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

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef AudioContext_h_
#define AudioContext_h_
#include "mozilla/dom/AudioChannelBinding.h"
#include "MediaBufferDecoder.h"
#include "mozilla/Attributes.h"
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/MemoryReporting.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/UniquePtr.h"
#include "nsCOMPtr.h"
#include "nsCycleCollectionParticipant.h"
#include "nsHashKeys.h"
#include "nsTHashtable.h"
#include "js/TypeDecls.h"
#include "nsIMemoryReporter.h"
// X11 has a #define for CurrentTime. Unbelievable :-(.
// See dom/media/DOMMediaStream.h for more fun!
#ifdef CurrentTime
#undef CurrentTime
#endif
namespace WebCore {
class PeriodicWave;
} // namespace WebCore
class nsPIDOMWindowInner;
namespace mozilla {
class DOMMediaStream;
class ErrorResult;
class MediaStream;
class MediaStreamGraph;
class AudioNodeStream;
namespace dom {
enum class AudioContextState : uint8_t;
class AnalyserNode;
class AudioBuffer;
class AudioBufferSourceNode;
class AudioDestinationNode;
class AudioListener;
class AudioNode;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConstantSourceNode;
class ConvolverNode;
class DelayNode;
class DynamicsCompressorNode;
class GainNode;
class GlobalObject;
class HTMLMediaElement;
class IIRFilterNode;
class MediaElementAudioSourceNode;
class MediaStreamAudioDestinationNode;
class MediaStreamAudioSourceNode;
class OscillatorNode;
class PannerNode;
class ScriptProcessorNode;
class StereoPannerNode;
class WaveShaperNode;
class PeriodicWave;
struct PeriodicWaveConstraints;
class Promise;
enum class OscillatorType : uint8_t;
// This is addrefed by the OscillatorNodeEngine on the main thread
// and then used from the MSG thread.
// It can be released either from the graph thread or the main thread.
class BasicWaveFormCache
{
public:
explicit BasicWaveFormCache(uint32_t aSampleRate);
NS_INLINE_DECL_THREADSAFE_REFCOUNTING(BasicWaveFormCache)
WebCore::PeriodicWave* GetBasicWaveForm(OscillatorType aType);
private:
~BasicWaveFormCache();
RefPtr<WebCore::PeriodicWave> mSawtooth;
RefPtr<WebCore::PeriodicWave> mSquare;
RefPtr<WebCore::PeriodicWave> mTriangle;
uint32_t mSampleRate;
};
/* This runnable allows the MSG to notify the main thread when audio is actually
* flowing */
class StateChangeTask final : public Runnable
{
public:
/* This constructor should be used when this event is sent from the main
* thread. */
StateChangeTask(AudioContext* aAudioContext, void* aPromise, AudioContextState aNewState);
/* This constructor should be used when this event is sent from the audio
* thread. */
StateChangeTask(AudioNodeStream* aStream, void* aPromise, AudioContextState aNewState);
NS_IMETHOD Run() override;
private:
RefPtr<AudioContext> mAudioContext;
void* mPromise;
RefPtr<AudioNodeStream> mAudioNodeStream;
AudioContextState mNewState;
};
enum class AudioContextOperation { Suspend, Resume, Close };
class AudioContext final : public DOMEventTargetHelper,
public nsIMemoryReporter
{
AudioContext(nsPIDOMWindowInner* aParentWindow,
bool aIsOffline,
AudioChannel aChannel,
uint32_t aNumberOfChannels = 0,
uint32_t aLength = 0,
float aSampleRate = 0.0f);
~AudioContext();
nsresult Init();
public:
typedef uint64_t AudioContextId;
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(AudioContext,
DOMEventTargetHelper)
MOZ_DEFINE_MALLOC_SIZE_OF(MallocSizeOf)
nsPIDOMWindowInner* GetParentObject() const
{
return GetOwner();
}
virtual void DisconnectFromOwner() override;
void Shutdown(); // idempotent
JSObject* WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto) override;
using DOMEventTargetHelper::DispatchTrustedEvent;
// Constructor for regular AudioContext
static already_AddRefed<AudioContext>
Constructor(const GlobalObject& aGlobal, ErrorResult& aRv);
// Constructor for offline AudioContext
static already_AddRefed<AudioContext>
Constructor(const GlobalObject& aGlobal,
uint32_t aNumberOfChannels,
uint32_t aLength,
float aSampleRate,
ErrorResult& aRv);
// AudioContext methods
AudioDestinationNode* Destination() const
{
return mDestination;
}
float SampleRate() const
{
return mSampleRate;
}
bool ShouldSuspendNewStream() const { return mSuspendCalled; }
double CurrentTime() const;
AudioListener* Listener();
AudioContextState State() const { return mAudioContextState; }
// Those three methods return a promise to content, that is resolved when an
// (possibly long) operation is completed on the MSG (and possibly other)
// thread(s). To avoid having to match the calls and asychronous result when
// the operation is completed, we keep a reference to the promises on the main
// thread, and then send the promises pointers down the MSG thread, as a void*
// (to make it very clear that the pointer is to merely be treated as an ID).
// When back on the main thread, we can resolve or reject the promise, by
// casting it back to a `Promise*` while asserting we're back on the main
// thread and removing the reference we added.
already_AddRefed<Promise> Suspend(ErrorResult& aRv);
already_AddRefed<Promise> Resume(ErrorResult& aRv);
already_AddRefed<Promise> Close(ErrorResult& aRv);
IMPL_EVENT_HANDLER(statechange)
already_AddRefed<AudioBufferSourceNode> CreateBufferSource(ErrorResult& aRv);
already_AddRefed<ConstantSourceNode> CreateConstantSource(ErrorResult& aRv);
already_AddRefed<AudioBuffer>
CreateBuffer(uint32_t aNumberOfChannels, uint32_t aLength, float aSampleRate,
ErrorResult& aRv);
already_AddRefed<MediaStreamAudioDestinationNode>
CreateMediaStreamDestination(ErrorResult& aRv);
already_AddRefed<ScriptProcessorNode>
CreateScriptProcessor(uint32_t aBufferSize,
uint32_t aNumberOfInputChannels,
uint32_t aNumberOfOutputChannels,
ErrorResult& aRv);
already_AddRefed<StereoPannerNode>
CreateStereoPanner(ErrorResult& aRv);
already_AddRefed<AnalyserNode>
CreateAnalyser(ErrorResult& aRv);
already_AddRefed<GainNode>
CreateGain(ErrorResult& aRv);
already_AddRefed<WaveShaperNode>
CreateWaveShaper(ErrorResult& aRv);
already_AddRefed<MediaElementAudioSourceNode>
CreateMediaElementSource(HTMLMediaElement& aMediaElement, ErrorResult& aRv);
already_AddRefed<MediaStreamAudioSourceNode>
CreateMediaStreamSource(DOMMediaStream& aMediaStream, ErrorResult& aRv);
already_AddRefed<DelayNode>
CreateDelay(double aMaxDelayTime, ErrorResult& aRv);
already_AddRefed<PannerNode>
CreatePanner(ErrorResult& aRv);
already_AddRefed<ConvolverNode>
CreateConvolver(ErrorResult& aRv);
already_AddRefed<ChannelSplitterNode>
CreateChannelSplitter(uint32_t aNumberOfOutputs, ErrorResult& aRv);
already_AddRefed<ChannelMergerNode>
CreateChannelMerger(uint32_t aNumberOfInputs, ErrorResult& aRv);
already_AddRefed<DynamicsCompressorNode>
CreateDynamicsCompressor(ErrorResult& aRv);
already_AddRefed<BiquadFilterNode>
CreateBiquadFilter(ErrorResult& aRv);
already_AddRefed<IIRFilterNode>
CreateIIRFilter(const Sequence<double>& aFeedforward,
const Sequence<double>& aFeedback,
mozilla::ErrorResult& aRv);
already_AddRefed<OscillatorNode>
CreateOscillator(ErrorResult& aRv);
already_AddRefed<PeriodicWave>
CreatePeriodicWave(const Float32Array& aRealData, const Float32Array& aImagData,
const PeriodicWaveConstraints& aConstraints,
ErrorResult& aRv);
already_AddRefed<Promise>
DecodeAudioData(const ArrayBuffer& aBuffer,
const Optional<OwningNonNull<DecodeSuccessCallback> >& aSuccessCallback,
const Optional<OwningNonNull<DecodeErrorCallback> >& aFailureCallback,
ErrorResult& aRv);
// OfflineAudioContext methods
already_AddRefed<Promise> StartRendering(ErrorResult& aRv);
IMPL_EVENT_HANDLER(complete)
unsigned long Length();
bool IsOffline() const { return mIsOffline; }
MediaStreamGraph* Graph() const;
MediaStream* DestinationStream() const;
// Nodes register here if they will produce sound even if they have silent
// or no input connections. The AudioContext will keep registered nodes
// alive until the context is collected. This takes care of "playing"
// references and "tail-time" references.
void RegisterActiveNode(AudioNode* aNode);
// Nodes unregister when they have finished producing sound for the
// foreseeable future.
// Do NOT call UnregisterActiveNode from an AudioNode destructor.
// If the destructor is called, then the Node has already been unregistered.
// The destructor may be called during hashtable enumeration, during which
// unregistering would not be safe.
void UnregisterActiveNode(AudioNode* aNode);
void UnregisterAudioBufferSourceNode(AudioBufferSourceNode* aNode);
void UnregisterPannerNode(PannerNode* aNode);
void UpdatePannerSource();
uint32_t MaxChannelCount() const;
uint32_t ActiveNodeCount() const;
void Mute() const;
void Unmute() const;
JSObject* GetGlobalJSObject() const;
void RegisterNode(AudioNode* aNode);
void UnregisterNode(AudioNode* aNode);
void OnStateChanged(void* aPromise, AudioContextState aNewState);
BasicWaveFormCache* GetBasicWaveFormCache();
bool CheckClosed(ErrorResult& aRv);
void Dispatch(already_AddRefed<nsIRunnable>&& aRunnable);
private:
void DisconnectFromWindow();
void RemoveFromDecodeQueue(WebAudioDecodeJob* aDecodeJob);
void ShutdownDecoder();
size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf) const;
NS_DECL_NSIMEMORYREPORTER
friend struct ::mozilla::WebAudioDecodeJob;
nsTArray<MediaStream*> GetAllStreams() const;
private:
// Each AudioContext has an id, that is passed down the MediaStreams that
// back the AudioNodes, so we can easily compute the set of all the
// MediaStreams for a given context, on the MediasStreamGraph side.
const AudioContextId mId;
// Note that it's important for mSampleRate to be initialized before
// mDestination, as mDestination's constructor needs to access it!
const float mSampleRate;
AudioContextState mAudioContextState;
RefPtr<AudioDestinationNode> mDestination;
RefPtr<AudioListener> mListener;
nsTArray<UniquePtr<WebAudioDecodeJob> > mDecodeJobs;
// This array is used to keep the suspend/resume/close promises alive until
// they are resolved, so we can safely pass them accross threads.
nsTArray<RefPtr<Promise>> mPromiseGripArray;
// See RegisterActiveNode. These will keep the AudioContext alive while it
// is rendering and the window remains alive.
nsTHashtable<nsRefPtrHashKey<AudioNode> > mActiveNodes;
// Raw (non-owning) references to all AudioNodes for this AudioContext.
nsTHashtable<nsPtrHashKey<AudioNode> > mAllNodes;
// Hashsets containing all the PannerNodes, to compute the doppler shift.
// These are weak pointers.
nsTHashtable<nsPtrHashKey<PannerNode> > mPannerNodes;
// Cache to avoid recomputing basic waveforms all the time.
RefPtr<BasicWaveFormCache> mBasicWaveFormCache;
// Number of channels passed in the OfflineAudioContext ctor.
uint32_t mNumberOfChannels;
bool mIsOffline;
bool mIsStarted;
bool mIsShutDown;
// Close has been called, reject suspend and resume call.
bool mCloseCalled;
// Suspend has been called with no following resume.
bool mSuspendCalled;
bool mIsDisconnecting;
};
static const dom::AudioContext::AudioContextId NO_AUDIO_CONTEXT = 0;
} // namespace dom
} // namespace mozilla
#endif