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