gecko-dev/dom/media/webaudio/AudioContext.h

360 строки
11 KiB
C
Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef AudioContext_h_
#define AudioContext_h_
#include "mozilla/dom/AudioChannelBinding.h"
#include "MediaBufferDecoder.h"
#include "mozilla/Attributes.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/dom/TypedArray.h"
#include "nsAutoPtr.h"
#include "nsCOMPtr.h"
#include "nsCycleCollectionParticipant.h"
#include "nsHashKeys.h"
#include "nsTHashtable.h"
#include "js/TypeDecls.h"
#include "nsIMemoryReporter.h"
// X11 has a #define for CurrentTime. Unbelievable :-(.
Bug 946065 - Part 10: Move content/media/ to dom/. r=peterv --HG-- rename : content/media/AbstractMediaDecoder.h => dom/media/AbstractMediaDecoder.h rename : content/media/AudioBufferUtils.h => dom/media/AudioBufferUtils.h rename : content/media/AudioChannelFormat.cpp => dom/media/AudioChannelFormat.cpp rename : content/media/AudioChannelFormat.h => dom/media/AudioChannelFormat.h rename : content/media/AudioCompactor.cpp => dom/media/AudioCompactor.cpp rename : content/media/AudioCompactor.h => dom/media/AudioCompactor.h rename : content/media/AudioMixer.h => dom/media/AudioMixer.h rename : content/media/AudioSampleFormat.h => dom/media/AudioSampleFormat.h rename : content/media/AudioSegment.cpp => dom/media/AudioSegment.cpp rename : content/media/AudioSegment.h => dom/media/AudioSegment.h rename : content/media/AudioSink.cpp => dom/media/AudioSink.cpp rename : content/media/AudioSink.h => dom/media/AudioSink.h rename : content/media/AudioStream.cpp => dom/media/AudioStream.cpp rename : content/media/AudioStream.h => dom/media/AudioStream.h rename : content/media/AudioStreamTrack.cpp => dom/media/AudioStreamTrack.cpp rename : content/media/AudioStreamTrack.h => dom/media/AudioStreamTrack.h rename : content/media/AudioTrack.cpp => dom/media/AudioTrack.cpp rename : content/media/AudioTrack.h => dom/media/AudioTrack.h rename : content/media/AudioTrackList.cpp => dom/media/AudioTrackList.cpp rename : content/media/AudioTrackList.h => dom/media/AudioTrackList.h rename : content/media/BufferMediaResource.h => dom/media/BufferMediaResource.h rename : content/media/CubebUtils.cpp => dom/media/CubebUtils.cpp rename : content/media/CubebUtils.h => dom/media/CubebUtils.h rename : content/media/DOMMediaStream.cpp => dom/media/DOMMediaStream.cpp rename : content/media/DOMMediaStream.h => dom/media/DOMMediaStream.h rename : content/media/DecoderTraits.cpp => dom/media/DecoderTraits.cpp rename : content/media/DecoderTraits.h => dom/media/DecoderTraits.h rename : content/media/EncodedBufferCache.cpp => dom/media/EncodedBufferCache.cpp rename : content/media/EncodedBufferCache.h => dom/media/EncodedBufferCache.h rename : content/media/FileBlockCache.cpp => dom/media/FileBlockCache.cpp rename : content/media/FileBlockCache.h => dom/media/FileBlockCache.h rename : content/media/GraphDriver.cpp => dom/media/GraphDriver.cpp rename : content/media/GraphDriver.h => dom/media/GraphDriver.h rename : content/media/Latency.cpp => dom/media/Latency.cpp rename : content/media/Latency.h => dom/media/Latency.h rename : content/media/MP3FrameParser.cpp => dom/media/MP3FrameParser.cpp rename : content/media/MP3FrameParser.h => dom/media/MP3FrameParser.h rename : content/media/MediaCache.cpp => dom/media/MediaCache.cpp rename : content/media/MediaCache.h => dom/media/MediaCache.h rename : content/media/MediaData.cpp => dom/media/MediaData.cpp rename : content/media/MediaData.h => dom/media/MediaData.h rename : content/media/MediaDataDecodedListener.h => dom/media/MediaDataDecodedListener.h rename : content/media/MediaDecoder.cpp => dom/media/MediaDecoder.cpp rename : content/media/MediaDecoder.h => dom/media/MediaDecoder.h rename : content/media/MediaDecoderOwner.h => dom/media/MediaDecoderOwner.h rename : content/media/MediaDecoderReader.cpp => dom/media/MediaDecoderReader.cpp rename : content/media/MediaDecoderReader.h => dom/media/MediaDecoderReader.h rename : content/media/MediaDecoderStateMachine.cpp => dom/media/MediaDecoderStateMachine.cpp rename : content/media/MediaDecoderStateMachine.h => dom/media/MediaDecoderStateMachine.h rename : content/media/MediaDecoderStateMachineScheduler.cpp => dom/media/MediaDecoderStateMachineScheduler.cpp rename : content/media/MediaDecoderStateMachineScheduler.h => dom/media/MediaDecoderStateMachineScheduler.h rename : content/media/MediaInfo.h => dom/media/MediaInfo.h rename : content/media/MediaMetadataManager.h => dom/media/MediaMetadataManager.h rename : content/media/MediaQueue.h => dom/media/MediaQueue.h rename : content/media/MediaRecorder.cpp => dom/media/MediaRecorder.cpp rename : content/media/MediaRecorder.h => dom/media/MediaRecorder.h rename : content/media/MediaResource.cpp => dom/media/MediaResource.cpp rename : content/media/MediaResource.h => dom/media/MediaResource.h rename : content/media/MediaSegment.h => dom/media/MediaSegment.h rename : content/media/MediaShutdownManager.cpp => dom/media/MediaShutdownManager.cpp rename : content/media/MediaShutdownManager.h => dom/media/MediaShutdownManager.h rename : content/media/MediaStreamGraph.cpp => dom/media/MediaStreamGraph.cpp rename : content/media/MediaStreamGraph.h => dom/media/MediaStreamGraph.h rename : content/media/MediaStreamGraphImpl.h => dom/media/MediaStreamGraphImpl.h rename : content/media/MediaStreamTrack.cpp => dom/media/MediaStreamTrack.cpp rename : content/media/MediaStreamTrack.h => dom/media/MediaStreamTrack.h rename : content/media/MediaTaskQueue.cpp => dom/media/MediaTaskQueue.cpp rename : content/media/MediaTaskQueue.h => dom/media/MediaTaskQueue.h rename : content/media/MediaTrack.cpp => dom/media/MediaTrack.cpp rename : content/media/MediaTrack.h => dom/media/MediaTrack.h rename : content/media/MediaTrackList.cpp => dom/media/MediaTrackList.cpp rename : content/media/MediaTrackList.h => dom/media/MediaTrackList.h rename : content/media/RtspMediaResource.cpp => dom/media/RtspMediaResource.cpp rename : content/media/RtspMediaResource.h => dom/media/RtspMediaResource.h rename : content/media/SharedBuffer.h => dom/media/SharedBuffer.h rename : content/media/SharedThreadPool.cpp => dom/media/SharedThreadPool.cpp rename : content/media/SharedThreadPool.h => dom/media/SharedThreadPool.h rename : content/media/StreamBuffer.cpp => dom/media/StreamBuffer.cpp rename : content/media/StreamBuffer.h => dom/media/StreamBuffer.h rename : content/media/TextTrack.cpp => dom/media/TextTrack.cpp rename : content/media/TextTrack.h => dom/media/TextTrack.h rename : content/media/TextTrackCue.cpp => dom/media/TextTrackCue.cpp rename : content/media/TextTrackCue.h => dom/media/TextTrackCue.h rename : content/media/TextTrackCueList.cpp => dom/media/TextTrackCueList.cpp rename : content/media/TextTrackCueList.h => dom/media/TextTrackCueList.h rename : content/media/TextTrackList.cpp => dom/media/TextTrackList.cpp rename : content/media/TextTrackList.h => dom/media/TextTrackList.h rename : content/media/TextTrackRegion.cpp => dom/media/TextTrackRegion.cpp rename : content/media/TextTrackRegion.h => dom/media/TextTrackRegion.h rename : content/media/ThreadPoolCOMListener.cpp => dom/media/ThreadPoolCOMListener.cpp rename : content/media/ThreadPoolCOMListener.h => dom/media/ThreadPoolCOMListener.h rename : content/media/TimeVarying.h => dom/media/TimeVarying.h rename : content/media/TrackUnionStream.cpp => dom/media/TrackUnionStream.cpp rename : content/media/TrackUnionStream.h => dom/media/TrackUnionStream.h rename : content/media/VideoFrameContainer.cpp => dom/media/VideoFrameContainer.cpp rename : content/media/VideoFrameContainer.h => dom/media/VideoFrameContainer.h rename : content/media/VideoPlaybackQuality.cpp => dom/media/VideoPlaybackQuality.cpp rename : content/media/VideoPlaybackQuality.h => dom/media/VideoPlaybackQuality.h rename : content/media/VideoSegment.cpp => dom/media/VideoSegment.cpp rename : content/media/VideoSegment.h => dom/media/VideoSegment.h rename : content/media/VideoStreamTrack.cpp => dom/media/VideoStreamTrack.cpp rename : content/media/VideoStreamTrack.h => dom/media/VideoStreamTrack.h rename : content/media/VideoTrack.cpp => dom/media/VideoTrack.cpp rename : content/media/VideoTrack.h => dom/media/VideoTrack.h rename : content/media/VideoTrackList.cpp => dom/media/VideoTrackList.cpp rename : content/media/VideoTrackList.h => dom/media/VideoTrackList.h rename : content/media/VideoUtils.cpp => dom/media/VideoUtils.cpp rename : content/media/VideoUtils.h => dom/media/VideoUtils.h rename : content/media/VorbisUtils.h => dom/media/VorbisUtils.h rename : content/media/WebVTTListener.cpp => dom/media/WebVTTListener.cpp rename : content/media/WebVTTListener.h => dom/media/WebVTTListener.h rename : content/media/android/AndroidMediaDecoder.cpp => dom/media/android/AndroidMediaDecoder.cpp rename : content/media/android/AndroidMediaDecoder.h => dom/media/android/AndroidMediaDecoder.h rename : content/media/android/AndroidMediaPluginHost.cpp => dom/media/android/AndroidMediaPluginHost.cpp rename : content/media/android/AndroidMediaPluginHost.h => dom/media/android/AndroidMediaPluginHost.h rename : content/media/android/AndroidMediaReader.cpp => dom/media/android/AndroidMediaReader.cpp rename : content/media/android/AndroidMediaReader.h => dom/media/android/AndroidMediaReader.h rename : content/media/android/AndroidMediaResourceServer.cpp => dom/media/android/AndroidMediaResourceServer.cpp rename : content/media/android/AndroidMediaResourceServer.h => dom/media/android/AndroidMediaResourceServer.h rename : content/media/android/MPAPI.h => dom/media/android/MPAPI.h rename : content/media/android/moz.build => dom/media/android/moz.build rename : content/media/apple/AppleDecoder.cpp => dom/media/apple/AppleDecoder.cpp rename : content/media/apple/AppleDecoder.h => dom/media/apple/AppleDecoder.h rename : content/media/apple/AppleMP3Reader.cpp => dom/media/apple/AppleMP3Reader.cpp rename : content/media/apple/AppleMP3Reader.h => dom/media/apple/AppleMP3Reader.h rename : content/media/apple/moz.build => dom/media/apple/moz.build rename : content/media/compiledtest/TestAudioBuffers.cpp => dom/media/compiledtest/TestAudioBuffers.cpp rename : content/media/compiledtest/TestAudioMixer.cpp => dom/media/compiledtest/TestAudioMixer.cpp rename : content/media/compiledtest/moz.build => dom/media/compiledtest/moz.build rename : content/media/directshow/AudioSinkFilter.cpp => dom/media/directshow/AudioSinkFilter.cpp rename : content/media/directshow/AudioSinkFilter.h => dom/media/directshow/AudioSinkFilter.h rename : content/media/directshow/AudioSinkInputPin.cpp => dom/media/directshow/AudioSinkInputPin.cpp rename : content/media/directshow/AudioSinkInputPin.h => dom/media/directshow/AudioSinkInputPin.h rename : content/media/directshow/DirectShowDecoder.cpp => dom/media/directshow/DirectShowDecoder.cpp rename : content/media/directshow/DirectShowDecoder.h => dom/media/directshow/DirectShowDecoder.h rename : content/media/directshow/DirectShowReader.cpp => dom/media/directshow/DirectShowReader.cpp rename : content/media/directshow/DirectShowReader.h => dom/media/directshow/DirectShowReader.h rename : content/media/directshow/DirectShowUtils.cpp => dom/media/directshow/DirectShowUtils.cpp rename : content/media/directshow/DirectShowUtils.h => dom/media/directshow/DirectShowUtils.h rename : content/media/directshow/SampleSink.cpp => dom/media/directshow/SampleSink.cpp rename : content/media/directshow/SampleSink.h => dom/media/directshow/SampleSink.h rename : content/media/directshow/SourceFilter.cpp => dom/media/directshow/SourceFilter.cpp rename : content/media/directshow/SourceFilter.h => dom/media/directshow/SourceFilter.h rename : content/media/directshow/moz.build => dom/media/directshow/moz.build rename : content/media/eme/CDMCallbackProxy.cpp => dom/media/eme/CDMCallbackProxy.cpp rename : content/media/eme/CDMCallbackProxy.h => dom/media/eme/CDMCallbackProxy.h rename : content/media/eme/CDMCaps.cpp => dom/media/eme/CDMCaps.cpp rename : content/media/eme/CDMCaps.h => dom/media/eme/CDMCaps.h rename : content/media/eme/CDMProxy.cpp => dom/media/eme/CDMProxy.cpp rename : content/media/eme/CDMProxy.h => dom/media/eme/CDMProxy.h rename : content/media/eme/EMELog.cpp => dom/media/eme/EMELog.cpp rename : content/media/eme/EMELog.h => dom/media/eme/EMELog.h rename : content/media/eme/MediaEncryptedEvent.cpp => dom/media/eme/MediaEncryptedEvent.cpp rename : content/media/eme/MediaEncryptedEvent.h => dom/media/eme/MediaEncryptedEvent.h rename : content/media/eme/MediaKeyError.cpp => dom/media/eme/MediaKeyError.cpp rename : content/media/eme/MediaKeyError.h => dom/media/eme/MediaKeyError.h rename : content/media/eme/MediaKeyMessageEvent.cpp => dom/media/eme/MediaKeyMessageEvent.cpp rename : content/media/eme/MediaKeyMessageEvent.h => dom/media/eme/MediaKeyMessageEvent.h rename : content/media/eme/MediaKeySession.cpp => dom/media/eme/MediaKeySession.cpp rename : content/media/eme/MediaKeySession.h => dom/media/eme/MediaKeySession.h rename : content/media/eme/MediaKeys.cpp => dom/media/eme/MediaKeys.cpp rename : content/media/eme/MediaKeys.h => dom/media/eme/MediaKeys.h rename : content/media/eme/moz.build => dom/media/eme/moz.build rename : content/media/encoder/ContainerWriter.h => dom/media/encoder/ContainerWriter.h rename : content/media/encoder/EncodedFrameContainer.h => dom/media/encoder/EncodedFrameContainer.h rename : content/media/encoder/MediaEncoder.cpp => dom/media/encoder/MediaEncoder.cpp rename : content/media/encoder/MediaEncoder.h => dom/media/encoder/MediaEncoder.h rename : content/media/encoder/OmxTrackEncoder.cpp => dom/media/encoder/OmxTrackEncoder.cpp rename : content/media/encoder/OmxTrackEncoder.h => dom/media/encoder/OmxTrackEncoder.h rename : content/media/encoder/OpusTrackEncoder.cpp => dom/media/encoder/OpusTrackEncoder.cpp rename : content/media/encoder/OpusTrackEncoder.h => dom/media/encoder/OpusTrackEncoder.h rename : content/media/encoder/TrackEncoder.cpp => dom/media/encoder/TrackEncoder.cpp rename : content/media/encoder/TrackEncoder.h => dom/media/encoder/TrackEncoder.h rename : content/media/encoder/TrackMetadataBase.h => dom/media/encoder/TrackMetadataBase.h rename : content/media/encoder/VP8TrackEncoder.cpp => dom/media/encoder/VP8TrackEncoder.cpp rename : content/media/encoder/VP8TrackEncoder.h => dom/media/encoder/VP8TrackEncoder.h rename : content/media/encoder/VorbisTrackEncoder.cpp => dom/media/encoder/VorbisTrackEncoder.cpp rename : content/media/encoder/VorbisTrackEncoder.h => dom/media/encoder/VorbisTrackEncoder.h rename : content/media/encoder/fmp4_muxer/AMRBox.cpp => dom/media/encoder/fmp4_muxer/AMRBox.cpp rename : content/media/encoder/fmp4_muxer/AMRBox.h => dom/media/encoder/fmp4_muxer/AMRBox.h rename : content/media/encoder/fmp4_muxer/AVCBox.cpp => dom/media/encoder/fmp4_muxer/AVCBox.cpp rename : content/media/encoder/fmp4_muxer/AVCBox.h => dom/media/encoder/fmp4_muxer/AVCBox.h rename : content/media/encoder/fmp4_muxer/ISOControl.cpp => dom/media/encoder/fmp4_muxer/ISOControl.cpp rename : content/media/encoder/fmp4_muxer/ISOControl.h => dom/media/encoder/fmp4_muxer/ISOControl.h rename : content/media/encoder/fmp4_muxer/ISOMediaBoxes.cpp => dom/media/encoder/fmp4_muxer/ISOMediaBoxes.cpp rename : content/media/encoder/fmp4_muxer/ISOMediaBoxes.h => dom/media/encoder/fmp4_muxer/ISOMediaBoxes.h rename : content/media/encoder/fmp4_muxer/ISOMediaWriter.cpp => dom/media/encoder/fmp4_muxer/ISOMediaWriter.cpp rename : content/media/encoder/fmp4_muxer/ISOMediaWriter.h => dom/media/encoder/fmp4_muxer/ISOMediaWriter.h rename : content/media/encoder/fmp4_muxer/ISOTrackMetadata.h => dom/media/encoder/fmp4_muxer/ISOTrackMetadata.h rename : content/media/encoder/fmp4_muxer/MP4ESDS.cpp => dom/media/encoder/fmp4_muxer/MP4ESDS.cpp rename : content/media/encoder/fmp4_muxer/MP4ESDS.h => dom/media/encoder/fmp4_muxer/MP4ESDS.h rename : content/media/encoder/fmp4_muxer/MuxerOperation.h => dom/media/encoder/fmp4_muxer/MuxerOperation.h rename : content/media/encoder/fmp4_muxer/moz.build => dom/media/encoder/fmp4_muxer/moz.build rename : content/media/encoder/moz.build => dom/media/encoder/moz.build rename : content/media/fmp4/BlankDecoderModule.cpp => dom/media/fmp4/BlankDecoderModule.cpp rename : content/media/fmp4/MP4Decoder.cpp => dom/media/fmp4/MP4Decoder.cpp rename : content/media/fmp4/MP4Decoder.h => dom/media/fmp4/MP4Decoder.h rename : content/media/fmp4/MP4Reader.cpp => dom/media/fmp4/MP4Reader.cpp rename : content/media/fmp4/MP4Reader.h => dom/media/fmp4/MP4Reader.h rename : content/media/fmp4/PlatformDecoderModule.cpp => dom/media/fmp4/PlatformDecoderModule.cpp rename : content/media/fmp4/PlatformDecoderModule.h => dom/media/fmp4/PlatformDecoderModule.h rename : content/media/fmp4/android/AndroidDecoderModule.cpp => dom/media/fmp4/android/AndroidDecoderModule.cpp rename : content/media/fmp4/android/AndroidDecoderModule.h => dom/media/fmp4/android/AndroidDecoderModule.h rename : content/media/fmp4/apple/AppleATDecoder.cpp => dom/media/fmp4/apple/AppleATDecoder.cpp rename : content/media/fmp4/apple/AppleATDecoder.h => dom/media/fmp4/apple/AppleATDecoder.h rename : content/media/fmp4/apple/AppleCMFunctions.h => dom/media/fmp4/apple/AppleCMFunctions.h rename : content/media/fmp4/apple/AppleCMLinker.cpp => dom/media/fmp4/apple/AppleCMLinker.cpp rename : content/media/fmp4/apple/AppleCMLinker.h => dom/media/fmp4/apple/AppleCMLinker.h rename : content/media/fmp4/apple/AppleDecoderModule.cpp => dom/media/fmp4/apple/AppleDecoderModule.cpp rename : content/media/fmp4/apple/AppleDecoderModule.h => dom/media/fmp4/apple/AppleDecoderModule.h rename : content/media/fmp4/apple/AppleUtils.cpp => dom/media/fmp4/apple/AppleUtils.cpp rename : content/media/fmp4/apple/AppleUtils.h => dom/media/fmp4/apple/AppleUtils.h rename : content/media/fmp4/apple/AppleVDADecoder.cpp => dom/media/fmp4/apple/AppleVDADecoder.cpp rename : content/media/fmp4/apple/AppleVDADecoder.h => dom/media/fmp4/apple/AppleVDADecoder.h rename : content/media/fmp4/apple/AppleVDAFunctions.h => dom/media/fmp4/apple/AppleVDAFunctions.h rename : content/media/fmp4/apple/AppleVDALinker.cpp => dom/media/fmp4/apple/AppleVDALinker.cpp rename : content/media/fmp4/apple/AppleVDALinker.h => dom/media/fmp4/apple/AppleVDALinker.h rename : content/media/fmp4/apple/AppleVTDecoder.cpp => dom/media/fmp4/apple/AppleVTDecoder.cpp rename : content/media/fmp4/apple/AppleVTDecoder.h => dom/media/fmp4/apple/AppleVTDecoder.h rename : content/media/fmp4/apple/AppleVTFunctions.h => dom/media/fmp4/apple/AppleVTFunctions.h rename : content/media/fmp4/apple/AppleVTLinker.cpp => dom/media/fmp4/apple/AppleVTLinker.cpp rename : content/media/fmp4/apple/AppleVTLinker.h => dom/media/fmp4/apple/AppleVTLinker.h rename : content/media/fmp4/apple/ReorderQueue.h => dom/media/fmp4/apple/ReorderQueue.h rename : content/media/fmp4/apple/VideoDecodeAcceleration/VDADecoder.h => dom/media/fmp4/apple/VideoDecodeAcceleration/VDADecoder.h rename : content/media/fmp4/apple/VideoToolbox/VideoToolbox.h => dom/media/fmp4/apple/VideoToolbox/VideoToolbox.h rename : content/media/fmp4/eme/EMEAudioDecoder.cpp => dom/media/fmp4/eme/EMEAudioDecoder.cpp rename : content/media/fmp4/eme/EMEAudioDecoder.h => dom/media/fmp4/eme/EMEAudioDecoder.h rename : content/media/fmp4/eme/EMEDecoderModule.cpp => dom/media/fmp4/eme/EMEDecoderModule.cpp rename : content/media/fmp4/eme/EMEDecoderModule.h => dom/media/fmp4/eme/EMEDecoderModule.h rename : content/media/fmp4/eme/EMEH264Decoder.cpp => dom/media/fmp4/eme/EMEH264Decoder.cpp rename : content/media/fmp4/eme/EMEH264Decoder.h => dom/media/fmp4/eme/EMEH264Decoder.h rename : content/media/fmp4/eme/moz.build => dom/media/fmp4/eme/moz.build rename : content/media/fmp4/ffmpeg/FFmpegAudioDecoder.cpp => dom/media/fmp4/ffmpeg/FFmpegAudioDecoder.cpp rename : content/media/fmp4/ffmpeg/FFmpegAudioDecoder.h => dom/media/fmp4/ffmpeg/FFmpegAudioDecoder.h rename : content/media/fmp4/ffmpeg/FFmpegDataDecoder.cpp => dom/media/fmp4/ffmpeg/FFmpegDataDecoder.cpp rename : content/media/fmp4/ffmpeg/FFmpegDataDecoder.h => dom/media/fmp4/ffmpeg/FFmpegDataDecoder.h rename : content/media/fmp4/ffmpeg/FFmpegDecoderModule.cpp => dom/media/fmp4/ffmpeg/FFmpegDecoderModule.cpp rename : content/media/fmp4/ffmpeg/FFmpegDecoderModule.h => dom/media/fmp4/ffmpeg/FFmpegDecoderModule.h rename : content/media/fmp4/ffmpeg/FFmpegFunctionList.h => dom/media/fmp4/ffmpeg/FFmpegFunctionList.h rename : content/media/fmp4/ffmpeg/FFmpegH264Decoder.cpp => dom/media/fmp4/ffmpeg/FFmpegH264Decoder.cpp rename : content/media/fmp4/ffmpeg/FFmpegH264Decoder.h => dom/media/fmp4/ffmpeg/FFmpegH264Decoder.h rename : content/media/fmp4/ffmpeg/FFmpegLibs.h => dom/media/fmp4/ffmpeg/FFmpegLibs.h rename : content/media/fmp4/ffmpeg/FFmpegLog.cpp => dom/media/fmp4/ffmpeg/FFmpegLog.cpp rename : content/media/fmp4/ffmpeg/FFmpegLog.h => dom/media/fmp4/ffmpeg/FFmpegLog.h rename : content/media/fmp4/ffmpeg/FFmpegRuntimeLinker.cpp => dom/media/fmp4/ffmpeg/FFmpegRuntimeLinker.cpp rename : content/media/fmp4/ffmpeg/FFmpegRuntimeLinker.h => dom/media/fmp4/ffmpeg/FFmpegRuntimeLinker.h rename : content/media/fmp4/ffmpeg/README_mozilla => dom/media/fmp4/ffmpeg/README_mozilla rename : content/media/fmp4/ffmpeg/libav53/include/COPYING.LGPLv2.1 => dom/media/fmp4/ffmpeg/libav53/include/COPYING.LGPLv2.1 rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/avcodec.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/avcodec.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/avfft.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/avfft.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/dxva2.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/dxva2.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/old_codec_ids.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/old_codec_ids.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/opt.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/opt.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/vaapi.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/vaapi.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/vda.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/vda.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/vdpau.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/vdpau.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/version.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/version.h rename : content/media/fmp4/ffmpeg/libav53/include/libavcodec/xvmc.h => dom/media/fmp4/ffmpeg/libav53/include/libavcodec/xvmc.h rename : content/media/fmp4/ffmpeg/libav53/include/libavformat/avformat.h => dom/media/fmp4/ffmpeg/libav53/include/libavformat/avformat.h rename : content/media/fmp4/ffmpeg/libav53/include/libavformat/avio.h => dom/media/fmp4/ffmpeg/libav53/include/libavformat/avio.h rename : content/media/fmp4/ffmpeg/libav53/include/libavformat/version.h => dom/media/fmp4/ffmpeg/libav53/include/libavformat/version.h rename : content/media/fmp4/ffmpeg/libav53/include/libavutil/adler32.h => dom/media/fmp4/ffmpeg/libav53/include/libavutil/adler32.h rename : content/media/fmp4/ffmpeg/libav53/include/libavutil/aes.h => 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// See dom/media/DOMMediaStream.h for more fun!
#ifdef CurrentTime
#undef CurrentTime
#endif
class nsPIDOMWindow;
namespace mozilla {
class DOMMediaStream;
class ErrorResult;
class MediaStream;
class MediaStreamGraph;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
class AudioNodeStream;
namespace dom {
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
enum class AudioContextState : uint32_t;
class AnalyserNode;
class AudioBuffer;
class AudioBufferSourceNode;
class AudioDestinationNode;
class AudioListener;
class AudioNode;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConvolverNode;
class DelayNode;
class DynamicsCompressorNode;
class GainNode;
class HTMLMediaElement;
class MediaElementAudioSourceNode;
class GlobalObject;
class MediaStreamAudioDestinationNode;
class MediaStreamAudioSourceNode;
class OscillatorNode;
class PannerNode;
class ScriptProcessorNode;
class StereoPannerNode;
class WaveShaperNode;
class PeriodicWave;
class Promise;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
/* This runnable allows the MSG to notify the main thread when audio is actually
* flowing */
class StateChangeTask final : public nsRunnable
{
public:
/* This constructor should be used when this event is sent from the main
* thread. */
StateChangeTask(AudioContext* aAudioContext, void* aPromise, AudioContextState aNewState);
/* This constructor should be used when this event is sent from the audio
* thread. */
StateChangeTask(AudioNodeStream* aStream, void* aPromise, AudioContextState aNewState);
NS_IMETHOD Run() override;
private:
nsRefPtr<AudioContext> mAudioContext;
void* mPromise;
nsRefPtr<AudioNodeStream> mAudioNodeStream;
AudioContextState mNewState;
};
enum AudioContextOperation { Suspend, Resume, Close };
class AudioContext final : public DOMEventTargetHelper,
public nsIMemoryReporter
{
AudioContext(nsPIDOMWindow* aParentWindow,
bool aIsOffline,
AudioChannel aChannel,
uint32_t aNumberOfChannels = 0,
uint32_t aLength = 0,
float aSampleRate = 0.0f);
~AudioContext();
void Init();
public:
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
typedef uint64_t AudioContextId;
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(AudioContext,
DOMEventTargetHelper)
MOZ_DEFINE_MALLOC_SIZE_OF(MallocSizeOf)
nsPIDOMWindow* GetParentObject() const
{
return GetOwner();
}
void Shutdown(); // idempotent
virtual JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override;
using DOMEventTargetHelper::DispatchTrustedEvent;
// Constructor for regular AudioContext
static already_AddRefed<AudioContext>
Constructor(const GlobalObject& aGlobal, ErrorResult& aRv);
// Constructor for regular AudioContext. A default audio channel is needed.
static already_AddRefed<AudioContext>
Constructor(const GlobalObject& aGlobal,
AudioChannel aChannel,
ErrorResult& aRv);
// Constructor for offline AudioContext
static already_AddRefed<AudioContext>
Constructor(const GlobalObject& aGlobal,
uint32_t aNumberOfChannels,
uint32_t aLength,
float aSampleRate,
ErrorResult& aRv);
// AudioContext methods
AudioDestinationNode* Destination() const
{
return mDestination;
}
float SampleRate() const
{
return mSampleRate;
}
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
AudioContextId Id() const
{
return mId;
}
double CurrentTime() const;
AudioListener* Listener();
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
AudioContextState State() const;
// Those three methods return a promise to content, that is resolved when an
// (possibly long) operation is completed on the MSG (and possibly other)
// thread(s). To avoid having to match the calls and asychronous result when
// the operation is completed, we keep a reference to the promises on the main
// thread, and then send the promises pointers down the MSG thread, as a void*
// (to make it very clear that the pointer is to merely be treated as an ID).
// When back on the main thread, we can resolve or reject the promise, by
// casting it back to a `Promise*` while asserting we're back on the main
// thread and removing the reference we added.
already_AddRefed<Promise> Suspend(ErrorResult& aRv);
already_AddRefed<Promise> Resume(ErrorResult& aRv);
already_AddRefed<Promise> Close(ErrorResult& aRv);
IMPL_EVENT_HANDLER(statechange)
already_AddRefed<AudioBufferSourceNode> CreateBufferSource(ErrorResult& aRv);
already_AddRefed<AudioBuffer>
CreateBuffer(JSContext* aJSContext, uint32_t aNumberOfChannels,
uint32_t aLength, float aSampleRate,
ErrorResult& aRv);
already_AddRefed<MediaStreamAudioDestinationNode>
CreateMediaStreamDestination(ErrorResult& aRv);
already_AddRefed<ScriptProcessorNode>
CreateScriptProcessor(uint32_t aBufferSize,
uint32_t aNumberOfInputChannels,
uint32_t aNumberOfOutputChannels,
ErrorResult& aRv);
already_AddRefed<StereoPannerNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateStereoPanner(ErrorResult& aRv);
already_AddRefed<AnalyserNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateAnalyser(ErrorResult& aRv);
already_AddRefed<GainNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateGain(ErrorResult& aRv);
already_AddRefed<WaveShaperNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateWaveShaper(ErrorResult& aRv);
already_AddRefed<MediaElementAudioSourceNode>
CreateMediaElementSource(HTMLMediaElement& aMediaElement, ErrorResult& aRv);
already_AddRefed<MediaStreamAudioSourceNode>
CreateMediaStreamSource(DOMMediaStream& aMediaStream, ErrorResult& aRv);
already_AddRefed<DelayNode>
CreateDelay(double aMaxDelayTime, ErrorResult& aRv);
already_AddRefed<PannerNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreatePanner(ErrorResult& aRv);
already_AddRefed<ConvolverNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateConvolver(ErrorResult& aRv);
already_AddRefed<ChannelSplitterNode>
CreateChannelSplitter(uint32_t aNumberOfOutputs, ErrorResult& aRv);
already_AddRefed<ChannelMergerNode>
CreateChannelMerger(uint32_t aNumberOfInputs, ErrorResult& aRv);
already_AddRefed<DynamicsCompressorNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateDynamicsCompressor(ErrorResult& aRv);
already_AddRefed<BiquadFilterNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateBiquadFilter(ErrorResult& aRv);
already_AddRefed<OscillatorNode>
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
CreateOscillator(ErrorResult& aRv);
already_AddRefed<PeriodicWave>
CreatePeriodicWave(const Float32Array& aRealData, const Float32Array& aImagData,
ErrorResult& aRv);
already_AddRefed<Promise>
DecodeAudioData(const ArrayBuffer& aBuffer,
const Optional<OwningNonNull<DecodeSuccessCallback> >& aSuccessCallback,
const Optional<OwningNonNull<DecodeErrorCallback> >& aFailureCallback,
ErrorResult& aRv);
// OfflineAudioContext methods
already_AddRefed<Promise> StartRendering(ErrorResult& aRv);
IMPL_EVENT_HANDLER(complete)
bool IsOffline() const { return mIsOffline; }
MediaStreamGraph* Graph() const;
MediaStream* DestinationStream() const;
// Nodes register here if they will produce sound even if they have silent
// or no input connections. The AudioContext will keep registered nodes
// alive until the context is collected. This takes care of "playing"
// references and "tail-time" references.
void RegisterActiveNode(AudioNode* aNode);
// Nodes unregister when they have finished producing sound for the
// foreseeable future.
// Do NOT call UnregisterActiveNode from an AudioNode destructor.
// If the destructor is called, then the Node has already been unregistered.
// The destructor may be called during hashtable enumeration, during which
// unregistering would not be safe.
void UnregisterActiveNode(AudioNode* aNode);
void UnregisterAudioBufferSourceNode(AudioBufferSourceNode* aNode);
void UnregisterPannerNode(PannerNode* aNode);
void UpdatePannerSource();
uint32_t MaxChannelCount() const;
void Mute() const;
void Unmute() const;
JSObject* GetGlobalJSObject() const;
AudioChannel MozAudioChannelType() const;
AudioChannel TestAudioChannelInAudioNodeStream();
void UpdateNodeCount(int32_t aDelta);
double DOMTimeToStreamTime(double aTime) const
{
return aTime - ExtraCurrentTime();
}
double StreamTimeToDOMTime(double aTime) const
{
return aTime + ExtraCurrentTime();
}
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
void OnStateChanged(void* aPromise, AudioContextState aNewState);
IMPL_EVENT_HANDLER(mozinterruptbegin)
IMPL_EVENT_HANDLER(mozinterruptend)
private:
/**
* Returns the amount of extra time added to the current time of the
* AudioDestinationNode's MediaStream to get this AudioContext's currentTime.
* Must be subtracted from all DOM API parameter times that are on the same
* timeline as AudioContext's currentTime to get times we can pass to the
* MediaStreamGraph.
*/
double ExtraCurrentTime() const;
void RemoveFromDecodeQueue(WebAudioDecodeJob* aDecodeJob);
void ShutdownDecoder();
size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf) const;
NS_IMETHOD CollectReports(nsIHandleReportCallback* aHandleReport,
nsISupports* aData, bool aAnonymize) override;
friend struct ::mozilla::WebAudioDecodeJob;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
bool CheckClosed(ErrorResult& aRv);
private:
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
// Each AudioContext has an id, that is passed down the MediaStreams that
// back the AudioNodes, so we can easily compute the set of all the
// MediaStreams for a given context, on the MediasStreamGraph side.
const AudioContextId mId;
// Note that it's important for mSampleRate to be initialized before
// mDestination, as mDestination's constructor needs to access it!
const float mSampleRate;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
AudioContextState mAudioContextState;
nsRefPtr<AudioDestinationNode> mDestination;
nsRefPtr<AudioListener> mListener;
nsTArray<nsRefPtr<WebAudioDecodeJob> > mDecodeJobs;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
// This array is used to keep the suspend/resume/close promises alive until
// they are resolved, so we can safely pass them accross threads.
nsTArray<nsRefPtr<Promise>> mPromiseGripArray;
// See RegisterActiveNode. These will keep the AudioContext alive while it
// is rendering and the window remains alive.
nsTHashtable<nsRefPtrHashKey<AudioNode> > mActiveNodes;
// Hashsets containing all the PannerNodes, to compute the doppler shift.
// These are weak pointers.
nsTHashtable<nsPtrHashKey<PannerNode> > mPannerNodes;
// Number of channels passed in the OfflineAudioContext ctor.
uint32_t mNumberOfChannels;
// Number of nodes that currently exist for this AudioContext
int32_t mNodeCount;
bool mIsOffline;
bool mIsStarted;
bool mIsShutDown;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
// Close has been called, reject suspend and resume call.
bool mCloseCalled;
};
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 20:22:05 +03:00
static const dom::AudioContext::AudioContextId NO_AUDIO_CONTEXT = 0;
}
}
#endif