зеркало из https://github.com/mozilla/gecko-dev.git
543 строки
18 KiB
C++
543 строки
18 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ScriptProcessorNode.h"
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#include "mozilla/dom/ScriptProcessorNodeBinding.h"
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#include "AudioBuffer.h"
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#include "AudioDestinationNode.h"
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#include "AudioNodeEngine.h"
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#include "AudioNodeStream.h"
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#include "AudioProcessingEvent.h"
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#include "WebAudioUtils.h"
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#include "mozilla/dom/ScriptSettings.h"
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#include "mozilla/Mutex.h"
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#include "mozilla/PodOperations.h"
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#include "nsAutoPtr.h"
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#include <deque>
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namespace mozilla {
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namespace dom {
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// The maximum latency, in seconds, that we can live with before dropping
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// buffers.
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static const float MAX_LATENCY_S = 0.5;
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// This class manages a queue of output buffers shared between
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// the main thread and the Media Stream Graph thread.
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class SharedBuffers final {
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private:
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class OutputQueue final {
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public:
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explicit OutputQueue(const char* aName) : mMutex(aName) {}
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size_t SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const {
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mMutex.AssertCurrentThreadOwns();
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size_t amount = 0;
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for (size_t i = 0; i < mBufferList.size(); i++) {
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amount += mBufferList[i].SizeOfExcludingThis(aMallocSizeOf, false);
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}
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return amount;
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}
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Mutex& Lock() const { return const_cast<OutputQueue*>(this)->mMutex; }
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size_t ReadyToConsume() const {
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// Accessed on both main thread and media graph thread.
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mMutex.AssertCurrentThreadOwns();
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return mBufferList.size();
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}
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// Produce one buffer
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AudioChunk& Produce() {
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mMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(NS_IsMainThread());
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mBufferList.push_back(AudioChunk());
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return mBufferList.back();
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}
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// Consumes one buffer.
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AudioChunk Consume() {
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mMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(!NS_IsMainThread());
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MOZ_ASSERT(ReadyToConsume() > 0);
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AudioChunk front = mBufferList.front();
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mBufferList.pop_front();
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return front;
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}
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// Empties the buffer queue.
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void Clear() {
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mMutex.AssertCurrentThreadOwns();
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mBufferList.clear();
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}
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private:
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typedef std::deque<AudioChunk> BufferList;
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// Synchronizes access to mBufferList. Note that it's the responsibility
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// of the callers to perform the required locking, and we assert that every
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// time we access mBufferList.
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Mutex mMutex;
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// The list representing the queue.
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BufferList mBufferList;
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};
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public:
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explicit SharedBuffers(float aSampleRate)
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: mOutputQueue("SharedBuffers::outputQueue"),
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mDelaySoFar(STREAM_TIME_MAX),
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mSampleRate(aSampleRate),
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mLatency(0.0),
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mDroppingBuffers(false) {}
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size_t SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const {
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size_t amount = aMallocSizeOf(this);
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{
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MutexAutoLock lock(mOutputQueue.Lock());
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amount += mOutputQueue.SizeOfExcludingThis(aMallocSizeOf);
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}
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return amount;
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}
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// main thread
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// NotifyNodeIsConnected() may be called even when the state has not
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// changed.
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void NotifyNodeIsConnected(bool aIsConnected) {
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MOZ_ASSERT(NS_IsMainThread());
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if (!aIsConnected) {
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// Reset main thread state for FinishProducingOutputBuffer().
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mLatency = 0.0f;
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mLastEventTime = TimeStamp();
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mDroppingBuffers = false;
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// Don't flush the output buffer here because the graph thread may be
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// using it now. The graph thread will flush when it knows it is
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// disconnected.
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}
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mNodeIsConnected = aIsConnected;
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}
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void FinishProducingOutputBuffer(const AudioChunk& aBuffer) {
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MOZ_ASSERT(NS_IsMainThread());
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if (!mNodeIsConnected) {
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// The output buffer is not used, and mLastEventTime will not be
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// initialized until the node is re-connected.
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return;
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}
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TimeStamp now = TimeStamp::Now();
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if (mLastEventTime.IsNull()) {
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mLastEventTime = now;
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} else {
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// When main thread blocking has built up enough so
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// |mLatency > MAX_LATENCY_S|, frame dropping starts. It continues until
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// the output buffer is completely empty, at which point the accumulated
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// latency is also reset to 0.
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// It could happen that the output queue becomes empty before the input
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// node has fully caught up. In this case there will be events where
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// |(now - mLastEventTime)| is very short, making mLatency negative.
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// As this happens and the size of |mLatency| becomes greater than
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// MAX_LATENCY_S, frame dropping starts again to maintain an as short
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// output queue as possible.
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float latency = (now - mLastEventTime).ToSeconds();
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float bufferDuration = aBuffer.mDuration / mSampleRate;
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mLatency += latency - bufferDuration;
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mLastEventTime = now;
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if (fabs(mLatency) > MAX_LATENCY_S) {
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mDroppingBuffers = true;
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}
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}
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MutexAutoLock lock(mOutputQueue.Lock());
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if (mDroppingBuffers) {
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if (mOutputQueue.ReadyToConsume()) {
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return;
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}
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mDroppingBuffers = false;
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mLatency = 0;
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}
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for (uint32_t offset = 0; offset < aBuffer.mDuration;
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offset += WEBAUDIO_BLOCK_SIZE) {
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AudioChunk& chunk = mOutputQueue.Produce();
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chunk = aBuffer;
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chunk.SliceTo(offset, offset + WEBAUDIO_BLOCK_SIZE);
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}
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}
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// graph thread
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AudioChunk GetOutputBuffer() {
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MOZ_ASSERT(!NS_IsMainThread());
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AudioChunk buffer;
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{
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MutexAutoLock lock(mOutputQueue.Lock());
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if (mOutputQueue.ReadyToConsume() > 0) {
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if (mDelaySoFar == STREAM_TIME_MAX) {
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mDelaySoFar = 0;
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}
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buffer = mOutputQueue.Consume();
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} else {
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// If we're out of buffers to consume, just output silence
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buffer.SetNull(WEBAUDIO_BLOCK_SIZE);
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if (mDelaySoFar != STREAM_TIME_MAX) {
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// Remember the delay that we just hit
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mDelaySoFar += WEBAUDIO_BLOCK_SIZE;
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}
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}
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}
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return buffer;
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}
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StreamTime DelaySoFar() const {
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MOZ_ASSERT(!NS_IsMainThread());
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return mDelaySoFar == STREAM_TIME_MAX ? 0 : mDelaySoFar;
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}
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void Flush() {
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MOZ_ASSERT(!NS_IsMainThread());
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mDelaySoFar = STREAM_TIME_MAX;
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{
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MutexAutoLock lock(mOutputQueue.Lock());
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mOutputQueue.Clear();
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}
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}
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private:
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OutputQueue mOutputQueue;
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// How much delay we've seen so far. This measures the amount of delay
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// caused by the main thread lagging behind in producing output buffers.
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// STREAM_TIME_MAX means that we have not received our first buffer yet.
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// Graph thread only.
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StreamTime mDelaySoFar;
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// The samplerate of the context.
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const float mSampleRate;
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// The remaining members are main thread only.
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// This is the latency caused by the buffering. If this grows too high, we
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// will drop buffers until it is acceptable.
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float mLatency;
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// This is the time at which we last produced a buffer, to detect if the main
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// thread has been blocked.
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TimeStamp mLastEventTime;
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// True if we should be dropping buffers.
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bool mDroppingBuffers;
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// True iff the AudioNode has at least one input or output connected.
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bool mNodeIsConnected;
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};
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class ScriptProcessorNodeEngine final : public AudioNodeEngine {
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public:
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ScriptProcessorNodeEngine(ScriptProcessorNode* aNode,
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AudioDestinationNode* aDestination,
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uint32_t aBufferSize,
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uint32_t aNumberOfInputChannels)
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: AudioNodeEngine(aNode),
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mDestination(aDestination->Stream()),
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mSharedBuffers(new SharedBuffers(mDestination->SampleRate())),
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mBufferSize(aBufferSize),
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mInputChannelCount(aNumberOfInputChannels),
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mInputWriteIndex(0) {}
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SharedBuffers* GetSharedBuffers() const { return mSharedBuffers; }
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enum {
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IS_CONNECTED,
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};
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void SetInt32Parameter(uint32_t aIndex, int32_t aParam) override {
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switch (aIndex) {
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case IS_CONNECTED:
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mIsConnected = aParam;
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break;
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default:
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NS_ERROR("Bad Int32Parameter");
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} // End index switch.
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}
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void ProcessBlock(AudioNodeStream* aStream, GraphTime aFrom,
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const AudioBlock& aInput, AudioBlock* aOutput,
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bool* aFinished) override {
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// This node is not connected to anything. Per spec, we don't fire the
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// onaudioprocess event. We also want to clear out the input and output
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// buffer queue, and output a null buffer.
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if (!mIsConnected) {
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aOutput->SetNull(WEBAUDIO_BLOCK_SIZE);
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mSharedBuffers->Flush();
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mInputWriteIndex = 0;
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return;
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}
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// The input buffer is allocated lazily when non-null input is received.
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if (!aInput.IsNull() && !mInputBuffer) {
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mInputBuffer = ThreadSharedFloatArrayBufferList::Create(
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mInputChannelCount, mBufferSize, fallible);
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if (mInputBuffer && mInputWriteIndex) {
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// Zero leading for null chunks that were skipped.
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for (uint32_t i = 0; i < mInputChannelCount; ++i) {
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float* channelData = mInputBuffer->GetDataForWrite(i);
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PodZero(channelData, mInputWriteIndex);
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}
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}
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}
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// First, record our input buffer, if its allocation succeeded.
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uint32_t inputChannelCount = mInputBuffer ? mInputBuffer->GetChannels() : 0;
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for (uint32_t i = 0; i < inputChannelCount; ++i) {
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float* writeData = mInputBuffer->GetDataForWrite(i) + mInputWriteIndex;
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if (aInput.IsNull()) {
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PodZero(writeData, aInput.GetDuration());
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} else {
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MOZ_ASSERT(aInput.GetDuration() == WEBAUDIO_BLOCK_SIZE, "sanity check");
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MOZ_ASSERT(aInput.ChannelCount() == inputChannelCount);
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AudioBlockCopyChannelWithScale(
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static_cast<const float*>(aInput.mChannelData[i]), aInput.mVolume,
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writeData);
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}
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}
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mInputWriteIndex += aInput.GetDuration();
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// Now, see if we have data to output
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// Note that we need to do this before sending the buffer to the main
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// thread so that our delay time is updated.
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*aOutput = mSharedBuffers->GetOutputBuffer();
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if (mInputWriteIndex >= mBufferSize) {
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SendBuffersToMainThread(aStream, aFrom);
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mInputWriteIndex -= mBufferSize;
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}
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}
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bool IsActive() const override {
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// Could return false when !mIsConnected after all output chunks produced
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// by main thread events calling
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// SharedBuffers::FinishProducingOutputBuffer() have been processed.
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return true;
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}
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size_t SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const override {
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// Not owned:
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// - mDestination (probably)
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size_t amount = AudioNodeEngine::SizeOfExcludingThis(aMallocSizeOf);
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amount += mSharedBuffers->SizeOfIncludingThis(aMallocSizeOf);
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if (mInputBuffer) {
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amount += mInputBuffer->SizeOfIncludingThis(aMallocSizeOf);
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}
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return amount;
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}
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size_t SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const override {
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return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
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}
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private:
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void SendBuffersToMainThread(AudioNodeStream* aStream, GraphTime aFrom) {
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MOZ_ASSERT(!NS_IsMainThread());
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// we now have a full input buffer ready to be sent to the main thread.
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StreamTime playbackTick = mDestination->GraphTimeToStreamTime(aFrom);
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// Add the duration of the current sample
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playbackTick += WEBAUDIO_BLOCK_SIZE;
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// Add the delay caused by the main thread
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playbackTick += mSharedBuffers->DelaySoFar();
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// Compute the playback time in the coordinate system of the destination
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double playbackTime = mDestination->StreamTimeToSeconds(playbackTick);
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class Command final : public Runnable {
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public:
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Command(AudioNodeStream* aStream,
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already_AddRefed<ThreadSharedFloatArrayBufferList> aInputBuffer,
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double aPlaybackTime)
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: mozilla::Runnable("Command"),
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mStream(aStream),
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mInputBuffer(aInputBuffer),
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mPlaybackTime(aPlaybackTime) {}
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NS_IMETHOD Run() override {
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auto engine =
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static_cast<ScriptProcessorNodeEngine*>(mStream->Engine());
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AudioChunk output;
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output.SetNull(engine->mBufferSize);
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{
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auto node =
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static_cast<ScriptProcessorNode*>(engine->NodeMainThread());
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if (!node) {
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return NS_OK;
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}
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if (node->HasListenersFor(nsGkAtoms::onaudioprocess)) {
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DispatchAudioProcessEvent(node, &output);
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}
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// The node may have been destroyed during event dispatch.
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}
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// Append it to our output buffer queue
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engine->GetSharedBuffers()->FinishProducingOutputBuffer(output);
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return NS_OK;
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}
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// Sets up |output| iff buffers are set in event handlers.
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void DispatchAudioProcessEvent(ScriptProcessorNode* aNode,
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AudioChunk* aOutput) {
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AudioContext* context = aNode->Context();
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if (!context) {
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return;
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}
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AutoJSAPI jsapi;
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if (NS_WARN_IF(!jsapi.Init(aNode->GetOwner()))) {
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return;
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}
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JSContext* cx = jsapi.cx();
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uint32_t inputChannelCount = aNode->ChannelCount();
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// Create the input buffer
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RefPtr<AudioBuffer> inputBuffer;
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if (mInputBuffer) {
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ErrorResult rv;
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inputBuffer = AudioBuffer::Create(
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context->GetOwner(), inputChannelCount, aNode->BufferSize(),
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context->SampleRate(), mInputBuffer.forget(), rv);
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if (rv.Failed()) {
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rv.SuppressException();
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return;
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}
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}
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// Ask content to produce data in the output buffer
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// Note that we always avoid creating the output buffer here, and we try
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// to avoid creating the input buffer as well. The AudioProcessingEvent
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// class knows how to lazily create them if needed once the script tries
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// to access them. Otherwise, we may be able to get away without
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// creating them!
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RefPtr<AudioProcessingEvent> event =
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new AudioProcessingEvent(aNode, nullptr, nullptr);
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event->InitEvent(inputBuffer, inputChannelCount, mPlaybackTime);
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aNode->DispatchTrustedEvent(event);
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// Steal the output buffers if they have been set.
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// Don't create a buffer if it hasn't been used to return output;
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// FinishProducingOutputBuffer() will optimize output = null.
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// GetThreadSharedChannelsForRate() may also return null after OOM.
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if (event->HasOutputBuffer()) {
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ErrorResult rv;
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AudioBuffer* buffer = event->GetOutputBuffer(rv);
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// HasOutputBuffer() returning true means that GetOutputBuffer()
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// will not fail.
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MOZ_ASSERT(!rv.Failed());
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*aOutput = buffer->GetThreadSharedChannelsForRate(cx);
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MOZ_ASSERT(aOutput->IsNull() ||
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aOutput->mBufferFormat == AUDIO_FORMAT_FLOAT32,
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"AudioBuffers initialized from JS have float data");
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}
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}
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private:
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RefPtr<AudioNodeStream> mStream;
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RefPtr<ThreadSharedFloatArrayBufferList> mInputBuffer;
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double mPlaybackTime;
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};
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RefPtr<Command> command =
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new Command(aStream, mInputBuffer.forget(), playbackTime);
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mAbstractMainThread->Dispatch(command.forget());
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}
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friend class ScriptProcessorNode;
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RefPtr<AudioNodeStream> mDestination;
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nsAutoPtr<SharedBuffers> mSharedBuffers;
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RefPtr<ThreadSharedFloatArrayBufferList> mInputBuffer;
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const uint32_t mBufferSize;
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const uint32_t mInputChannelCount;
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// The write index into the current input buffer
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uint32_t mInputWriteIndex;
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bool mIsConnected = false;
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};
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ScriptProcessorNode::ScriptProcessorNode(AudioContext* aContext,
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uint32_t aBufferSize,
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uint32_t aNumberOfInputChannels,
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uint32_t aNumberOfOutputChannels)
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: AudioNode(aContext, aNumberOfInputChannels,
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mozilla::dom::ChannelCountMode::Explicit,
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mozilla::dom::ChannelInterpretation::Speakers),
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mBufferSize(aBufferSize ? aBufferSize
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: // respect what the web developer requested
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4096) // choose our own buffer size -- 4KB for now
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,
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mNumberOfOutputChannels(aNumberOfOutputChannels) {
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MOZ_ASSERT(BufferSize() % WEBAUDIO_BLOCK_SIZE == 0, "Invalid buffer size");
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ScriptProcessorNodeEngine* engine = new ScriptProcessorNodeEngine(
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this, aContext->Destination(), BufferSize(), aNumberOfInputChannels);
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mStream = AudioNodeStream::Create(
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aContext, engine, AudioNodeStream::NO_STREAM_FLAGS, aContext->Graph());
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}
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ScriptProcessorNode::~ScriptProcessorNode() {}
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size_t ScriptProcessorNode::SizeOfExcludingThis(
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MallocSizeOf aMallocSizeOf) const {
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size_t amount = AudioNode::SizeOfExcludingThis(aMallocSizeOf);
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return amount;
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}
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size_t ScriptProcessorNode::SizeOfIncludingThis(
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MallocSizeOf aMallocSizeOf) const {
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return aMallocSizeOf(this) + SizeOfExcludingThis(aMallocSizeOf);
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}
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void ScriptProcessorNode::EventListenerAdded(nsAtom* aType) {
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AudioNode::EventListenerAdded(aType);
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if (aType == nsGkAtoms::onaudioprocess) {
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UpdateConnectedStatus();
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}
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}
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void ScriptProcessorNode::EventListenerRemoved(nsAtom* aType) {
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AudioNode::EventListenerRemoved(aType);
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if (aType == nsGkAtoms::onaudioprocess) {
|
|
UpdateConnectedStatus();
|
|
}
|
|
}
|
|
|
|
JSObject* ScriptProcessorNode::WrapObject(JSContext* aCx,
|
|
JS::Handle<JSObject*> aGivenProto) {
|
|
return ScriptProcessorNode_Binding::Wrap(aCx, this, aGivenProto);
|
|
}
|
|
|
|
void ScriptProcessorNode::UpdateConnectedStatus() {
|
|
bool isConnected =
|
|
mHasPhantomInput || !(OutputNodes().IsEmpty() &&
|
|
OutputParams().IsEmpty() && InputNodes().IsEmpty());
|
|
|
|
// Events are queued even when there is no listener because a listener
|
|
// may be added while events are in the queue.
|
|
SendInt32ParameterToStream(ScriptProcessorNodeEngine::IS_CONNECTED,
|
|
isConnected);
|
|
|
|
if (isConnected && HasListenersFor(nsGkAtoms::onaudioprocess)) {
|
|
MarkActive();
|
|
} else {
|
|
MarkInactive();
|
|
}
|
|
|
|
auto engine = static_cast<ScriptProcessorNodeEngine*>(mStream->Engine());
|
|
engine->GetSharedBuffers()->NotifyNodeIsConnected(isConnected);
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|