gecko-dev/dom/media/MediaStreamGraph.cpp

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Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
/* 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/. */
#include "MediaStreamGraphImpl.h"
#include "mozilla/MathAlgorithms.h"
#include "mozilla/unused.h"
#include "AudioSegment.h"
#include "VideoSegment.h"
#include "nsContentUtils.h"
#include "nsIObserver.h"
#include "nsPrintfCString.h"
#include "nsServiceManagerUtils.h"
#include "prerror.h"
#include "mozilla/Logging.h"
#include "mozilla/Attributes.h"
#include "TrackUnionStream.h"
#include "ImageContainer.h"
#include "AudioCaptureStream.h"
#include "AudioChannelService.h"
#include "AudioNodeStream.h"
#include "AudioNodeExternalInputStream.h"
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
#include "mozilla/dom/AudioContextBinding.h"
#include <algorithm>
#include "DOMMediaStream.h"
#include "GeckoProfiler.h"
#include "mozilla/unused.h"
#ifdef MOZ_WEBRTC
#include "AudioOutputObserver.h"
#endif
#include "webaudio/blink/HRTFDatabaseLoader.h"
using namespace mozilla::layers;
using namespace mozilla::dom;
using namespace mozilla::gfx;
namespace mozilla {
PRLogModuleInfo* gMediaStreamGraphLog;
#define STREAM_LOG(type, msg) MOZ_LOG(gMediaStreamGraphLog, type, msg)
// #define ENABLE_LIFECYCLE_LOG
// We don't use NSPR log here because we want this interleaved with adb logcat
// on Android/B2G
#ifdef ENABLE_LIFECYCLE_LOG
# ifdef ANDROID
# include "android/log.h"
# define LIFECYCLE_LOG(...) __android_log_print(ANDROID_LOG_INFO, "Gecko - MSG", ## __VA_ARGS__); printf(__VA_ARGS__);printf("\n");
# else
# define LIFECYCLE_LOG(...) printf(__VA_ARGS__);printf("\n");
# endif
#else
# define LIFECYCLE_LOG(...)
#endif
/**
* A hash table containing the graph instances, one per AudioChannel.
*/
static nsDataHashtable<nsUint32HashKey, MediaStreamGraphImpl*> gGraphs;
MediaStreamGraphImpl::~MediaStreamGraphImpl()
{
NS_ASSERTION(IsEmpty(),
"All streams should have been destroyed by messages from the main thread");
STREAM_LOG(LogLevel::Debug, ("MediaStreamGraph %p destroyed", this));
LIFECYCLE_LOG("MediaStreamGraphImpl::~MediaStreamGraphImpl\n");
}
void
MediaStreamGraphImpl::FinishStream(MediaStream* aStream)
{
if (aStream->mFinished)
return;
STREAM_LOG(LogLevel::Debug, ("MediaStream %p will finish", aStream));
aStream->mFinished = true;
aStream->mBuffer.AdvanceKnownTracksTime(STREAM_TIME_MAX);
SetStreamOrderDirty();
}
void
MediaStreamGraphImpl::AddStreamGraphThread(MediaStream* aStream)
{
aStream->mBufferStartTime = mProcessedTime;
if (aStream->IsSuspended()) {
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
mSuspendedStreams.AppendElement(aStream);
STREAM_LOG(LogLevel::Debug, ("Adding media stream %p to the graph, in the suspended stream array", aStream));
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
} else {
mStreams.AppendElement(aStream);
STREAM_LOG(LogLevel::Debug, ("Adding media stream %p to the graph", aStream));
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
}
SetStreamOrderDirty();
}
void
MediaStreamGraphImpl::RemoveStreamGraphThread(MediaStream* aStream)
{
// Remove references in mStreamUpdates before we allow aStream to die.
// Pending updates are not needed (since the main thread has already given
// up the stream) so we will just drop them.
{
MonitorAutoLock lock(mMonitor);
for (uint32_t i = 0; i < mStreamUpdates.Length(); ++i) {
if (mStreamUpdates[i].mStream == aStream) {
mStreamUpdates[i].mStream = nullptr;
}
}
}
// Ensure that mFirstCycleBreaker and mMixer are updated when necessary.
SetStreamOrderDirty();
if (aStream->IsSuspended()) {
mSuspendedStreams.RemoveElement(aStream);
} else {
mStreams.RemoveElement(aStream);
}
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
NS_RELEASE(aStream); // probably destroying it
STREAM_LOG(LogLevel::Debug, ("Removing media stream %p from the graph", aStream));
}
void
MediaStreamGraphImpl::ExtractPendingInput(SourceMediaStream* aStream,
GraphTime aDesiredUpToTime,
bool* aEnsureNextIteration)
{
bool finished;
{
MutexAutoLock lock(aStream->mMutex);
if (aStream->mPullEnabled && !aStream->mFinished &&
!aStream->mListeners.IsEmpty()) {
// Compute how much stream time we'll need assuming we don't block
// the stream at all between mBlockingDecisionsMadeUntilTime and
// aDesiredUpToTime.
StreamTime t =
GraphTimeToStreamTimeWithBlocking(aStream, mStateComputedTime) +
(aDesiredUpToTime - mStateComputedTime);
STREAM_LOG(LogLevel::Verbose, ("Calling NotifyPull aStream=%p t=%f current end=%f", aStream,
MediaTimeToSeconds(t),
MediaTimeToSeconds(aStream->mBuffer.GetEnd())));
if (t > aStream->mBuffer.GetEnd()) {
*aEnsureNextIteration = true;
#ifdef DEBUG
if (aStream->mListeners.Length() == 0) {
STREAM_LOG(LogLevel::Error, ("No listeners in NotifyPull aStream=%p desired=%f current end=%f",
aStream, MediaTimeToSeconds(t),
MediaTimeToSeconds(aStream->mBuffer.GetEnd())));
aStream->DumpTrackInfo();
}
#endif
for (uint32_t j = 0; j < aStream->mListeners.Length(); ++j) {
MediaStreamListener* l = aStream->mListeners[j];
{
MutexAutoUnlock unlock(aStream->mMutex);
l->NotifyPull(this, t);
}
}
}
}
finished = aStream->mUpdateFinished;
bool notifiedTrackCreated = false;
for (int32_t i = aStream->mUpdateTracks.Length() - 1; i >= 0; --i) {
SourceMediaStream::TrackData* data = &aStream->mUpdateTracks[i];
aStream->ApplyTrackDisabling(data->mID, data->mData);
for (MediaStreamListener* l : aStream->mListeners) {
StreamTime offset = (data->mCommands & SourceMediaStream::TRACK_CREATE)
? data->mStart : aStream->mBuffer.FindTrack(data->mID)->GetSegment()->GetDuration();
l->NotifyQueuedTrackChanges(this, data->mID,
offset, data->mCommands, *data->mData);
}
if (data->mCommands & SourceMediaStream::TRACK_CREATE) {
MediaSegment* segment = data->mData.forget();
STREAM_LOG(LogLevel::Debug, ("SourceMediaStream %p creating track %d, start %lld, initial end %lld",
aStream, data->mID, int64_t(data->mStart),
int64_t(segment->GetDuration())));
data->mEndOfFlushedData += segment->GetDuration();
aStream->mBuffer.AddTrack(data->mID, data->mStart, segment);
// The track has taken ownership of data->mData, so let's replace
// data->mData with an empty clone.
data->mData = segment->CreateEmptyClone();
data->mCommands &= ~SourceMediaStream::TRACK_CREATE;
notifiedTrackCreated = true;
} else if (data->mData->GetDuration() > 0) {
MediaSegment* dest = aStream->mBuffer.FindTrack(data->mID)->GetSegment();
STREAM_LOG(LogLevel::Verbose, ("SourceMediaStream %p track %d, advancing end from %lld to %lld",
aStream, data->mID,
int64_t(dest->GetDuration()),
int64_t(dest->GetDuration() + data->mData->GetDuration())));
data->mEndOfFlushedData += data->mData->GetDuration();
dest->AppendFrom(data->mData);
}
if (data->mCommands & SourceMediaStream::TRACK_END) {
aStream->mBuffer.FindTrack(data->mID)->SetEnded();
aStream->mUpdateTracks.RemoveElementAt(i);
}
}
if (notifiedTrackCreated) {
for (MediaStreamListener* l : aStream->mListeners) {
l->NotifyFinishedTrackCreation(this);
}
}
if (!aStream->mFinished) {
aStream->mBuffer.AdvanceKnownTracksTime(aStream->mUpdateKnownTracksTime);
}
}
if (aStream->mBuffer.GetEnd() > 0) {
aStream->mHasCurrentData = true;
}
if (finished) {
FinishStream(aStream);
}
}
StreamTime
MediaStreamGraphImpl::GraphTimeToStreamTimeWithBlocking(MediaStream* aStream,
GraphTime aTime)
{
MOZ_ASSERT(aTime <= mStateComputedTime,
"Don't ask about times where we haven't made blocking decisions yet");
return std::max<StreamTime>(0,
std::min(aTime, aStream->mStartBlocking) - aStream->mBufferStartTime);
}
GraphTime
MediaStreamGraphImpl::StreamTimeToGraphTimeWithBlocking(MediaStream* aStream,
StreamTime aTime)
{
// Avoid overflows
if (aTime >= STREAM_TIME_MAX) {
return GRAPH_TIME_MAX;
}
// Assume we're unblocked from 0..mStartBlocking, blocked from mStartBlocking
// to mStateComputedTime, and unblocked from mStateComputedTime..forever
GraphTime timeAssumingNoBlocking = aTime + aStream->mBufferStartTime;
if (timeAssumingNoBlocking <= aStream->mStartBlocking) {
return timeAssumingNoBlocking;
}
// XXX we generally shouldn't need to call this for aTime >= mStartBlocking!
// Check callers.
return timeAssumingNoBlocking + (mStateComputedTime - aStream->mStartBlocking);
}
GraphTime
MediaStreamGraphImpl::IterationEnd() const
{
return CurrentDriver()->IterationEnd();
}
void
MediaStreamGraphImpl::UpdateCurrentTimeForStreams(GraphTime aPrevCurrentTime)
{
for (MediaStream* stream : AllStreams()) {
bool isAnyBlocked = stream->mStartBlocking < mStateComputedTime;
bool isAnyUnblocked = stream->mStartBlocking > aPrevCurrentTime;
// Calculate blocked time and fire Blocked/Unblocked events
GraphTime blockedTime = mStateComputedTime - stream->mStartBlocking;
NS_ASSERTION(blockedTime >= 0, "Error in blocking time");
stream->AdvanceTimeVaryingValuesToCurrentTime(mStateComputedTime,
blockedTime);
STREAM_LOG(LogLevel::Verbose,
("MediaStream %p bufferStartTime=%f blockedTime=%f", stream,
MediaTimeToSeconds(stream->mBufferStartTime),
MediaTimeToSeconds(blockedTime)));
stream->mStartBlocking = mStateComputedTime;
if (isAnyUnblocked && stream->mNotifiedBlocked) {
for (uint32_t j = 0; j < stream->mListeners.Length(); ++j) {
MediaStreamListener* l = stream->mListeners[j];
l->NotifyBlockingChanged(this, MediaStreamListener::UNBLOCKED);
}
stream->mNotifiedBlocked = false;
}
if (isAnyBlocked && !stream->mNotifiedBlocked) {
for (uint32_t j = 0; j < stream->mListeners.Length(); ++j) {
MediaStreamListener* l = stream->mListeners[j];
l->NotifyBlockingChanged(this, MediaStreamListener::BLOCKED);
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
}
stream->mNotifiedBlocked = true;
}
if (isAnyUnblocked) {
NS_ASSERTION(!stream->mNotifiedFinished,
"Shouldn't have already notified of finish *and* have output!");
for (uint32_t j = 0; j < stream->mListeners.Length(); ++j) {
MediaStreamListener* l = stream->mListeners[j];
l->NotifyOutput(this, mProcessedTime);
}
}
// The stream is fully finished when all of its track data has been played
// out.
if (stream->mFinished && !stream->mNotifiedFinished &&
mProcessedTime >=
stream->StreamTimeToGraphTime(stream->GetStreamBuffer().GetAllTracksEnd())) {
stream->mNotifiedFinished = true;
SetStreamOrderDirty();
for (uint32_t j = 0; j < stream->mListeners.Length(); ++j) {
MediaStreamListener* l = stream->mListeners[j];
l->NotifyEvent(this, MediaStreamListener::EVENT_FINISHED);
}
}
}
}
GraphTime
MediaStreamGraphImpl::WillUnderrun(MediaStream* aStream,
GraphTime aEndBlockingDecisions)
{
// Finished streams can't underrun. ProcessedMediaStreams also can't cause
// underrun currently, since we'll always be able to produce data for them
// unless they block on some other stream.
if (aStream->mFinished || aStream->AsProcessedStream()) {
return aEndBlockingDecisions;
}
// This stream isn't finished or suspended. We don't need to call
// StreamTimeToGraphTime since an underrun is the only thing that can block
// it.
GraphTime bufferEnd = aStream->GetBufferEnd() + aStream->mBufferStartTime;
#ifdef DEBUG
if (bufferEnd < mProcessedTime) {
STREAM_LOG(LogLevel::Error, ("MediaStream %p underrun, "
"bufferEnd %f < mProcessedTime %f (%lld < %lld), Streamtime %lld",
aStream, MediaTimeToSeconds(bufferEnd), MediaTimeToSeconds(mProcessedTime),
bufferEnd, mProcessedTime, aStream->GetBufferEnd()));
aStream->DumpTrackInfo();
NS_ASSERTION(bufferEnd >= mProcessedTime, "Buffer underran");
}
#endif
return std::min(bufferEnd, aEndBlockingDecisions);
}
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
namespace {
// Value of mCycleMarker for unvisited streams in cycle detection.
const uint32_t NOT_VISITED = UINT32_MAX;
// Value of mCycleMarker for ordered streams in muted cycles.
const uint32_t IN_MUTED_CYCLE = 1;
} // namespace
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
MediaStreamGraphImpl::UpdateStreamOrder()
{
#ifdef MOZ_WEBRTC
bool shouldAEC = false;
#endif
bool audioTrackPresent = false;
for (uint32_t i = 0; i < mStreams.Length(); ++i) {
MediaStream* stream = mStreams[i];
#ifdef MOZ_WEBRTC
if (stream->AsSourceStream() &&
stream->AsSourceStream()->NeedsMixing()) {
shouldAEC = true;
}
#endif
Bug 1060311 - Force the use of an AudioCallbackDriver when at least an AudioNodeStream is present in the graph. r=jesup This prevent a bug where the graph would be using a SystemClockDriver even if it was rendering Web Audio API content. It went like this: - An AudioContext was created. - Some AudioNodeStream (Web Audio API MediaStreams) were created, but their MediaStreamTrack was not added yet - During the stream ordering, we would see that we were running an AudioCallbackDriver (because the MSG was created using an AudioContext, and we pass in hints regarding the type of MediaStreams that will be added in the future, to open the audio stream as early as we can, because it can take some time, the MSG was created directly using an AudioCallbackDriver) - Also during the stream ordering, we see that none of our MediaStream have an MediaStreamTrack with an audio track. This triggers a switch to a SystemClockDriver, because the graph thinks there is no audio. - During CreateAndDestroyAudioNode, we would not switch to an AudioCallbackDriver on the first iteration (right after the UpdateStreamOrder call), because we would be switching, and not during the iteration after, because we thought we already switched (the first patch makes this more robust). This basically forces an AudioCallbackDriver if there is an AudioNodeStream, which prevents unnecessary GraphDriver switches (and save threads creation destruction, audio stream create and destruction, and all other resources associated with a GraphDriver).
2014-08-29 22:26:29 +04:00
// If this is a AudioNodeStream, force a AudioCallbackDriver.
if (stream->AsAudioNodeStream()) {
audioTrackPresent = true;
} else {
for (StreamBuffer::TrackIter tracks(stream->GetStreamBuffer(), MediaSegment::AUDIO);
!tracks.IsEnded(); tracks.Next()) {
audioTrackPresent = true;
}
}
}
if (!audioTrackPresent &&
CurrentDriver()->AsAudioCallbackDriver()) {
MonitorAutoLock mon(mMonitor);
if (CurrentDriver()->AsAudioCallbackDriver()->IsStarted()) {
if (mLifecycleState == LIFECYCLE_RUNNING) {
SystemClockDriver* driver = new SystemClockDriver(this);
2015-07-09 16:51:56 +03:00
mMixer.RemoveCallback(CurrentDriver()->AsAudioCallbackDriver());
CurrentDriver()->SwitchAtNextIteration(driver);
}
}
}
#ifdef MOZ_WEBRTC
if (shouldAEC && !mFarendObserverRef && gFarendObserver) {
mFarendObserverRef = gFarendObserver;
mMixer.AddCallback(mFarendObserverRef);
} else if (!shouldAEC && mFarendObserverRef){
if (mMixer.FindCallback(mFarendObserverRef)) {
mMixer.RemoveCallback(mFarendObserverRef);
mFarendObserverRef = nullptr;
}
}
#endif
if (!mStreamOrderDirty) {
return;
}
mStreamOrderDirty = false;
// The algorithm for finding cycles is based on Tim Leslie's iterative
// implementation [1][2] of Pearce's variant [3] of Tarjan's strongly
// connected components (SCC) algorithm. There are variations (a) to
// distinguish whether streams in SCCs of size 1 are in a cycle and (b) to
// re-run the algorithm over SCCs with breaks at DelayNodes.
//
// [1] http://www.timl.id.au/?p=327
// [2] https://github.com/scipy/scipy/blob/e2c502fca/scipy/sparse/csgraph/_traversal.pyx#L582
// [3] http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.102.1707
//
// There are two stacks. One for the depth-first search (DFS),
mozilla::LinkedList<MediaStream> dfsStack;
// and another for streams popped from the DFS stack, but still being
// considered as part of SCCs involving streams on the stack.
mozilla::LinkedList<MediaStream> sccStack;
// An index into mStreams for the next stream found with no unsatisfied
// upstream dependencies.
uint32_t orderedStreamCount = 0;
for (uint32_t i = 0; i < mStreams.Length(); ++i) {
MediaStream* s = mStreams[i];
ProcessedMediaStream* ps = s->AsProcessedStream();
if (ps) {
// The dfsStack initially contains a list of all processed streams in
// unchanged order.
dfsStack.insertBack(s);
ps->mCycleMarker = NOT_VISITED;
} else {
// SourceMediaStreams have no inputs and so can be ordered now.
mStreams[orderedStreamCount] = s;
++orderedStreamCount;
}
}
// mNextStackMarker corresponds to "index" in Tarjan's algorithm. It is a
// counter to label mCycleMarker on the next visited stream in the DFS
// uniquely in the set of visited streams that are still being considered.
//
// In this implementation, the counter descends so that the values are
// strictly greater than the values that mCycleMarker takes when the stream
// has been ordered (0 or IN_MUTED_CYCLE).
//
// Each new stream labelled, as the DFS searches upstream, receives a value
// less than those used for all other streams being considered.
uint32_t nextStackMarker = NOT_VISITED - 1;
// Reset list of DelayNodes in cycles stored at the tail of mStreams.
mFirstCycleBreaker = mStreams.Length();
// Rearrange dfsStack order as required to DFS upstream and pop streams
// in processing order to place in mStreams.
while (auto ps = static_cast<ProcessedMediaStream*>(dfsStack.getFirst())) {
const auto& inputs = ps->mInputs;
MOZ_ASSERT(ps->AsProcessedStream());
if (ps->mCycleMarker == NOT_VISITED) {
// Record the position on the visited stack, so that any searches
// finding this stream again know how much of the stack is in the cycle.
ps->mCycleMarker = nextStackMarker;
--nextStackMarker;
// Not-visited input streams should be processed first.
// SourceMediaStreams have already been ordered.
for (uint32_t i = inputs.Length(); i--; ) {
if (inputs[i]->mSource->IsSuspended()) {
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
continue;
}
auto input = inputs[i]->mSource->AsProcessedStream();
if (input && input->mCycleMarker == NOT_VISITED) {
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
// It can be that this stream has an input which is from a suspended
// AudioContext.
if (input->isInList()) {
input->remove();
dfsStack.insertFront(input);
}
}
}
continue;
}
// Returning from DFS. Pop from dfsStack.
ps->remove();
// cycleStackMarker keeps track of the highest marker value on any
// upstream stream, if any, found receiving input, directly or indirectly,
// from the visited stack (and so from |ps|, making a cycle). In a
// variation from Tarjan's SCC algorithm, this does not include |ps|
// unless it is part of the cycle.
uint32_t cycleStackMarker = 0;
for (uint32_t i = inputs.Length(); i--; ) {
if (inputs[i]->mSource->IsSuspended()) {
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
continue;
}
auto input = inputs[i]->mSource->AsProcessedStream();
if (input) {
cycleStackMarker = std::max(cycleStackMarker, input->mCycleMarker);
}
}
if (cycleStackMarker <= IN_MUTED_CYCLE) {
// All inputs have been ordered and their stack markers have been removed.
// This stream is not part of a cycle. It can be processed next.
ps->mCycleMarker = 0;
mStreams[orderedStreamCount] = ps;
++orderedStreamCount;
continue;
}
// A cycle has been found. Record this stream for ordering when all
// streams in this SCC have been popped from the DFS stack.
sccStack.insertFront(ps);
if (cycleStackMarker > ps->mCycleMarker) {
// Cycles have been found that involve streams that remain on the stack.
// Leave mCycleMarker indicating the most downstream (last) stream on
// the stack known to be part of this SCC. In this way, any searches on
// other paths that find |ps| will know (without having to traverse from
// this stream again) that they are part of this SCC (i.e. part of an
// intersecting cycle).
ps->mCycleMarker = cycleStackMarker;
continue;
}
// |ps| is the root of an SCC involving no other streams on dfsStack, the
// complete SCC has been recorded, and streams in this SCC are part of at
// least one cycle.
MOZ_ASSERT(cycleStackMarker == ps->mCycleMarker);
// If there are DelayNodes in this SCC, then they may break the cycles.
bool haveDelayNode = false;
auto next = sccStack.getFirst();
// Streams in this SCC are identified by mCycleMarker <= cycleStackMarker.
// (There may be other streams later in sccStack from other incompletely
// searched SCCs, involving streams still on dfsStack.)
//
// DelayNodes in cycles must behave differently from those not in cycles,
// so all DelayNodes in the SCC must be identified.
while (next && static_cast<ProcessedMediaStream*>(next)->
mCycleMarker <= cycleStackMarker) {
auto ns = next->AsAudioNodeStream();
// Get next before perhaps removing from list below.
next = next->getNext();
if (ns && ns->Engine()->AsDelayNodeEngine()) {
haveDelayNode = true;
// DelayNodes break cycles by producing their output in a
// preprocessing phase; they do not need to be ordered before their
// consumers. Order them at the tail of mStreams so that they can be
// handled specially. Do so now, so that DFS ignores them.
ns->remove();
ns->mCycleMarker = 0;
--mFirstCycleBreaker;
mStreams[mFirstCycleBreaker] = ns;
}
}
auto after_scc = next;
while ((next = sccStack.getFirst()) != after_scc) {
next->remove();
auto removed = static_cast<ProcessedMediaStream*>(next);
if (haveDelayNode) {
// Return streams to the DFS stack again (to order and detect cycles
// without delayNodes). Any of these streams that are still inputs
// for streams on the visited stack must be returned to the front of
// the stack to be ordered before their dependents. We know that none
// of these streams need input from streams on the visited stack, so
// they can all be searched and ordered before the current stack head
// is popped.
removed->mCycleMarker = NOT_VISITED;
dfsStack.insertFront(removed);
} else {
// Streams in cycles without any DelayNodes must be muted, and so do
// not need input and can be ordered now. They must be ordered before
// their consumers so that their muted output is available.
removed->mCycleMarker = IN_MUTED_CYCLE;
mStreams[orderedStreamCount] = removed;
++orderedStreamCount;
}
}
}
MOZ_ASSERT(orderedStreamCount == mFirstCycleBreaker);
}
void
MediaStreamGraphImpl::NotifyHasCurrentData(MediaStream* aStream)
{
if (!aStream->mNotifiedHasCurrentData && aStream->mHasCurrentData) {
for (uint32_t j = 0; j < aStream->mListeners.Length(); ++j) {
MediaStreamListener* l = aStream->mListeners[j];
l->NotifyHasCurrentData(this);
}
aStream->mNotifiedHasCurrentData = true;
}
}
void
MediaStreamGraphImpl::CreateOrDestroyAudioStreams(GraphTime aAudioOutputStartTime,
MediaStream* aStream)
{
MOZ_ASSERT(mRealtime, "Should only attempt to create audio streams in real-time mode");
if (aStream->mAudioOutputs.IsEmpty()) {
aStream->mAudioOutputStreams.Clear();
return;
}
if (!aStream->GetStreamBuffer().GetAndResetTracksDirty()) {
return;
}
nsAutoTArray<bool,2> audioOutputStreamsFound;
for (uint32_t i = 0; i < aStream->mAudioOutputStreams.Length(); ++i) {
audioOutputStreamsFound.AppendElement(false);
}
for (StreamBuffer::TrackIter tracks(aStream->GetStreamBuffer(), MediaSegment::AUDIO);
!tracks.IsEnded(); tracks.Next()) {
uint32_t i;
for (i = 0; i < audioOutputStreamsFound.Length(); ++i) {
if (aStream->mAudioOutputStreams[i].mTrackID == tracks->GetID()) {
break;
}
}
if (i < audioOutputStreamsFound.Length()) {
audioOutputStreamsFound[i] = true;
} else {
MediaStream::AudioOutputStream* audioOutputStream =
aStream->mAudioOutputStreams.AppendElement();
audioOutputStream->mAudioPlaybackStartTime = aAudioOutputStartTime;
audioOutputStream->mBlockedAudioTime = 0;
audioOutputStream->mLastTickWritten = 0;
audioOutputStream->mTrackID = tracks->GetID();
if (!CurrentDriver()->AsAudioCallbackDriver() &&
!CurrentDriver()->Switching()) {
MonitorAutoLock mon(mMonitor);
if (mLifecycleState == LIFECYCLE_RUNNING) {
AudioCallbackDriver* driver = new AudioCallbackDriver(this);
mMixer.AddCallback(driver);
CurrentDriver()->SwitchAtNextIteration(driver);
}
}
}
}
for (int32_t i = audioOutputStreamsFound.Length() - 1; i >= 0; --i) {
if (!audioOutputStreamsFound[i]) {
aStream->mAudioOutputStreams.RemoveElementAt(i);
}
}
}
StreamTime
MediaStreamGraphImpl::PlayAudio(MediaStream* aStream,
GraphTime aFrom, GraphTime aTo)
{
MOZ_ASSERT(mRealtime, "Should only attempt to play audio in realtime mode");
float volume = 0.0f;
for (uint32_t i = 0; i < aStream->mAudioOutputs.Length(); ++i) {
volume += aStream->mAudioOutputs[i].mVolume;
}
StreamTime ticksWritten = 0;
for (uint32_t i = 0; i < aStream->mAudioOutputStreams.Length(); ++i) {
ticksWritten = 0;
MediaStream::AudioOutputStream& audioOutput = aStream->mAudioOutputStreams[i];
StreamBuffer::Track* track = aStream->mBuffer.FindTrack(audioOutput.mTrackID);
AudioSegment* audio = track->Get<AudioSegment>();
AudioSegment output;
StreamTime offset = GraphTimeToStreamTimeWithBlocking(aStream, aFrom);
// We don't update aStream->mBufferStartTime here to account for time spent
// blocked. Instead, we'll update it in UpdateCurrentTimeForStreams after
// the blocked period has completed. But we do need to make sure we play
// from the right offsets in the stream buffer, even if we've already
// written silence for some amount of blocked time after the current time.
GraphTime t = aFrom;
while (t < aTo) {
bool blocked = t >= aStream->mStartBlocking;
GraphTime end = blocked ? aTo : aStream->mStartBlocking;
NS_ASSERTION(end <= aTo, "mStartBlocking is wrong!");
// Check how many ticks of sound we can provide if we are blocked some
// time in the middle of this cycle.
StreamTime toWrite = end - t;
if (blocked) {
output.InsertNullDataAtStart(toWrite);
ticksWritten += toWrite;
STREAM_LOG(LogLevel::Verbose, ("MediaStream %p writing %ld blocking-silence samples for %f to %f (%ld to %ld)\n",
aStream, toWrite, MediaTimeToSeconds(t), MediaTimeToSeconds(end),
offset, offset + toWrite));
} else {
StreamTime endTicksNeeded = offset + toWrite;
StreamTime endTicksAvailable = audio->GetDuration();
if (endTicksNeeded <= endTicksAvailable) {
STREAM_LOG(LogLevel::Verbose,
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
("MediaStream %p writing %ld samples for %f to %f "
"(samples %ld to %ld)\n",
aStream, toWrite, MediaTimeToSeconds(t),
MediaTimeToSeconds(end), offset, endTicksNeeded));
output.AppendSlice(*audio, offset, endTicksNeeded);
ticksWritten += toWrite;
offset = endTicksNeeded;
} else {
// MOZ_ASSERT(track->IsEnded(), "Not enough data, and track not ended.");
// If we are at the end of the track, maybe write the remaining
// samples, and pad with/output silence.
if (endTicksNeeded > endTicksAvailable &&
offset < endTicksAvailable) {
output.AppendSlice(*audio, offset, endTicksAvailable);
STREAM_LOG(LogLevel::Verbose,
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
("MediaStream %p writing %ld samples for %f to %f "
"(samples %ld to %ld)\n",
aStream, toWrite, MediaTimeToSeconds(t),
MediaTimeToSeconds(end), offset, endTicksNeeded));
uint32_t available = endTicksAvailable - offset;
ticksWritten += available;
toWrite -= available;
offset = endTicksAvailable;
}
output.AppendNullData(toWrite);
STREAM_LOG(LogLevel::Verbose,
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
("MediaStream %p writing %ld padding slsamples for %f to "
"%f (samples %ld to %ld)\n",
aStream, toWrite, MediaTimeToSeconds(t),
MediaTimeToSeconds(end), offset, endTicksNeeded));
ticksWritten += toWrite;
}
output.ApplyVolume(volume);
}
t = end;
}
audioOutput.mLastTickWritten = offset;
// Need unique id for stream & track - and we want it to match the inserter
output.WriteTo(LATENCY_STREAM_ID(aStream, track->GetID()),
mMixer, AudioChannelCount(),
mSampleRate);
}
return ticksWritten;
}
static void
SetImageToBlackPixel(PlanarYCbCrImage* aImage)
{
uint8_t blackPixel[] = { 0x10, 0x80, 0x80 };
PlanarYCbCrData data;
data.mYChannel = blackPixel;
data.mCbChannel = blackPixel + 1;
data.mCrChannel = blackPixel + 2;
data.mYStride = data.mCbCrStride = 1;
data.mPicSize = data.mYSize = data.mCbCrSize = IntSize(1, 1);
aImage->SetData(data);
}
class VideoFrameContainerInvalidateRunnable : public nsRunnable {
public:
explicit VideoFrameContainerInvalidateRunnable(VideoFrameContainer* aVideoFrameContainer)
: mVideoFrameContainer(aVideoFrameContainer)
{}
NS_IMETHOD Run()
{
MOZ_ASSERT(NS_IsMainThread());
mVideoFrameContainer->Invalidate();
return NS_OK;
}
private:
nsRefPtr<VideoFrameContainer> mVideoFrameContainer;
};
void
MediaStreamGraphImpl::PlayVideo(MediaStream* aStream)
{
MOZ_ASSERT(mRealtime, "Should only attempt to play video in realtime mode");
if (aStream->mVideoOutputs.IsEmpty())
return;
TimeStamp currentTimeStamp = CurrentDriver()->GetCurrentTimeStamp();
// Collect any new frames produced in this iteration.
nsAutoTArray<ImageContainer::NonOwningImage,4> newImages;
nsRefPtr<Image> blackImage;
MOZ_ASSERT(mProcessedTime >= aStream->mBufferStartTime, "frame position before buffer?");
StreamTime frameBufferTime = GraphTimeToStreamTimeWithBlocking(aStream, mProcessedTime);
StreamTime bufferEndTime = GraphTimeToStreamTimeWithBlocking(aStream, mStateComputedTime);
StreamTime start;
const VideoChunk* chunk;
for ( ;
frameBufferTime < bufferEndTime;
frameBufferTime = start + chunk->GetDuration()) {
// Pick the last track that has a video chunk for the time, and
// schedule its frame.
chunk = nullptr;
for (StreamBuffer::TrackIter tracks(aStream->GetStreamBuffer(),
MediaSegment::VIDEO);
!tracks.IsEnded();
tracks.Next()) {
VideoSegment* segment = tracks->Get<VideoSegment>();
StreamTime thisStart;
const VideoChunk* thisChunk =
segment->FindChunkContaining(frameBufferTime, &thisStart);
if (thisChunk && thisChunk->mFrame.GetImage()) {
start = thisStart;
chunk = thisChunk;
}
}
if (!chunk)
break;
const VideoFrame* frame = &chunk->mFrame;
if (*frame == aStream->mLastPlayedVideoFrame) {
continue;
}
Image* image = frame->GetImage();
STREAM_LOG(LogLevel::Verbose,
("MediaStream %p writing video frame %p (%dx%d)",
aStream, image, frame->GetIntrinsicSize().width,
frame->GetIntrinsicSize().height));
// Schedule this frame after the previous frame finishes, instead of at
// its start time. These times only differ in the case of multiple
// tracks.
GraphTime frameTime =
StreamTimeToGraphTimeWithBlocking(aStream, frameBufferTime);
TimeStamp targetTime = currentTimeStamp +
TimeDuration::FromSeconds(MediaTimeToSeconds(frameTime - IterationEnd()));
if (frame->GetForceBlack()) {
if (!blackImage) {
blackImage = aStream->mVideoOutputs[0]->
GetImageContainer()->CreateImage(ImageFormat::PLANAR_YCBCR);
if (blackImage) {
// Sets the image to a single black pixel, which will be scaled to
// fill the rendered size.
SetImageToBlackPixel(static_cast<PlanarYCbCrImage*>
(blackImage.get()));
}
}
if (blackImage) {
image = blackImage;
}
}
newImages.AppendElement(ImageContainer::NonOwningImage(image, targetTime));
aStream->mLastPlayedVideoFrame = *frame;
}
if (!aStream->mLastPlayedVideoFrame.GetImage())
return;
nsAutoTArray<ImageContainer::NonOwningImage,4> images;
bool haveMultipleImages = false;
for (uint32_t i = 0; i < aStream->mVideoOutputs.Length(); ++i) {
VideoFrameContainer* output = aStream->mVideoOutputs[i];
// Find previous frames that may still be valid.
nsAutoTArray<ImageContainer::OwningImage,4> previousImages;
output->GetImageContainer()->GetCurrentImages(&previousImages);
uint32_t j = previousImages.Length();
if (j) {
// Re-use the most recent frame before currentTimeStamp and subsequent,
// always keeping at least one frame.
do {
--j;
} while (j > 0 && previousImages[j].mTimeStamp > currentTimeStamp);
}
if (previousImages.Length() - j + newImages.Length() > 1) {
haveMultipleImages = true;
}
// Don't update if there are no changes.
if (j == 0 && newImages.IsEmpty())
continue;
for ( ; j < previousImages.Length(); ++j) {
const auto& image = previousImages[j];
// Cope with potential clock skew with AudioCallbackDriver.
if (newImages.Length() && image.mTimeStamp > newImages[0].mTimeStamp) {
STREAM_LOG(LogLevel::Warning,
("Dropping %u video frames due to clock skew",
unsigned(previousImages.Length() - j)));
break;
}
images.AppendElement(ImageContainer::
NonOwningImage(image.mImage,
image.mTimeStamp, image.mFrameID));
}
// Add the frames from this iteration.
for (auto& image : newImages) {
image.mFrameID = output->NewFrameID();
images.AppendElement(image);
}
output->SetCurrentFrames(aStream->mLastPlayedVideoFrame.GetIntrinsicSize(),
images);
nsCOMPtr<nsIRunnable> event =
new VideoFrameContainerInvalidateRunnable(output);
DispatchToMainThreadAfterStreamStateUpdate(event.forget());
images.ClearAndRetainStorage();
}
// If the stream has finished and the timestamps of all frames have expired
// then no more updates are required.
if (aStream->mFinished && !haveMultipleImages) {
aStream->mLastPlayedVideoFrame.SetNull();
}
}
bool
MediaStreamGraphImpl::ShouldUpdateMainThread()
{
if (mRealtime) {
return true;
}
TimeStamp now = TimeStamp::Now();
if ((now - mLastMainThreadUpdate).ToMilliseconds() > CurrentDriver()->IterationDuration()) {
mLastMainThreadUpdate = now;
return true;
}
return false;
}
void
MediaStreamGraphImpl::PrepareUpdatesToMainThreadState(bool aFinalUpdate)
{
mMonitor.AssertCurrentThreadOwns();
// We don't want to frequently update the main thread about timing update
// when we are not running in realtime.
if (aFinalUpdate || ShouldUpdateMainThread()) {
mStreamUpdates.SetCapacity(mStreamUpdates.Length() + mStreams.Length() +
mSuspendedStreams.Length());
for (MediaStream* stream : AllStreams()) {
if (!stream->MainThreadNeedsUpdates()) {
continue;
}
StreamUpdate* update = mStreamUpdates.AppendElement();
update->mStream = stream;
update->mNextMainThreadCurrentTime =
GraphTimeToStreamTimeWithBlocking(stream, mProcessedTime);
update->mNextMainThreadFinished = stream->mNotifiedFinished;
}
if (!mPendingUpdateRunnables.IsEmpty()) {
mUpdateRunnables.AppendElements(Move(mPendingUpdateRunnables));
}
}
// Don't send the message to the main thread if it's not going to have
// any work to do.
if (aFinalUpdate ||
!mUpdateRunnables.IsEmpty() ||
!mStreamUpdates.IsEmpty()) {
EnsureStableStateEventPosted();
}
}
GraphTime
MediaStreamGraphImpl::RoundUpToNextAudioBlock(GraphTime aTime)
{
StreamTime ticks = aTime;
uint64_t block = ticks >> WEBAUDIO_BLOCK_SIZE_BITS;
uint64_t nextBlock = block + 1;
StreamTime nextTicks = nextBlock << WEBAUDIO_BLOCK_SIZE_BITS;
return nextTicks;
}
void
MediaStreamGraphImpl::ProduceDataForStreamsBlockByBlock(uint32_t aStreamIndex,
TrackRate aSampleRate,
GraphTime aFrom,
GraphTime aTo)
{
MOZ_ASSERT(aStreamIndex <= mFirstCycleBreaker,
"Cycle breaker is not AudioNodeStream?");
GraphTime t = aFrom;
while (t < aTo) {
GraphTime next = RoundUpToNextAudioBlock(t);
for (uint32_t i = mFirstCycleBreaker; i < mStreams.Length(); ++i) {
auto ns = static_cast<AudioNodeStream*>(mStreams[i]);
MOZ_ASSERT(ns->AsAudioNodeStream());
ns->ProduceOutputBeforeInput(t);
}
for (uint32_t i = aStreamIndex; i < mStreams.Length(); ++i) {
ProcessedMediaStream* ps = mStreams[i]->AsProcessedStream();
if (ps) {
ps->ProcessInput(t, next, (next == aTo) ? ProcessedMediaStream::ALLOW_FINISH : 0);
}
}
t = next;
}
NS_ASSERTION(t == aTo, "Something went wrong with rounding to block boundaries");
}
bool
MediaStreamGraphImpl::AllFinishedStreamsNotified()
{
for (MediaStream* stream : AllStreams()) {
if (stream->mFinished && !stream->mNotifiedFinished) {
return false;
}
}
return true;
}
void
MediaStreamGraphImpl::UpdateGraph(GraphTime aEndBlockingDecisions)
{
// Calculate independent action times for each batch of messages (each
// batch corresponding to an event loop task). This isolates the performance
// of different scripts to some extent.
for (uint32_t i = 0; i < mFrontMessageQueue.Length(); ++i) {
nsTArray<nsAutoPtr<ControlMessage> >& messages = mFrontMessageQueue[i].mMessages;
for (uint32_t j = 0; j < messages.Length(); ++j) {
messages[j]->Run();
}
}
mFrontMessageQueue.Clear();
MOZ_ASSERT(aEndBlockingDecisions >= mProcessedTime);
// The next state computed time can be the same as the previous: it
// means the driver would be have been blocking indefinitly, but the graph has
// been woken up right after having been to sleep.
MOZ_ASSERT(aEndBlockingDecisions >= mStateComputedTime);
UpdateStreamOrder();
bool ensureNextIteration = false;
// Grab pending stream input and compute blocking time
for (MediaStream* stream : mStreams) {
if (SourceMediaStream* is = stream->AsSourceStream()) {
ExtractPendingInput(is, aEndBlockingDecisions, &ensureNextIteration);
}
if (stream->mFinished) {
// The stream's not suspended, and since it's finished, underruns won't
// stop it playing out. So there's no blocking other than what we impose
// here.
GraphTime endTime = stream->GetStreamBuffer().GetAllTracksEnd() +
stream->mBufferStartTime;
if (endTime <= mStateComputedTime) {
STREAM_LOG(LogLevel::Verbose, ("MediaStream %p is blocked due to being finished", stream));
stream->mStartBlocking = mStateComputedTime;
} else {
STREAM_LOG(LogLevel::Verbose, ("MediaStream %p is finished, but not blocked yet (end at %f, with blocking at %f)",
stream, MediaTimeToSeconds(stream->GetBufferEnd()),
MediaTimeToSeconds(endTime)));
// Data can't be added to a finished stream, so underruns are irrelevant.
stream->mStartBlocking = std::min(endTime, aEndBlockingDecisions);
}
} else {
stream->mStartBlocking = WillUnderrun(stream, aEndBlockingDecisions);
}
}
for (MediaStream* stream : mSuspendedStreams) {
stream->mStartBlocking = mStateComputedTime;
}
// The loop is woken up so soon that IterationEnd() barely advances and we
// end up having aEndBlockingDecision == mStateComputedTime.
// Since stream blocking is computed in the interval of
// [mStateComputedTime, aEndBlockingDecision), it won't be computed at all.
// We should ensure next iteration so that pending blocking changes will be
// computed in next loop.
if (ensureNextIteration ||
aEndBlockingDecisions == mStateComputedTime) {
EnsureNextIteration();
}
}
void
MediaStreamGraphImpl::Process(GraphTime aFrom, GraphTime aTo)
{
// Play stream contents.
bool allBlockedForever = true;
// True when we've done ProcessInput for all processed streams.
bool doneAllProducing = false;
// This is the number of frame that are written to the AudioStreams, for
// this cycle.
StreamTime ticksPlayed = 0;
mMixer.StartMixing();
// Figure out what each stream wants to do
for (uint32_t i = 0; i < mStreams.Length(); ++i) {
MediaStream* stream = mStreams[i];
if (!doneAllProducing) {
ProcessedMediaStream* ps = stream->AsProcessedStream();
if (ps) {
AudioNodeStream* n = stream->AsAudioNodeStream();
if (n) {
#ifdef DEBUG
// Verify that the sampling rate for all of the following streams is the same
for (uint32_t j = i + 1; j < mStreams.Length(); ++j) {
AudioNodeStream* nextStream = mStreams[j]->AsAudioNodeStream();
if (nextStream) {
MOZ_ASSERT(n->SampleRate() == nextStream->SampleRate(),
"All AudioNodeStreams in the graph must have the same sampling rate");
}
}
#endif
// Since an AudioNodeStream is present, go ahead and
// produce audio block by block for all the rest of the streams.
ProduceDataForStreamsBlockByBlock(i, n->SampleRate(), aFrom, aTo);
doneAllProducing = true;
} else {
ps->ProcessInput(aFrom, aTo, ProcessedMediaStream::ALLOW_FINISH);
NS_WARN_IF_FALSE(stream->mBuffer.GetEnd() >=
GraphTimeToStreamTimeWithBlocking(stream, aTo),
"Stream did not produce enough data");
}
}
}
NotifyHasCurrentData(stream);
// Only playback audio and video in real-time mode
if (mRealtime) {
CreateOrDestroyAudioStreams(aFrom, stream);
if (CurrentDriver()->AsAudioCallbackDriver()) {
StreamTime ticksPlayedForThisStream = PlayAudio(stream, aFrom, aTo);
if (!ticksPlayed) {
ticksPlayed = ticksPlayedForThisStream;
} else {
MOZ_ASSERT(!ticksPlayedForThisStream || ticksPlayedForThisStream == ticksPlayed,
"Each stream should have the same number of frame.");
}
}
PlayVideo(stream);
}
if (stream->mStartBlocking > aFrom) {
allBlockedForever = false;
}
}
if (CurrentDriver()->AsAudioCallbackDriver() && ticksPlayed) {
mMixer.FinishMixing();
}
// If we are switching away from an AudioCallbackDriver, we don't need the
// mixer anymore.
if (CurrentDriver()->AsAudioCallbackDriver() &&
CurrentDriver()->Switching()) {
bool isStarted;
{
MonitorAutoLock mon(mMonitor);
isStarted = CurrentDriver()->AsAudioCallbackDriver()->IsStarted();
}
if (isStarted) {
mMixer.RemoveCallback(CurrentDriver()->AsAudioCallbackDriver());
}
}
if (!allBlockedForever) {
EnsureNextIteration();
}
}
void
MediaStreamGraphImpl::MaybeProduceMemoryReport()
{
MonitorAutoLock lock(mMemoryReportMonitor);
if (mNeedsMemoryReport) {
mNeedsMemoryReport = false;
for (MediaStream* s : AllStreams()) {
AudioNodeStream* stream = s->AsAudioNodeStream();
if (stream) {
AudioNodeSizes usage;
stream->SizeOfAudioNodesIncludingThis(MallocSizeOf, usage);
mAudioStreamSizes.AppendElement(usage);
}
}
lock.Notify();
}
}
bool
MediaStreamGraphImpl::UpdateMainThreadState()
{
MonitorAutoLock lock(mMonitor);
bool finalUpdate = mForceShutDown ||
(mProcessedTime >= mEndTime && AllFinishedStreamsNotified()) ||
(IsEmpty() && mBackMessageQueue.IsEmpty());
PrepareUpdatesToMainThreadState(finalUpdate);
if (finalUpdate) {
// Enter shutdown mode. The stable-state handler will detect this
// and complete shutdown. Destroy any streams immediately.
STREAM_LOG(LogLevel::Debug, ("MediaStreamGraph %p waiting for main thread cleanup", this));
// We'll shut down this graph object if it does not get restarted.
mLifecycleState = LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP;
// No need to Destroy streams here. The main-thread owner of each
// stream is responsible for calling Destroy on them.
return false;
}
CurrentDriver()->WaitForNextIteration();
SwapMessageQueues();
return true;
}
bool
MediaStreamGraphImpl::OneIteration(GraphTime aStateEnd)
{
MaybeProduceMemoryReport();
GraphTime stateFrom = mStateComputedTime;
GraphTime stateEnd = std::min(aStateEnd, mEndTime);
UpdateGraph(stateEnd);
mStateComputedTime = stateEnd;
Process(stateFrom, stateEnd);
mProcessedTime = stateEnd;
UpdateCurrentTimeForStreams(stateFrom);
return UpdateMainThreadState();
}
void
MediaStreamGraphImpl::ApplyStreamUpdate(StreamUpdate* aUpdate)
{
mMonitor.AssertCurrentThreadOwns();
MediaStream* stream = aUpdate->mStream;
if (!stream)
return;
stream->mMainThreadCurrentTime = aUpdate->mNextMainThreadCurrentTime;
stream->mMainThreadFinished = aUpdate->mNextMainThreadFinished;
if (stream->ShouldNotifyStreamFinished()) {
if (stream->mWrapper) {
stream->mWrapper->NotifyStreamFinished();
}
stream->NotifyMainThreadListeners();
}
}
void
MediaStreamGraphImpl::ForceShutDown()
{
NS_ASSERTION(NS_IsMainThread(), "Must be called on main thread");
STREAM_LOG(LogLevel::Debug, ("MediaStreamGraph %p ForceShutdown", this));
{
MonitorAutoLock lock(mMonitor);
mForceShutDown = true;
EnsureNextIterationLocked();
}
}
namespace {
class MediaStreamGraphShutDownRunnable : public nsRunnable {
public:
explicit MediaStreamGraphShutDownRunnable(MediaStreamGraphImpl* aGraph)
: mGraph(aGraph)
{}
NS_IMETHOD Run()
{
NS_ASSERTION(mGraph->mDetectedNotRunning,
"We should know the graph thread control loop isn't running!");
LIFECYCLE_LOG("Shutting down graph %p", mGraph.get());
// We've asserted the graph isn't running. Use mDriver instead of CurrentDriver
// to avoid thread-safety checks
#if 0 // AudioCallbackDrivers are released asynchronously anyways
// XXX a better test would be have setting mDetectedNotRunning make sure
// any current callback has finished and block future ones -- or just
// handle it all in Shutdown()!
if (mGraph->mDriver->AsAudioCallbackDriver()) {
MOZ_ASSERT(!mGraph->mDriver->AsAudioCallbackDriver()->InCallback());
}
#endif
mGraph->mDriver->Shutdown();
// mGraph's thread is not running so it's OK to do whatever here
if (mGraph->IsEmpty()) {
// mGraph is no longer needed, so delete it.
mGraph->Destroy();
} else {
// The graph is not empty. We must be in a forced shutdown, or a
// non-realtime graph that has finished processing. Some later
// AppendMessage will detect that the manager has been emptied, and
// delete it.
NS_ASSERTION(mGraph->mForceShutDown || !mGraph->mRealtime,
"Not in forced shutdown?");
for (MediaStream* stream : mGraph->AllStreams()) {
DOMMediaStream* s = stream->GetWrapper();
if (s) {
s->NotifyMediaStreamGraphShutdown();
}
}
mGraph->mLifecycleState =
MediaStreamGraphImpl::LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION;
}
return NS_OK;
}
private:
nsRefPtr<MediaStreamGraphImpl> mGraph;
};
class MediaStreamGraphStableStateRunnable : public nsRunnable {
public:
explicit MediaStreamGraphStableStateRunnable(MediaStreamGraphImpl* aGraph,
bool aSourceIsMSG)
: mGraph(aGraph)
, mSourceIsMSG(aSourceIsMSG)
{
}
NS_IMETHOD Run()
{
if (mGraph) {
mGraph->RunInStableState(mSourceIsMSG);
}
return NS_OK;
}
private:
nsRefPtr<MediaStreamGraphImpl> mGraph;
bool mSourceIsMSG;
};
/*
* Control messages forwarded from main thread to graph manager thread
*/
class CreateMessage : public ControlMessage {
public:
explicit CreateMessage(MediaStream* aStream) : ControlMessage(aStream) {}
virtual void Run() override
{
mStream->GraphImpl()->AddStreamGraphThread(mStream);
}
virtual void RunDuringShutdown() override
{
// Make sure to run this message during shutdown too, to make sure
// that we balance the number of streams registered with the graph
// as they're destroyed during shutdown.
Run();
}
};
class MediaStreamGraphShutdownObserver final : public nsIObserver
{
~MediaStreamGraphShutdownObserver() {}
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
};
} // namespace
void
MediaStreamGraphImpl::RunInStableState(bool aSourceIsMSG)
{
NS_ASSERTION(NS_IsMainThread(), "Must be called on main thread");
nsTArray<nsCOMPtr<nsIRunnable> > runnables;
// When we're doing a forced shutdown, pending control messages may be
// run on the main thread via RunDuringShutdown. Those messages must
// run without the graph monitor being held. So, we collect them here.
nsTArray<nsAutoPtr<ControlMessage> > controlMessagesToRunDuringShutdown;
{
MonitorAutoLock lock(mMonitor);
if (aSourceIsMSG) {
MOZ_ASSERT(mPostedRunInStableStateEvent);
mPostedRunInStableStateEvent = false;
}
#ifdef ENABLE_LIFECYCLE_LOG
// This should be kept in sync with the LifecycleState enum in
// MediaStreamGraphImpl.h
const char * LifecycleState_str[] = {
"LIFECYCLE_THREAD_NOT_STARTED",
"LIFECYCLE_RUNNING",
"LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP",
"LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN",
"LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION"
};
if (mLifecycleState != LIFECYCLE_RUNNING) {
LIFECYCLE_LOG("Running %p in stable state. Current state: %s\n",
this, LifecycleState_str[mLifecycleState]);
}
#endif
runnables.SwapElements(mUpdateRunnables);
for (uint32_t i = 0; i < mStreamUpdates.Length(); ++i) {
StreamUpdate* update = &mStreamUpdates[i];
if (update->mStream) {
ApplyStreamUpdate(update);
}
}
mStreamUpdates.Clear();
if (mCurrentTaskMessageQueue.IsEmpty()) {
if (mLifecycleState == LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP && IsEmpty()) {
// Complete shutdown. First, ensure that this graph is no longer used.
// A new graph graph will be created if one is needed.
// Asynchronously clean up old graph. We don't want to do this
// synchronously because it spins the event loop waiting for threads
// to shut down, and we don't want to do that in a stable state handler.
mLifecycleState = LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN;
LIFECYCLE_LOG("Sending MediaStreamGraphShutDownRunnable %p", this);
nsCOMPtr<nsIRunnable> event = new MediaStreamGraphShutDownRunnable(this );
NS_DispatchToMainThread(event.forget());
LIFECYCLE_LOG("Disconnecting MediaStreamGraph %p", this);
MediaStreamGraphImpl* graph;
if (gGraphs.Get(mAudioChannel, &graph) && graph == this) {
// null out gGraph if that's the graph being shut down
gGraphs.Remove(mAudioChannel);
}
}
} else {
if (mLifecycleState <= LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP) {
MessageBlock* block = mBackMessageQueue.AppendElement();
block->mMessages.SwapElements(mCurrentTaskMessageQueue);
EnsureNextIterationLocked();
}
// If the MediaStreamGraph has more messages going to it, try to revive
// it to process those messages. Don't do this if we're in a forced
// shutdown or it's a non-realtime graph that has already terminated
// processing.
if (mLifecycleState == LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP &&
mRealtime && !mForceShutDown) {
mLifecycleState = LIFECYCLE_RUNNING;
// Revive the MediaStreamGraph since we have more messages going to it.
// Note that we need to put messages into its queue before reviving it,
// or it might exit immediately.
{
LIFECYCLE_LOG("Reviving a graph (%p) ! %s\n",
this, CurrentDriver()->AsAudioCallbackDriver() ? "AudioDriver" :
"SystemDriver");
nsRefPtr<GraphDriver> driver = CurrentDriver();
MonitorAutoUnlock unlock(mMonitor);
driver->Revive();
}
}
}
// Don't start the thread for a non-realtime graph until it has been
// explicitly started by StartNonRealtimeProcessing.
if (mLifecycleState == LIFECYCLE_THREAD_NOT_STARTED &&
(mRealtime || mNonRealtimeProcessing)) {
mLifecycleState = LIFECYCLE_RUNNING;
// Start the thread now. We couldn't start it earlier because
// the graph might exit immediately on finding it has no streams. The
// first message for a new graph must create a stream.
{
// We should exit the monitor for now, because starting a stream might
// take locks, and we don't want to deadlock.
LIFECYCLE_LOG("Starting a graph (%p) ! %s\n",
this,
CurrentDriver()->AsAudioCallbackDriver() ? "AudioDriver" :
"SystemDriver");
nsRefPtr<GraphDriver> driver = CurrentDriver();
MonitorAutoUnlock unlock(mMonitor);
driver->Start();
}
}
if ((mForceShutDown || !mRealtime) &&
mLifecycleState == LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP) {
// Defer calls to RunDuringShutdown() to happen while mMonitor is not held.
for (uint32_t i = 0; i < mBackMessageQueue.Length(); ++i) {
MessageBlock& mb = mBackMessageQueue[i];
controlMessagesToRunDuringShutdown.AppendElements(Move(mb.mMessages));
}
mBackMessageQueue.Clear();
MOZ_ASSERT(mCurrentTaskMessageQueue.IsEmpty());
// Stop MediaStreamGraph threads. Do not clear gGraph since
// we have outstanding DOM objects that may need it.
mLifecycleState = LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN;
nsCOMPtr<nsIRunnable> event = new MediaStreamGraphShutDownRunnable(this);
NS_DispatchToMainThread(event.forget());
}
mDetectedNotRunning = mLifecycleState > LIFECYCLE_RUNNING;
}
// Make sure we get a new current time in the next event loop task
if (!aSourceIsMSG) {
MOZ_ASSERT(mPostedRunInStableState);
mPostedRunInStableState = false;
}
for (uint32_t i = 0; i < controlMessagesToRunDuringShutdown.Length(); ++i) {
controlMessagesToRunDuringShutdown[i]->RunDuringShutdown();
}
#ifdef DEBUG
mCanRunMessagesSynchronously = mDetectedNotRunning &&
mLifecycleState >= LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN;
#endif
TaskDispatcher& tailDispatcher = AbstractThread::MainThread()->TailDispatcher();
for (uint32_t i = 0; i < runnables.Length(); ++i) {
runnables[i]->Run();
// "Direct" tail dispatcher are supposed to run immediately following the
// execution of the current task. So the meta-tasking that we do here in
// RunInStableState() breaks that abstraction a bit unless we handle it here.
//
// This is particularly important because we can end up with a "stream
// ended" notification immediately following a "stream available" notification,
// and we need to make sure that the watcher responding to "stream available"
// has a chance to run before the second notification starts tearing things
// down.
tailDispatcher.DrainDirectTasks();
}
}
void
MediaStreamGraphImpl::EnsureRunInStableState()
{
NS_ASSERTION(NS_IsMainThread(), "main thread only");
if (mPostedRunInStableState)
return;
mPostedRunInStableState = true;
nsCOMPtr<nsIRunnable> event = new MediaStreamGraphStableStateRunnable(this, false);
nsContentUtils::RunInStableState(event.forget());
}
void
MediaStreamGraphImpl::EnsureStableStateEventPosted()
{
mMonitor.AssertCurrentThreadOwns();
if (mPostedRunInStableStateEvent)
return;
mPostedRunInStableStateEvent = true;
nsCOMPtr<nsIRunnable> event = new MediaStreamGraphStableStateRunnable(this, true);
NS_DispatchToMainThread(event.forget());
}
void
MediaStreamGraphImpl::AppendMessage(ControlMessage* aMessage)
{
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
MOZ_ASSERT(NS_IsMainThread(), "main thread only");
2015-04-29 12:02:55 +03:00
MOZ_ASSERT(!aMessage->GetStream() ||
!aMessage->GetStream()->IsDestroyed(),
"Stream already destroyed");
if (mDetectedNotRunning &&
mLifecycleState > LIFECYCLE_WAITING_FOR_MAIN_THREAD_CLEANUP) {
// The graph control loop is not running and main thread cleanup has
// happened. From now on we can't append messages to mCurrentTaskMessageQueue,
// because that will never be processed again, so just RunDuringShutdown
// this message.
// This should only happen during forced shutdown, or after a non-realtime
// graph has finished processing.
#ifdef DEBUG
MOZ_ASSERT(mCanRunMessagesSynchronously);
mCanRunMessagesSynchronously = false;
#endif
aMessage->RunDuringShutdown();
#ifdef DEBUG
mCanRunMessagesSynchronously = true;
#endif
delete aMessage;
if (IsEmpty() &&
mLifecycleState >= LIFECYCLE_WAITING_FOR_STREAM_DESTRUCTION) {
MediaStreamGraphImpl* graph;
if (gGraphs.Get(mAudioChannel, &graph) && graph == this) {
gGraphs.Remove(mAudioChannel);
}
Destroy();
}
return;
}
mCurrentTaskMessageQueue.AppendElement(aMessage);
EnsureRunInStableState();
}
MediaStream::MediaStream(DOMMediaStream* aWrapper)
: mBufferStartTime(0)
, mStartBlocking(GRAPH_TIME_MAX)
, mSuspendedCount(0)
, mFinished(false)
, mNotifiedFinished(false)
, mNotifiedBlocked(false)
, mHasCurrentData(false)
, mNotifiedHasCurrentData(false)
, mWrapper(aWrapper)
, mMainThreadCurrentTime(0)
, mMainThreadFinished(false)
, mFinishedNotificationSent(false)
, mMainThreadDestroyed(false)
, mGraph(nullptr)
, mAudioChannelType(dom::AudioChannel::Normal)
{
MOZ_COUNT_CTOR(MediaStream);
// aWrapper should not already be connected to a MediaStream! It needs
// to be hooked up to this stream, and since this stream is only just
// being created now, aWrapper must not be connected to anything.
NS_ASSERTION(!aWrapper || !aWrapper->GetStream(),
"Wrapper already has another media stream hooked up to it!");
}
size_t
MediaStream::SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const
{
size_t amount = 0;
// Not owned:
// - mGraph - Not reported here
// - mConsumers - elements
// Future:
// - mWrapper
// - mVideoOutputs - elements
// - mLastPlayedVideoFrame
// - mListeners - elements
// - mAudioOutputStream - elements
amount += mBuffer.SizeOfExcludingThis(aMallocSizeOf);
amount += mAudioOutputs.ShallowSizeOfExcludingThis(aMallocSizeOf);
amount += mVideoOutputs.ShallowSizeOfExcludingThis(aMallocSizeOf);
amount += mListeners.ShallowSizeOfExcludingThis(aMallocSizeOf);
amount += mMainThreadListeners.ShallowSizeOfExcludingThis(aMallocSizeOf);
amount += mDisabledTrackIDs.ShallowSizeOfExcludingThis(aMallocSizeOf);
amount += mConsumers.ShallowSizeOfExcludingThis(aMallocSizeOf);
return amount;
}
size_t
MediaStream::SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const
{
return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
}
MediaStreamGraphImpl*
MediaStream::GraphImpl()
{
return mGraph;
}
MediaStreamGraph*
MediaStream::Graph()
{
return mGraph;
}
void
MediaStream::SetGraphImpl(MediaStreamGraphImpl* aGraph)
{
MOZ_ASSERT(!mGraph, "Should only be called once");
mGraph = aGraph;
mAudioChannelType = static_cast<AudioChannel>(aGraph->AudioChannel());
mBuffer.InitGraphRate(aGraph->GraphRate());
}
void
MediaStream::SetGraphImpl(MediaStreamGraph* aGraph)
{
MediaStreamGraphImpl* graph = static_cast<MediaStreamGraphImpl*>(aGraph);
SetGraphImpl(graph);
}
StreamTime
MediaStream::GraphTimeToStreamTime(GraphTime aTime)
{
NS_ASSERTION(mStartBlocking == GraphImpl()->mStateComputedTime,
"Don't call this when there's pending blocking time!");
return aTime - mBufferStartTime;
}
GraphTime
MediaStream::StreamTimeToGraphTime(StreamTime aTime)
{
NS_ASSERTION(mStartBlocking == GraphImpl()->mStateComputedTime,
"Don't call this when there's pending blocking time!");
return aTime + mBufferStartTime;
}
StreamTime
MediaStream::GraphTimeToStreamTimeWithBlocking(GraphTime aTime)
{
return GraphImpl()->GraphTimeToStreamTimeWithBlocking(this, aTime);
}
void
MediaStream::FinishOnGraphThread()
{
GraphImpl()->FinishStream(this);
}
StreamBuffer::Track*
MediaStream::EnsureTrack(TrackID aTrackId)
{
StreamBuffer::Track* track = mBuffer.FindTrack(aTrackId);
if (!track) {
nsAutoPtr<MediaSegment> segment(new AudioSegment());
for (uint32_t j = 0; j < mListeners.Length(); ++j) {
MediaStreamListener* l = mListeners[j];
l->NotifyQueuedTrackChanges(Graph(), aTrackId, 0,
MediaStreamListener::TRACK_EVENT_CREATED,
*segment);
// TODO If we ever need to ensure several tracks at once, we will have to
// change this.
l->NotifyFinishedTrackCreation(Graph());
}
track = &mBuffer.AddTrack(aTrackId, 0, segment.forget());
}
return track;
}
void
MediaStream::RemoveAllListenersImpl()
{
for (int32_t i = mListeners.Length() - 1; i >= 0; --i) {
nsRefPtr<MediaStreamListener> listener = mListeners[i].forget();
listener->NotifyEvent(GraphImpl(), MediaStreamListener::EVENT_REMOVED);
}
mListeners.Clear();
}
void
MediaStream::DestroyImpl()
{
for (int32_t i = mConsumers.Length() - 1; i >= 0; --i) {
mConsumers[i]->Disconnect();
}
mGraph = nullptr;
}
void
MediaStream::Destroy()
{
// Keep this stream alive until we leave this method
nsRefPtr<MediaStream> kungFuDeathGrip = this;
class Message : public ControlMessage {
public:
explicit Message(MediaStream* aStream) : ControlMessage(aStream) {}
virtual void Run()
{
mStream->RemoveAllListenersImpl();
auto graph = mStream->GraphImpl();
mStream->DestroyImpl();
graph->RemoveStreamGraphThread(mStream);
}
virtual void RunDuringShutdown()
{ Run(); }
};
mWrapper = nullptr;
GraphImpl()->AppendMessage(new Message(this));
// Message::RunDuringShutdown may have removed this stream from the graph,
// but our kungFuDeathGrip above will have kept this stream alive if
// necessary.
mMainThreadDestroyed = true;
}
void
MediaStream::AddAudioOutput(void* aKey)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, void* aKey) : ControlMessage(aStream), mKey(aKey) {}
virtual void Run()
{
mStream->AddAudioOutputImpl(mKey);
}
void* mKey;
};
GraphImpl()->AppendMessage(new Message(this, aKey));
}
void
MediaStream::SetAudioOutputVolumeImpl(void* aKey, float aVolume)
{
for (uint32_t i = 0; i < mAudioOutputs.Length(); ++i) {
if (mAudioOutputs[i].mKey == aKey) {
mAudioOutputs[i].mVolume = aVolume;
return;
}
}
NS_ERROR("Audio output key not found");
}
void
MediaStream::SetAudioOutputVolume(void* aKey, float aVolume)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, void* aKey, float aVolume) :
ControlMessage(aStream), mKey(aKey), mVolume(aVolume) {}
virtual void Run()
{
mStream->SetAudioOutputVolumeImpl(mKey, mVolume);
}
void* mKey;
float mVolume;
};
GraphImpl()->AppendMessage(new Message(this, aKey, aVolume));
}
void
MediaStream::RemoveAudioOutputImpl(void* aKey)
{
for (uint32_t i = 0; i < mAudioOutputs.Length(); ++i) {
if (mAudioOutputs[i].mKey == aKey) {
mAudioOutputs.RemoveElementAt(i);
return;
}
}
NS_ERROR("Audio output key not found");
}
void
MediaStream::RemoveAudioOutput(void* aKey)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, void* aKey) :
ControlMessage(aStream), mKey(aKey) {}
virtual void Run()
{
mStream->RemoveAudioOutputImpl(mKey);
}
void* mKey;
};
GraphImpl()->AppendMessage(new Message(this, aKey));
}
void
MediaStream::AddVideoOutput(VideoFrameContainer* aContainer)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, VideoFrameContainer* aContainer) :
ControlMessage(aStream), mContainer(aContainer) {}
virtual void Run()
{
mStream->AddVideoOutputImpl(mContainer.forget());
}
nsRefPtr<VideoFrameContainer> mContainer;
};
GraphImpl()->AppendMessage(new Message(this, aContainer));
}
void
MediaStream::RemoveVideoOutput(VideoFrameContainer* aContainer)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, VideoFrameContainer* aContainer) :
ControlMessage(aStream), mContainer(aContainer) {}
virtual void Run()
{
mStream->RemoveVideoOutputImpl(mContainer);
}
nsRefPtr<VideoFrameContainer> mContainer;
};
GraphImpl()->AppendMessage(new Message(this, aContainer));
}
void
MediaStream::Suspend()
{
class Message : public ControlMessage {
public:
explicit Message(MediaStream* aStream) :
ControlMessage(aStream) {}
virtual void Run()
{
mStream->GraphImpl()->IncrementSuspendCount(mStream);
}
};
2014-01-13 20:38:30 +04:00
// This can happen if this method has been called asynchronously, and the
// stream has been destroyed since then.
if (mMainThreadDestroyed) {
return;
}
GraphImpl()->AppendMessage(new Message(this));
}
void
MediaStream::Resume()
{
class Message : public ControlMessage {
public:
explicit Message(MediaStream* aStream) :
ControlMessage(aStream) {}
virtual void Run()
{
mStream->GraphImpl()->DecrementSuspendCount(mStream);
}
};
// This can happen if this method has been called asynchronously, and the
// stream has been destroyed since then.
if (mMainThreadDestroyed) {
return;
}
GraphImpl()->AppendMessage(new Message(this));
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
MediaStream::AddListenerImpl(already_AddRefed<MediaStreamListener> aListener)
{
MediaStreamListener* listener = *mListeners.AppendElement() = aListener;
listener->NotifyBlockingChanged(GraphImpl(),
mNotifiedBlocked ? MediaStreamListener::BLOCKED : MediaStreamListener::UNBLOCKED);
if (mNotifiedFinished) {
listener->NotifyEvent(GraphImpl(), MediaStreamListener::EVENT_FINISHED);
}
if (mNotifiedHasCurrentData) {
listener->NotifyHasCurrentData(GraphImpl());
}
}
void
MediaStream::AddListener(MediaStreamListener* aListener)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, MediaStreamListener* aListener) :
ControlMessage(aStream), mListener(aListener) {}
virtual void Run()
{
mStream->AddListenerImpl(mListener.forget());
}
nsRefPtr<MediaStreamListener> mListener;
};
GraphImpl()->AppendMessage(new Message(this, aListener));
}
void
MediaStream::RemoveListenerImpl(MediaStreamListener* aListener)
{
// wouldn't need this if we could do it in the opposite order
nsRefPtr<MediaStreamListener> listener(aListener);
mListeners.RemoveElement(aListener);
listener->NotifyEvent(GraphImpl(), MediaStreamListener::EVENT_REMOVED);
}
void
MediaStream::RemoveListener(MediaStreamListener* aListener)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, MediaStreamListener* aListener) :
ControlMessage(aStream), mListener(aListener) {}
virtual void Run()
{
mStream->RemoveListenerImpl(mListener);
}
nsRefPtr<MediaStreamListener> mListener;
};
// If the stream is destroyed the Listeners have or will be
// removed.
if (!IsDestroyed()) {
GraphImpl()->AppendMessage(new Message(this, aListener));
}
}
void
MediaStream::RunAfterPendingUpdates(already_AddRefed<nsIRunnable> aRunnable)
{
MOZ_ASSERT(NS_IsMainThread());
MediaStreamGraphImpl* graph = GraphImpl();
nsCOMPtr<nsIRunnable> runnable(aRunnable);
// Special case when a non-realtime graph has not started, to ensure the
// runnable will run in finite time.
if (!(graph->mRealtime || graph->mNonRealtimeProcessing)) {
runnable->Run();
return;
}
class Message : public ControlMessage {
public:
explicit Message(MediaStream* aStream,
already_AddRefed<nsIRunnable> aRunnable)
: ControlMessage(aStream)
, mRunnable(aRunnable) {}
virtual void Run() override
{
mStream->Graph()->
DispatchToMainThreadAfterStreamStateUpdate(mRunnable.forget());
}
virtual void RunDuringShutdown() override
{
// Don't run mRunnable now as it may call AppendMessage() which would
// assume that there are no remaining controlMessagesToRunDuringShutdown.
MOZ_ASSERT(NS_IsMainThread());
NS_DispatchToCurrentThread(mRunnable);
}
private:
nsCOMPtr<nsIRunnable> mRunnable;
};
graph->AppendMessage(new Message(this, runnable.forget()));
}
void
MediaStream::SetTrackEnabledImpl(TrackID aTrackID, bool aEnabled)
{
if (aEnabled) {
mDisabledTrackIDs.RemoveElement(aTrackID);
} else {
if (!mDisabledTrackIDs.Contains(aTrackID)) {
mDisabledTrackIDs.AppendElement(aTrackID);
}
}
}
void
MediaStream::SetTrackEnabled(TrackID aTrackID, bool aEnabled)
{
class Message : public ControlMessage {
public:
Message(MediaStream* aStream, TrackID aTrackID, bool aEnabled) :
ControlMessage(aStream), mTrackID(aTrackID), mEnabled(aEnabled) {}
virtual void Run()
{
mStream->SetTrackEnabledImpl(mTrackID, mEnabled);
}
TrackID mTrackID;
bool mEnabled;
};
GraphImpl()->AppendMessage(new Message(this, aTrackID, aEnabled));
}
void
MediaStream::ApplyTrackDisabling(TrackID aTrackID, MediaSegment* aSegment, MediaSegment* aRawSegment)
{
if (!mDisabledTrackIDs.Contains(aTrackID)) {
return;
}
aSegment->ReplaceWithDisabled();
if (aRawSegment) {
aRawSegment->ReplaceWithDisabled();
}
}
void
MediaStream::AddMainThreadListener(MainThreadMediaStreamListener* aListener)
{
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(aListener);
MOZ_ASSERT(!mMainThreadListeners.Contains(aListener));
mMainThreadListeners.AppendElement(aListener);
// If it is not yet time to send the notification, then finish here.
if (!mFinishedNotificationSent) {
return;
}
class NotifyRunnable final : public nsRunnable
{
public:
explicit NotifyRunnable(MediaStream* aStream)
: mStream(aStream)
{}
NS_IMETHOD Run() override
{
MOZ_ASSERT(NS_IsMainThread());
mStream->NotifyMainThreadListeners();
return NS_OK;
}
private:
~NotifyRunnable() {}
nsRefPtr<MediaStream> mStream;
};
nsRefPtr<nsRunnable> runnable = new NotifyRunnable(this);
NS_WARN_IF(NS_FAILED(NS_DispatchToMainThread(runnable.forget())));
}
void
SourceMediaStream::DestroyImpl()
{
// Hold mMutex while mGraph is reset so that other threads holding mMutex
// can null-check know that the graph will not destroyed.
MutexAutoLock lock(mMutex);
MediaStream::DestroyImpl();
}
void
SourceMediaStream::SetPullEnabled(bool aEnabled)
{
MutexAutoLock lock(mMutex);
mPullEnabled = aEnabled;
if (mPullEnabled && GraphImpl()) {
GraphImpl()->EnsureNextIteration();
}
}
void
SourceMediaStream::AddTrackInternal(TrackID aID, TrackRate aRate, StreamTime aStart,
MediaSegment* aSegment, uint32_t aFlags)
{
MutexAutoLock lock(mMutex);
nsTArray<TrackData> *track_data = (aFlags & ADDTRACK_QUEUED) ?
&mPendingTracks : &mUpdateTracks;
TrackData* data = track_data->AppendElement();
data->mID = aID;
data->mInputRate = aRate;
data->mStart = aStart;
data->mEndOfFlushedData = aStart;
data->mCommands = TRACK_CREATE;
data->mData = aSegment;
if (!(aFlags & ADDTRACK_QUEUED) && GraphImpl()) {
GraphImpl()->EnsureNextIteration();
}
}
void
SourceMediaStream::FinishAddTracks()
{
MutexAutoLock lock(mMutex);
mUpdateTracks.AppendElements(Move(mPendingTracks));
if (GraphImpl()) {
GraphImpl()->EnsureNextIteration();
}
}
StreamBuffer::Track*
SourceMediaStream::FindTrack(TrackID aID)
{
return mBuffer.FindTrack(aID);
}
void
SourceMediaStream::ResampleAudioToGraphSampleRate(TrackData* aTrackData, MediaSegment* aSegment)
{
if (aSegment->GetType() != MediaSegment::AUDIO ||
aTrackData->mInputRate == GraphImpl()->GraphRate()) {
return;
}
AudioSegment* segment = static_cast<AudioSegment*>(aSegment);
int channels = segment->ChannelCount();
2014-04-25 17:15:21 +04:00
// If this segment is just silence, we delay instanciating the resampler. We
// also need to recreate the resampler if the channel count changes.
if (channels && aTrackData->mResamplerChannelCount != channels) {
SpeexResamplerState* state = speex_resampler_init(channels,
aTrackData->mInputRate,
GraphImpl()->GraphRate(),
SPEEX_RESAMPLER_QUALITY_MIN,
nullptr);
if (!state) {
return;
}
aTrackData->mResampler.own(state);
aTrackData->mResamplerChannelCount = channels;
}
segment->ResampleChunks(aTrackData->mResampler, aTrackData->mInputRate, GraphImpl()->GraphRate());
}
bool
SourceMediaStream::AppendToTrack(TrackID aID, MediaSegment* aSegment, MediaSegment *aRawSegment)
{
MutexAutoLock lock(mMutex);
// ::EndAllTrackAndFinished() can end these before the sources notice
bool appended = false;
auto graph = GraphImpl();
if (!mFinished && graph) {
TrackData *track = FindDataForTrack(aID);
if (track) {
// Data goes into mData, and on the next iteration of the MSG moves
// into the track's segment after NotifyQueuedTrackChanges(). This adds
// 0-10ms of delay before data gets to direct listeners.
// Indirect listeners (via subsequent TrackUnion nodes) are synced to
// playout time, and so can be delayed by buffering.
// Apply track disabling before notifying any consumers directly
// or inserting into the graph
ApplyTrackDisabling(aID, aSegment, aRawSegment);
ResampleAudioToGraphSampleRate(track, aSegment);
// Must notify first, since AppendFrom() will empty out aSegment
NotifyDirectConsumers(track, aRawSegment ? aRawSegment : aSegment);
track->mData->AppendFrom(aSegment); // note: aSegment is now dead
appended = true;
GraphImpl()->EnsureNextIteration();
} else {
aSegment->Clear();
}
}
return appended;
}
void
SourceMediaStream::NotifyDirectConsumers(TrackData *aTrack,
MediaSegment *aSegment)
{
// Call with mMutex locked
MOZ_ASSERT(aTrack);
for (uint32_t j = 0; j < mDirectListeners.Length(); ++j) {
MediaStreamDirectListener* l = mDirectListeners[j];
StreamTime offset = 0; // FIX! need a separate StreamTime.... or the end of the internal buffer
l->NotifyRealtimeData(static_cast<MediaStreamGraph*>(GraphImpl()), aTrack->mID,
offset, aTrack->mCommands, *aSegment);
}
}
// These handle notifying all the listeners of an event
void
SourceMediaStream::NotifyListenersEventImpl(MediaStreamListener::MediaStreamGraphEvent aEvent)
{
for (uint32_t j = 0; j < mListeners.Length(); ++j) {
MediaStreamListener* l = mListeners[j];
l->NotifyEvent(GraphImpl(), aEvent);
}
}
void
SourceMediaStream::NotifyListenersEvent(MediaStreamListener::MediaStreamGraphEvent aNewEvent)
{
class Message : public ControlMessage {
public:
Message(SourceMediaStream* aStream, MediaStreamListener::MediaStreamGraphEvent aEvent) :
ControlMessage(aStream), mEvent(aEvent) {}
virtual void Run()
{
mStream->AsSourceStream()->NotifyListenersEventImpl(mEvent);
}
MediaStreamListener::MediaStreamGraphEvent mEvent;
};
GraphImpl()->AppendMessage(new Message(this, aNewEvent));
}
void
SourceMediaStream::AddDirectListener(MediaStreamDirectListener* aListener)
{
bool wasEmpty;
{
MutexAutoLock lock(mMutex);
wasEmpty = mDirectListeners.IsEmpty();
mDirectListeners.AppendElement(aListener);
}
if (wasEmpty) {
// Async
NotifyListenersEvent(MediaStreamListener::EVENT_HAS_DIRECT_LISTENERS);
}
}
void
SourceMediaStream::RemoveDirectListener(MediaStreamDirectListener* aListener)
{
bool isEmpty;
{
MutexAutoLock lock(mMutex);
mDirectListeners.RemoveElement(aListener);
isEmpty = mDirectListeners.IsEmpty();
}
if (isEmpty) {
// Async
NotifyListenersEvent(MediaStreamListener::EVENT_HAS_NO_DIRECT_LISTENERS);
}
}
StreamTime
SourceMediaStream::GetEndOfAppendedData(TrackID aID)
{
MutexAutoLock lock(mMutex);
TrackData *track = FindDataForTrack(aID);
if (track) {
return track->mEndOfFlushedData + track->mData->GetDuration();
}
NS_ERROR("Track not found");
return 0;
}
void
SourceMediaStream::EndTrack(TrackID aID)
{
MutexAutoLock lock(mMutex);
TrackData *track = FindDataForTrack(aID);
if (track) {
track->mCommands |= TRACK_END;
}
if (auto graph = GraphImpl()) {
graph->EnsureNextIteration();
}
}
void
SourceMediaStream::AdvanceKnownTracksTime(StreamTime aKnownTime)
{
MutexAutoLock lock(mMutex);
MOZ_ASSERT(aKnownTime >= mUpdateKnownTracksTime);
mUpdateKnownTracksTime = aKnownTime;
if (auto graph = GraphImpl()) {
graph->EnsureNextIteration();
}
}
void
SourceMediaStream::FinishWithLockHeld()
{
mMutex.AssertCurrentThreadOwns();
mUpdateFinished = true;
if (auto graph = GraphImpl()) {
graph->EnsureNextIteration();
}
}
void
SourceMediaStream::EndAllTrackAndFinish()
{
MutexAutoLock lock(mMutex);
for (uint32_t i = 0; i < mUpdateTracks.Length(); ++i) {
SourceMediaStream::TrackData* data = &mUpdateTracks[i];
data->mCommands |= TRACK_END;
}
mPendingTracks.Clear();
FinishWithLockHeld();
// we will call NotifyEvent() to let GetUserMedia know
}
void
SourceMediaStream::RegisterForAudioMixing()
{
MutexAutoLock lock(mMutex);
mNeedsMixing = true;
}
bool
SourceMediaStream::NeedsMixing()
{
MutexAutoLock lock(mMutex);
return mNeedsMixing;
}
void
MediaInputPort::Init()
{
STREAM_LOG(LogLevel::Debug, ("Adding MediaInputPort %p (from %p to %p) to the graph",
this, mSource, mDest));
mSource->AddConsumer(this);
mDest->AddInput(this);
// mPortCount decremented via MediaInputPort::Destroy's message
++mDest->GraphImpl()->mPortCount;
}
void
MediaInputPort::Disconnect()
{
NS_ASSERTION(!mSource == !mDest,
"mSource must either both be null or both non-null");
if (!mSource)
return;
mSource->RemoveConsumer(this);
mSource = nullptr;
mDest->RemoveInput(this);
mDest = nullptr;
GraphImpl()->SetStreamOrderDirty();
}
MediaInputPort::InputInterval
MediaInputPort::GetNextInputInterval(GraphTime aTime)
{
InputInterval result = { GRAPH_TIME_MAX, GRAPH_TIME_MAX, false };
if (aTime >= mDest->mStartBlocking) {
return result;
}
result.mStart = aTime;
result.mEnd = mDest->mStartBlocking;
result.mInputIsBlocked = aTime >= mSource->mStartBlocking;
if (!result.mInputIsBlocked) {
result.mEnd = std::min(result.mEnd, mSource->mStartBlocking);
}
return result;
}
void
MediaInputPort::Destroy()
{
class Message : public ControlMessage {
public:
explicit Message(MediaInputPort* aPort)
: ControlMessage(nullptr), mPort(aPort) {}
virtual void Run()
{
mPort->Disconnect();
--mPort->GraphImpl()->mPortCount;
mPort->SetGraphImpl(nullptr);
NS_RELEASE(mPort);
}
virtual void RunDuringShutdown()
{
Run();
}
MediaInputPort* mPort;
};
GraphImpl()->AppendMessage(new Message(this));
}
MediaStreamGraphImpl*
MediaInputPort::GraphImpl()
{
return mGraph;
}
MediaStreamGraph*
MediaInputPort::Graph()
{
return mGraph;
}
void
MediaInputPort::SetGraphImpl(MediaStreamGraphImpl* aGraph)
{
MOZ_ASSERT(!mGraph || !aGraph, "Should only be set once");
mGraph = aGraph;
}
already_AddRefed<MediaInputPort>
ProcessedMediaStream::AllocateInputPort(MediaStream* aStream,
uint16_t aInputNumber, uint16_t aOutputNumber)
{
// This method creates two references to the MediaInputPort: one for
// the main thread, and one for the MediaStreamGraph.
class Message : public ControlMessage {
public:
explicit Message(MediaInputPort* aPort)
: ControlMessage(aPort->GetDestination()),
mPort(aPort) {}
virtual void Run()
{
mPort->Init();
// The graph holds its reference implicitly
mPort->GraphImpl()->SetStreamOrderDirty();
unused << mPort.forget();
}
virtual void RunDuringShutdown()
{
Run();
}
nsRefPtr<MediaInputPort> mPort;
};
nsRefPtr<MediaInputPort> port = new MediaInputPort(aStream, this,
aInputNumber, aOutputNumber);
port->SetGraphImpl(GraphImpl());
GraphImpl()->AppendMessage(new Message(port));
return port.forget();
}
void
ProcessedMediaStream::Finish()
{
class Message : public ControlMessage {
public:
explicit Message(ProcessedMediaStream* aStream)
: ControlMessage(aStream) {}
virtual void Run()
{
mStream->GraphImpl()->FinishStream(mStream);
}
};
GraphImpl()->AppendMessage(new Message(this));
}
void
ProcessedMediaStream::SetAutofinish(bool aAutofinish)
{
class Message : public ControlMessage {
public:
Message(ProcessedMediaStream* aStream, bool aAutofinish)
: ControlMessage(aStream), mAutofinish(aAutofinish) {}
virtual void Run()
{
static_cast<ProcessedMediaStream*>(mStream)->SetAutofinishImpl(mAutofinish);
}
bool mAutofinish;
};
GraphImpl()->AppendMessage(new Message(this, aAutofinish));
}
void
ProcessedMediaStream::DestroyImpl()
{
for (int32_t i = mInputs.Length() - 1; i >= 0; --i) {
mInputs[i]->Disconnect();
}
MediaStream::DestroyImpl();
// The stream order is only important if there are connections, in which
// case MediaInputPort::Disconnect() called SetStreamOrderDirty().
// MediaStreamGraphImpl::RemoveStreamGraphThread() will also call
// SetStreamOrderDirty(), for other reasons.
}
MediaStreamGraphImpl::MediaStreamGraphImpl(GraphDriverType aDriverRequested,
TrackRate aSampleRate,
dom::AudioChannel aChannel)
: MediaStreamGraph(aSampleRate)
, mPortCount(0)
, mNeedAnotherIteration(false)
, mGraphDriverAsleep(false)
, mMonitor("MediaStreamGraphImpl")
, mLifecycleState(LIFECYCLE_THREAD_NOT_STARTED)
, mEndTime(GRAPH_TIME_MAX)
, mForceShutDown(false)
, mPostedRunInStableStateEvent(false)
, mDetectedNotRunning(false)
, mPostedRunInStableState(false)
, mRealtime(aDriverRequested != OFFLINE_THREAD_DRIVER)
, mNonRealtimeProcessing(false)
, mStreamOrderDirty(false)
, mLatencyLog(AsyncLatencyLogger::Get())
#ifdef MOZ_WEBRTC
, mFarendObserverRef(nullptr)
#endif
, mMemoryReportMonitor("MSGIMemory")
, mSelfRef(this)
, mAudioStreamSizes()
, mNeedsMemoryReport(false)
#ifdef DEBUG
, mCanRunMessagesSynchronously(false)
#endif
, mAudioChannel(static_cast<uint32_t>(aChannel))
{
if (!gMediaStreamGraphLog) {
gMediaStreamGraphLog = PR_NewLogModule("MediaStreamGraph");
}
if (mRealtime) {
if (aDriverRequested == AUDIO_THREAD_DRIVER) {
AudioCallbackDriver* driver = new AudioCallbackDriver(this, aChannel);
mDriver = driver;
mMixer.AddCallback(driver);
} else {
mDriver = new SystemClockDriver(this);
}
} else {
mDriver = new OfflineClockDriver(this, MEDIA_GRAPH_TARGET_PERIOD_MS);
}
mLastMainThreadUpdate = TimeStamp::Now();
RegisterWeakMemoryReporter(this);
}
void
MediaStreamGraphImpl::Destroy()
{
// First unregister from memory reporting.
UnregisterWeakMemoryReporter(this);
// Clear the self reference which will destroy this instance.
mSelfRef = nullptr;
}
NS_IMPL_ISUPPORTS(MediaStreamGraphShutdownObserver, nsIObserver)
static bool gShutdownObserverRegistered = false;
namespace {
PLDHashOperator
ForceShutdownEnumerator(const uint32_t& /* aAudioChannel */,
MediaStreamGraphImpl* aGraph,
void* /* aUnused */)
{
aGraph->ForceShutDown();
return PL_DHASH_NEXT;
}
} // namespace
NS_IMETHODIMP
MediaStreamGraphShutdownObserver::Observe(nsISupports *aSubject,
const char *aTopic,
const char16_t *aData)
{
if (strcmp(aTopic, NS_XPCOM_SHUTDOWN_OBSERVER_ID) == 0) {
gGraphs.EnumerateRead(ForceShutdownEnumerator, nullptr);
nsContentUtils::UnregisterShutdownObserver(this);
gShutdownObserverRegistered = false;
}
return NS_OK;
}
MediaStreamGraph*
MediaStreamGraph::GetInstance(MediaStreamGraph::GraphDriverType aGraphDriverRequested,
dom::AudioChannel aChannel)
{
NS_ASSERTION(NS_IsMainThread(), "Main thread only");
uint32_t channel = static_cast<uint32_t>(aChannel);
MediaStreamGraphImpl* graph = nullptr;
if (!gGraphs.Get(channel, &graph)) {
if (!gShutdownObserverRegistered) {
gShutdownObserverRegistered = true;
nsContentUtils::RegisterShutdownObserver(new MediaStreamGraphShutdownObserver());
}
CubebUtils::InitPreferredSampleRate();
graph = new MediaStreamGraphImpl(aGraphDriverRequested,
CubebUtils::PreferredSampleRate(),
aChannel);
gGraphs.Put(channel, graph);
STREAM_LOG(LogLevel::Debug,
("Starting up MediaStreamGraph %p for channel %s",
graph, AudioChannelValues::strings[channel]));
}
return graph;
}
MediaStreamGraph*
MediaStreamGraph::CreateNonRealtimeInstance(TrackRate aSampleRate)
{
NS_ASSERTION(NS_IsMainThread(), "Main thread only");
MediaStreamGraphImpl* graph =
new MediaStreamGraphImpl(OFFLINE_THREAD_DRIVER,
aSampleRate,
AudioChannel::Normal);
STREAM_LOG(LogLevel::Debug, ("Starting up Offline MediaStreamGraph %p", graph));
return graph;
}
void
MediaStreamGraph::DestroyNonRealtimeInstance(MediaStreamGraph* aGraph)
{
NS_ASSERTION(NS_IsMainThread(), "Main thread only");
MOZ_ASSERT(aGraph->IsNonRealtime(), "Should not destroy the global graph here");
MediaStreamGraphImpl* graph = static_cast<MediaStreamGraphImpl*>(aGraph);
if (graph->mForceShutDown)
return; // already done
if (!graph->mNonRealtimeProcessing) {
// Start the graph, but don't produce anything
graph->StartNonRealtimeProcessing(0);
}
graph->ForceShutDown();
}
NS_IMPL_ISUPPORTS(MediaStreamGraphImpl, nsIMemoryReporter)
struct ArrayClearer
{
explicit ArrayClearer(nsTArray<AudioNodeSizes>& aArray) : mArray(aArray) {}
~ArrayClearer() { mArray.Clear(); }
nsTArray<AudioNodeSizes>& mArray;
};
NS_IMETHODIMP
MediaStreamGraphImpl::CollectReports(nsIHandleReportCallback* aHandleReport,
nsISupports* aData, bool aAnonymize)
{
// Clears out the report array after we're done with it.
ArrayClearer reportCleanup(mAudioStreamSizes);
{
MonitorAutoLock memoryReportLock(mMemoryReportMonitor);
mNeedsMemoryReport = true;
{
// Wake up the MSG thread if it's real time (Offline graphs can't be
// sleeping).
MonitorAutoLock monitorLock(mMonitor);
if (!CurrentDriver()->AsOfflineClockDriver()) {
CurrentDriver()->WakeUp();
}
}
if (mLifecycleState >= LIFECYCLE_WAITING_FOR_THREAD_SHUTDOWN) {
// Shutting down, nothing to report.
return NS_OK;
}
// Wait for up to one second for the report to complete.
nsresult rv;
const PRIntervalTime kMaxWait = PR_SecondsToInterval(1);
while ((rv = memoryReportLock.Wait(kMaxWait)) != NS_OK) {
if (PR_GetError() != PR_PENDING_INTERRUPT_ERROR) {
return rv;
}
}
}
#define REPORT(_path, _amount, _desc) \
do { \
nsresult rv; \
rv = aHandleReport->Callback(EmptyCString(), _path, \
KIND_HEAP, UNITS_BYTES, _amount, \
NS_LITERAL_CSTRING(_desc), aData); \
NS_ENSURE_SUCCESS(rv, rv); \
} while (0)
for (size_t i = 0; i < mAudioStreamSizes.Length(); i++) {
const AudioNodeSizes& usage = mAudioStreamSizes[i];
const char* const nodeType = usage.mNodeType.IsEmpty() ?
"<unknown>" : usage.mNodeType.get();
nsPrintfCString domNodePath("explicit/webaudio/audio-node/%s/dom-nodes",
nodeType);
REPORT(domNodePath, usage.mDomNode,
"Memory used by AudioNode DOM objects (Web Audio).");
nsPrintfCString enginePath("explicit/webaudio/audio-node/%s/engine-objects",
nodeType);
REPORT(enginePath, usage.mEngine,
"Memory used by AudioNode engine objects (Web Audio).");
nsPrintfCString streamPath("explicit/webaudio/audio-node/%s/stream-objects",
nodeType);
REPORT(streamPath, usage.mStream,
"Memory used by AudioNode stream objects (Web Audio).");
}
size_t hrtfLoaders = WebCore::HRTFDatabaseLoader::sizeOfLoaders(MallocSizeOf);
if (hrtfLoaders) {
REPORT(NS_LITERAL_CSTRING(
"explicit/webaudio/audio-node/PannerNode/hrtf-databases"),
hrtfLoaders,
"Memory used by PannerNode databases (Web Audio).");
}
#undef REPORT
return NS_OK;
}
SourceMediaStream*
MediaStreamGraph::CreateSourceStream(DOMMediaStream* aWrapper)
{
SourceMediaStream* stream = new SourceMediaStream(aWrapper);
AddStream(stream);
return stream;
}
ProcessedMediaStream*
MediaStreamGraph::CreateTrackUnionStream(DOMMediaStream* aWrapper)
{
TrackUnionStream* stream = new TrackUnionStream(aWrapper);
AddStream(stream);
return stream;
}
ProcessedMediaStream*
MediaStreamGraph::CreateAudioCaptureStream(DOMMediaStream* aWrapper)
{
AudioCaptureStream* stream = new AudioCaptureStream(aWrapper);
AddStream(stream);
return stream;
}
void
MediaStreamGraph::AddStream(MediaStream* aStream, uint32_t aFlags)
{
NS_ADDREF(aStream);
MediaStreamGraphImpl* graph = static_cast<MediaStreamGraphImpl*>(this);
aStream->SetGraphImpl(graph);
if (aFlags & ADD_STREAM_SUSPENDED) {
aStream->IncrementSuspendCount();
}
graph->AppendMessage(new CreateMessage(aStream));
}
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 GraphStartedRunnable final : public nsRunnable
{
public:
GraphStartedRunnable(AudioNodeStream* aStream, MediaStreamGraph* aGraph)
: mStream(aStream)
, mGraph(aGraph)
{ }
NS_IMETHOD Run() {
mGraph->NotifyWhenGraphStarted(mStream);
return NS_OK;
}
private:
nsRefPtr<AudioNodeStream> mStream;
MediaStreamGraph* mGraph;
};
void
MediaStreamGraph::NotifyWhenGraphStarted(AudioNodeStream* aStream)
{
2015-04-29 12:02:55 +03:00
MOZ_ASSERT(NS_IsMainThread());
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 GraphStartedNotificationControlMessage : public ControlMessage
{
public:
explicit GraphStartedNotificationControlMessage(AudioNodeStream* aStream)
: ControlMessage(aStream)
{
}
virtual void Run()
{
// This runs on the graph thread, so when this runs, and the current
// driver is an AudioCallbackDriver, we know the audio hardware is
// started. If not, we are going to switch soon, keep reposting this
// ControlMessage.
MediaStreamGraphImpl* graphImpl = mStream->GraphImpl();
if (graphImpl->CurrentDriver()->AsAudioCallbackDriver()) {
nsCOMPtr<nsIRunnable> event = new dom::StateChangeTask(
mStream->AsAudioNodeStream(), nullptr, AudioContextState::Running);
NS_DispatchToMainThread(event.forget());
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
} else {
nsCOMPtr<nsIRunnable> event = new GraphStartedRunnable(
mStream->AsAudioNodeStream(), mStream->Graph());
NS_DispatchToMainThread(event.forget());
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
}
}
virtual void RunDuringShutdown()
{
}
};
2015-04-29 12:02:55 +03:00
if (!aStream->IsDestroyed()) {
MediaStreamGraphImpl* graphImpl = static_cast<MediaStreamGraphImpl*>(this);
graphImpl->AppendMessage(new GraphStartedNotificationControlMessage(aStream));
}
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
MediaStreamGraphImpl::IncrementSuspendCount(MediaStream* aStream)
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
{
if (!aStream->IsSuspended()) {
MOZ_ASSERT(mStreams.Contains(aStream));
mStreams.RemoveElement(aStream);
mSuspendedStreams.AppendElement(aStream);
SetStreamOrderDirty();
}
aStream->IncrementSuspendCount();
}
void
MediaStreamGraphImpl::DecrementSuspendCount(MediaStream* aStream)
{
bool wasSuspended = aStream->IsSuspended();
aStream->DecrementSuspendCount();
if (wasSuspended && !aStream->IsSuspended()) {
MOZ_ASSERT(mSuspendedStreams.Contains(aStream));
mSuspendedStreams.RemoveElement(aStream);
mStreams.AppendElement(aStream);
ProcessedMediaStream* ps = aStream->AsProcessedStream();
if (ps) {
ps->mCycleMarker = NOT_VISITED;
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
}
SetStreamOrderDirty();
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
MediaStreamGraphImpl::SuspendOrResumeStreams(AudioContextOperation aAudioContextOperation,
const nsTArray<MediaStream*>& aStreamSet)
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
{
// For our purpose, Suspend and Close are equivalent: we want to remove the
// streams from the set of streams that are going to be processed.
for (MediaStream* stream : aStreamSet) {
if (aAudioContextOperation == AudioContextOperation::Resume) {
DecrementSuspendCount(stream);
} else {
IncrementSuspendCount(stream);
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
}
}
STREAM_LOG(LogLevel::Debug, ("Moving streams between suspended and running"
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
"state: mStreams: %d, mSuspendedStreams: %d\n", mStreams.Length(),
mSuspendedStreams.Length()));
#ifdef DEBUG
// The intersection of the two arrays should be null.
for (uint32_t i = 0; i < mStreams.Length(); i++) {
for (uint32_t j = 0; j < mSuspendedStreams.Length(); j++) {
MOZ_ASSERT(
mStreams[i] != mSuspendedStreams[j],
"The suspended stream set and running stream set are not disjoint.");
}
}
#endif
}
void
MediaStreamGraphImpl::AudioContextOperationCompleted(MediaStream* aStream,
void* aPromise,
AudioContextOperation aOperation)
{
// This can be called from the thread created to do cubeb operation, or the
// MSG thread. The pointers passed back here are refcounted, so are still
// alive.
MonitorAutoLock lock(mMonitor);
AudioContextState state;
switch (aOperation) {
case Suspend: state = AudioContextState::Suspended; break;
case Resume: state = AudioContextState::Running; break;
case Close: state = AudioContextState::Closed; break;
default: MOZ_CRASH("Not handled.");
}
nsCOMPtr<nsIRunnable> event = new dom::StateChangeTask(
aStream->AsAudioNodeStream(), aPromise, state);
NS_DispatchToMainThread(event.forget());
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
MediaStreamGraphImpl::ApplyAudioContextOperationImpl(
MediaStream* aDestinationStream, const nsTArray<MediaStream*>& aStreams,
AudioContextOperation aOperation, void* aPromise)
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
{
MOZ_ASSERT(CurrentDriver()->OnThread());
SuspendOrResumeStreams(aOperation, aStreams);
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
// If we have suspended the last AudioContext, and we don't have other
// streams that have audio, this graph will automatically switch to a
// SystemCallbackDriver, because it can't find a MediaStream that has an audio
// track. When resuming, force switching to an AudioCallbackDriver (if we're
// not already switching). It would have happened at the next iteration
// anyways, but doing this now save some time.
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
if (aOperation == AudioContextOperation::Resume) {
if (!CurrentDriver()->AsAudioCallbackDriver()) {
AudioCallbackDriver* driver;
if (CurrentDriver()->Switching()) {
MOZ_ASSERT(CurrentDriver()->NextDriver()->AsAudioCallbackDriver());
driver = CurrentDriver()->NextDriver()->AsAudioCallbackDriver();
} else {
driver = new AudioCallbackDriver(this);
mMixer.AddCallback(driver);
CurrentDriver()->SwitchAtNextIteration(driver);
}
driver->EnqueueStreamAndPromiseForOperation(aDestinationStream,
aPromise, aOperation);
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
} else {
// We are resuming a context, but we are already using an
// AudioCallbackDriver, we can resolve the promise now.
AudioContextOperationCompleted(aDestinationStream, aPromise, aOperation);
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, suspend: check if we are going to switch to a
// SystemAudioCallbackDriver, and pass the promise to the AudioCallbackDriver
// if that's the case, so it can notify the content.
// This is the same logic as in UpdateStreamOrder, but it's simpler to have it
// here as well so we don't have to store the Promise(s) on the Graph.
if (aOperation != AudioContextOperation::Resume) {
bool audioTrackPresent = false;
for (uint32_t i = 0; i < mStreams.Length(); ++i) {
MediaStream* stream = mStreams[i];
if (stream->AsAudioNodeStream()) {
audioTrackPresent = true;
}
for (StreamBuffer::TrackIter tracks(stream->GetStreamBuffer(), MediaSegment::AUDIO);
!tracks.IsEnded(); tracks.Next()) {
audioTrackPresent = true;
}
}
if (!audioTrackPresent && CurrentDriver()->AsAudioCallbackDriver()) {
CurrentDriver()->AsAudioCallbackDriver()->
EnqueueStreamAndPromiseForOperation(aDestinationStream, aPromise,
aOperation);
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
SystemClockDriver* driver;
if (CurrentDriver()->NextDriver()) {
MOZ_ASSERT(!CurrentDriver()->NextDriver()->AsAudioCallbackDriver());
} else {
driver = new SystemClockDriver(this);
mMixer.RemoveCallback(CurrentDriver()->AsAudioCallbackDriver());
CurrentDriver()->SwitchAtNextIteration(driver);
}
// We are closing or suspending an AudioContext, but we just got resumed.
// Queue the operation on the next driver so that the ordering is
// preserved.
} else if (!audioTrackPresent && CurrentDriver()->Switching()) {
MOZ_ASSERT(CurrentDriver()->NextDriver()->AsAudioCallbackDriver());
CurrentDriver()->NextDriver()->AsAudioCallbackDriver()->
EnqueueStreamAndPromiseForOperation(aDestinationStream, aPromise,
aOperation);
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
} else {
// We are closing or suspending an AudioContext, but something else is
// using the audio stream, we can resolve the promise now.
AudioContextOperationCompleted(aDestinationStream, aPromise, aOperation);
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
MediaStreamGraph::ApplyAudioContextOperation(MediaStream* aDestinationStream,
const nsTArray<MediaStream*>& aStreams,
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
AudioContextOperation aOperation,
void* aPromise)
{
class AudioContextOperationControlMessage : public ControlMessage
{
public:
AudioContextOperationControlMessage(MediaStream* aDestinationStream,
const nsTArray<MediaStream*>& aStreams,
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
AudioContextOperation aOperation,
void* aPromise)
: ControlMessage(aDestinationStream)
, mStreams(aStreams)
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
, mAudioContextOperation(aOperation)
, mPromise(aPromise)
{
}
virtual void Run()
{
mStream->GraphImpl()->ApplyAudioContextOperationImpl(mStream,
mStreams, mAudioContextOperation, mPromise);
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
}
virtual void RunDuringShutdown()
{
MOZ_ASSERT(false, "We should be reviving the graph?");
}
private:
// We don't need strong references here for the same reason ControlMessage
// doesn't.
nsTArray<MediaStream*> mStreams;
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
AudioContextOperation mAudioContextOperation;
void* mPromise;
};
MediaStreamGraphImpl* graphImpl = static_cast<MediaStreamGraphImpl*>(this);
graphImpl->AppendMessage(
new AudioContextOperationControlMessage(aDestinationStream, aStreams,
aOperation, aPromise));
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
MediaStreamGraph::IsNonRealtime() const
{
const MediaStreamGraphImpl* impl = static_cast<const MediaStreamGraphImpl*>(this);
MediaStreamGraphImpl* graph;
return !gGraphs.Get(impl->AudioChannel(), &graph) || graph != impl;
}
void
MediaStreamGraph::StartNonRealtimeProcessing(uint32_t aTicksToProcess)
{
NS_ASSERTION(NS_IsMainThread(), "main thread only");
MediaStreamGraphImpl* graph = static_cast<MediaStreamGraphImpl*>(this);
NS_ASSERTION(!graph->mRealtime, "non-realtime only");
if (graph->mNonRealtimeProcessing)
return;
graph->mEndTime =
graph->RoundUpToNextAudioBlock(graph->mStateComputedTime +
aTicksToProcess - 1);
graph->mNonRealtimeProcessing = true;
graph->EnsureRunInStableState();
}
void
ProcessedMediaStream::AddInput(MediaInputPort* aPort)
{
mInputs.AppendElement(aPort);
GraphImpl()->SetStreamOrderDirty();
}
void
MediaStreamGraph::RegisterCaptureStreamForWindow(
uint64_t aWindowId, ProcessedMediaStream* aCaptureStream)
{
MOZ_ASSERT(NS_IsMainThread());
MediaStreamGraphImpl* graphImpl = static_cast<MediaStreamGraphImpl*>(this);
graphImpl->RegisterCaptureStreamForWindow(aWindowId, aCaptureStream);
}
void
MediaStreamGraphImpl::RegisterCaptureStreamForWindow(
uint64_t aWindowId, ProcessedMediaStream* aCaptureStream)
{
MOZ_ASSERT(NS_IsMainThread());
WindowAndStream winAndStream;
winAndStream.mWindowId = aWindowId;
winAndStream.mCaptureStreamSink = aCaptureStream;
mWindowCaptureStreams.AppendElement(winAndStream);
}
void
MediaStreamGraph::UnregisterCaptureStreamForWindow(uint64_t aWindowId)
{
MOZ_ASSERT(NS_IsMainThread());
MediaStreamGraphImpl* graphImpl = static_cast<MediaStreamGraphImpl*>(this);
graphImpl->UnregisterCaptureStreamForWindow(aWindowId);
}
void
MediaStreamGraphImpl::UnregisterCaptureStreamForWindow(uint64_t aWindowId)
{
MOZ_ASSERT(NS_IsMainThread());
for (uint32_t i = 0; i < mWindowCaptureStreams.Length(); i++) {
if (mWindowCaptureStreams[i].mWindowId == aWindowId) {
mWindowCaptureStreams.RemoveElementAt(i);
}
}
}
already_AddRefed<MediaInputPort>
MediaStreamGraph::ConnectToCaptureStream(uint64_t aWindowId,
MediaStream* aMediaStream)
{
return aMediaStream->GraphImpl()->ConnectToCaptureStream(aWindowId,
aMediaStream);
}
already_AddRefed<MediaInputPort>
MediaStreamGraphImpl::ConnectToCaptureStream(uint64_t aWindowId,
MediaStream* aMediaStream)
{
MOZ_ASSERT(NS_IsMainThread());
for (uint32_t i = 0; i < mWindowCaptureStreams.Length(); i++) {
if (mWindowCaptureStreams[i].mWindowId == aWindowId) {
ProcessedMediaStream* sink = mWindowCaptureStreams[i].mCaptureStreamSink;
return sink->AllocateInputPort(aMediaStream);
}
}
return nullptr;
}
} // namespace mozilla