosition outputPosition();
// Called at the end of each render quantum.
void handlePostRenderTasks();
// We schedule deletion of all marked nodes at the end of each realtime render quantum.
void markForDeletion(AudioNode&);
void deleteMarkedNodes();
void addTailProcessingNode(AudioNode&);
void removeTailProcessingNode(AudioNode&);
// AudioContext can pull node(s) at the end of each render quantum even when they are not connected to any downstream nodes.
// These two methods are called by the nodes who want to add/remove themselves into/from the automatic pull lists.
void addAutomaticPullNode(AudioNode&);
void removeAutomaticPullNode(AudioNode&);
// Called right before handlePostRenderTasks() to handle nodes which need to be pulled even when they are not connected to anything.
void processAutomaticPullNodes(size_t framesToProcess);
//
// Thread Safety and Graph Locking:
//
void setAudioThread(Thread& thread) { m_audioThread = &thread; } // FIXME: check either not initialized or the same
bool isAudioThread() const { return m_audioThread == &Thread::current(); }
// Returns true only after the audio thread has been started and then shutdown.
bool isAudioThreadFinished() const { return m_isAudioThreadFinished; }
RecursiveLock& graphLock() { return m_graphLock; }
// Returns true if this thread owns the context's lock.
bool isGraphOwner() const { return m_graphLock.isOwner(); }
// This is considering 32 is large enough for multiple channels audio.
// It is somewhat arbitrary and could be increased if necessary.
static constexpr unsigned maxNumberOfChannels = 32;
// In AudioNode::decrementConnectionCount() a tryLock() is used for calling decrementConnectionCountWithLock(), but if it fails keep track here.
void addDeferredDecrementConnectionCount(AudioNode*);
// Only accessed when the graph lock is held.
void markSummingJunctionDirty(AudioSummingJunction*);
void markAudioNodeOutputDirty(AudioNodeOutput*);
// Must be called on main thread.
void removeMarkedSummingJunction(AudioSummingJunction*);
// EventTarget
ScriptExecutionContext* scriptExecutionContext() const final;
virtual void sourceNodeWillBeginPlayback(AudioNode&);
// When a source node has no more processing to do (has finished playing), then it tells the context to dereference it.
void sourceNodeDidFinishPlayback(AudioNode&);
#if !RELEASE_LOG_DISABLED
const Logger& logger() const override { return m_logger.get(); }
const void* logIdentifier() const final { return m_logIdentifier; }
WTFLogChannel& logChannel() const final;
const void* nextAudioNodeLogIdentifier() { return childLogIdentifier(m_logIdentifier, ++m_nextAudioNodeIdentifier); }
const void* nextAudioParameterLogIdentifier() { return childLogIdentifier(m_logIdentifier, ++m_nextAudioParameterIdentifier); }
#endif
void postTask(Function<void()>&&);
bool isStopped() const { return m_isStopScheduled; }
const SecurityOrigin* origin() const;
void addConsoleMessage(MessageSource, MessageLevel, const String& message);
virtual void lazyInitialize();
static bool isSupportedSampleRate(float sampleRate);
PeriodicWave& periodicWave(OscillatorType);
void addAudioParamDescriptors(const String& processorName, Vector<AudioParamDescriptor>&&);
const HashMap<String, Vector<AudioParamDescriptor>>& parameterDescriptorMap() const { return m_parameterDescriptorMap; }
protected:
explicit BaseAudioContext(Document&);
virtual void uninitialize();
#if !RELEASE_LOG_DISABLED
const char* logClassName() const final { return "BaseAudioContext"; }
#endif
void addReaction(State, DOMPromiseDeferred<void>&&);
void setState(State);
void clear();
private:
void scheduleNodeDeletion();
void workletIsReady();
// Called periodically at the end of each render quantum to dereference finished source nodes.
void derefFinishedSourceNodes();
// In the audio thread at the start of each render cycle, we'll call handleDeferredDecrementConnectionCounts().
void handleDeferredDecrementConnectionCounts();
// EventTarget
EventTargetInterface eventTargetInterface() const final;
void refEventTarget() override { ref(); }
void derefEventTarget() override { deref(); }
// ActiveDOMObject API.
void stop() override;
// When the context goes away, there might still be some sources which haven't finished playing.
// Make sure to dereference them here.
void derefUnfinishedSourceNodes();
void handleDirtyAudioSummingJunctions();
void handleDirtyAudioNodeOutputs();
void updateAutomaticPullNodes();
void updateTailProcessingNodes();
void finishTailProcessing();
void disableOutputsForFinishedTailProcessingNodes();
#if !RELEASE_LOG_DISABLED
Ref<Logger> m_logger;
const void* m_logIdentifier;
uint64_t m_nextAudioNodeIdentifier { 0 };
uint64_t m_nextAudioParameterIdentifier { 0 };
#endif
uint64_t m_contextID;
Ref<AudioWorklet> m_worklet;
// Either accessed when the graph lock is held, or on the main thread when the audio thread has finished.
Vector<AudioConnectionRefPtr<AudioNode>> m_referencedSourceNodes;
// Accumulate nodes which need to be deleted here.
// This is copied to m_nodesToDelete at the end of a render cycle in handlePostRenderTasks(), where we're assured of a stable graph
// state which will have no references to any of the nodes in m_nodesToDelete once the context lock is released
// (when handlePostRenderTasks() has completed).
Vector<AudioNode*> m_nodesMarkedForDeletion;
class TailProcessingNode {
public:
TailProcessingNode(AudioNode& node)
: m_node(&node)
{
ASSERT(!node.isTailProcessing());
node.setIsTailProcessing(true);
}
TailProcessingNode(TailProcessingNode&& other)
: m_node(std::exchange(other.m_node, nullptr))
{ }
~TailProcessingNode()
{
if (m_node)
m_node->setIsTailProcessing(false);
}
TailProcessingNode& operator=(const TailProcessingNode&) = delete;
TailProcessingNode& operator=(TailProcessingNode&&) = delete;
AudioNode* operator->() const { return m_node.get(); }
bool operator==(const TailProcessingNode& other) const { return m_node == other.m_node; }
bool operator==(const AudioNode& node) const { return m_node == &node; }
private:
RefPtr<AudioNode> m_node;
};
// Nodes that are currently processing their tail.
Vector<TailProcessingNode> m_tailProcessingNodes;
// Nodes that have finished processing their tail and waiting for their outputs to get disabled on the main thread.
Vector<TailProcessingNode> m_finishedTailProcessingNodes;
// They will be scheduled for deletion (on the main thread) at the end of a render cycle (in realtime thread).
Vector<AudioNode*> m_nodesToDelete;
// Only accessed when the graph lock is held.
HashSet<AudioSummingJunction*> m_dirtySummingJunctions;
HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs;
// For the sake of thread safety, we maintain a seperate Vector of automatic pull nodes for rendering in m_renderingAutomaticPullNodes.
// It will be copied from m_automaticPullNodes by updateAutomaticPullNodes() at the very start or end of the rendering quantum.
HashSet<AudioNode*> m_automaticPullNodes;
Vector<AudioNode*> m_renderingAutomaticPullNodes;
// Only accessed in the audio thread.
Vector<AudioNode*> m_deferredBreakConnectionList;
Vector<Vector<DOMPromiseDeferred<void>>> m_stateReactions;
Ref<AudioListener> m_listener;
std::atomic<Thread*> m_audioThread;
RecursiveLock m_graphLock;
std::unique_ptr<AsyncAudioDecoder> m_audioDecoder;
AudioIOPosition m_outputPosition;
HashMap<String, Vector<AudioParamDescriptor>> m_parameterDescriptorMap;
// These are cached per audio context for performance reasons. They cannot be
// static because they rely on the sample rate.
RefPtr<PeriodicWave> m_cachedPeriodicWaveSine;
RefPtr<PeriodicWave> m_cachedPeriodicWaveSquare;
RefPtr<PeriodicWave> m_cachedPeriodicWaveSawtooth;
RefPtr<PeriodicWave> m_cachedPeriodicWaveTriangle;
State m_state { State::Suspended };
bool m_isDeletionScheduled { false };
bool m_disableOutputsForTailProcessingScheduled { false };
bool m_isStopScheduled { false };
bool m_isInitialized { false };
bool m_isAudioThreadFinished { false };
bool m_automaticPullNodesNeedUpdating { false };
bool m_hasFinishedAudioSourceNodes { false };
};
} // WebCore
#endif // ENABLE(WEB_AUDIO)