This simplifies MediaStreamGraph by removing the need for it to be aware
of which AudioContext a stream belongs to.
This also makes it easier to reuse stream suspending for purposes other than
AudioContext suspend/resume.
--HG--
extra : commitid : 9EmNxlrjVFO
extra : rebase_source : fee4b35d09c8f5dec76e41840d81423cde619886
When the audio comes from a PeerConnection, we don't know how many channels the
audio will have, and it can change anyways.
--HG--
extra : rebase_source : b4d78217db012d2d94ede6d6724209b6046fbb29
If AddMainThreadListener() were called multiple times after
mFinishedNotificationSent is set then we'd get some extra NotifyRunnables but
NotifyMainThreadListeners() clears mMainThreadListeners anyway so we still get
only one notification per listener.
mNotificationMainThreadRunnable is an unnecessary optimization, so better not
to add storage to every MediaStream.
--HG--
extra : rebase_source : 7f0441d95134f1456058f668db30fb40bd9475c1
Notifications are now up to date with processing, and
MediaStream::GetCurrentTime() now returns "the main-thread's view of how much
data has been processed by this stream", as documented.
--HG--
extra : rebase_source : 90eb894f7b5e7cf56c3635e68716fd2514494f7e
This does not affect the target time of the video frames, but may mean that more
frames are displayed.
--HG--
extra : rebase_source : f804f2f58ce5ce2668e047f83adf614d9043f3a2
This makes it clearer that, unlike how SizeOf*() functions usually work, this
doesn't measure any children hanging off the array.
And do likewise for nsTObserverArray.
--HG--
extra : rebase_source : 6a8c8d8ffb53ad51b5773afea77126cdd767f149
The bulk of this commit was generated by running:
run-clang-tidy.py \
-checks='-*,llvm-namespace-comment' \
-header-filter=^/.../mozilla-central/.* \
-fix
- 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).
- 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).
CLOSED TREE
Backed out changeset 584d91ffdf88 (bug 1135424)
Backed out changeset d86806ea63f4 (bug 1135424)
Backed out changeset e52401d30a67 (bug 1135424)