зеркало из https://github.com/mozilla/gecko-dev.git
241 строка
8.9 KiB
C++
241 строка
8.9 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-*/
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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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_AUDIONODESTREAM_H_
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#define MOZILLA_AUDIONODESTREAM_H_
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#include "MediaStreamGraph.h"
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#include "mozilla/dom/AudioNodeBinding.h"
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#include "nsAutoPtr.h"
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#include "AlignedTArray.h"
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#include "AudioBlock.h"
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#include "AudioSegment.h"
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namespace mozilla {
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namespace dom {
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struct ThreeDPoint;
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struct AudioTimelineEvent;
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class AudioContext;
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} // namespace dom
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class AbstractThread;
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class ThreadSharedFloatArrayBufferList;
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class AudioNodeEngine;
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typedef AlignedAutoTArray<float, GUESS_AUDIO_CHANNELS*WEBAUDIO_BLOCK_SIZE, 16> DownmixBufferType;
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/**
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* An AudioNodeStream produces one audio track with ID AUDIO_TRACK.
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* The start time of the AudioTrack is aligned to the start time of the
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* AudioContext's destination node stream, plus some multiple of BLOCK_SIZE
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* samples.
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*
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* An AudioNodeStream has an AudioNodeEngine plugged into it that does the
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* actual audio processing. AudioNodeStream contains the glue code that
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* integrates audio processing with the MediaStreamGraph.
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*/
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class AudioNodeStream : public ProcessedMediaStream
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{
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typedef dom::ChannelCountMode ChannelCountMode;
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typedef dom::ChannelInterpretation ChannelInterpretation;
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public:
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typedef mozilla::dom::AudioContext AudioContext;
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enum { AUDIO_TRACK = 1 };
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typedef AutoTArray<AudioBlock, 1> OutputChunks;
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// Flags re main thread updates and stream output.
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typedef unsigned Flags;
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enum : Flags {
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NO_STREAM_FLAGS = 0U,
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NEED_MAIN_THREAD_FINISHED = 1U << 0,
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NEED_MAIN_THREAD_CURRENT_TIME = 1U << 1,
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// Internal AudioNodeStreams can only pass their output to another
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// AudioNode, whereas external AudioNodeStreams can pass their output
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// to other ProcessedMediaStreams or hardware audio output.
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EXTERNAL_OUTPUT = 1U << 2,
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};
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/**
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* Create a stream that will process audio for an AudioNode.
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* Takes ownership of aEngine.
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* aGraph is required and equals the graph of aCtx in most cases. An exception
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* is AudioDestinationNode where the context's graph hasn't been set up yet.
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*/
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static already_AddRefed<AudioNodeStream>
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Create(AudioContext* aCtx, AudioNodeEngine* aEngine, Flags aKind,
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MediaStreamGraph* aGraph);
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protected:
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/**
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* Transfers ownership of aEngine to the new AudioNodeStream.
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*/
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AudioNodeStream(AudioNodeEngine* aEngine,
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Flags aFlags,
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TrackRate aSampleRate);
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~AudioNodeStream();
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public:
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// Control API
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/**
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* Sets a parameter that's a time relative to some stream's played time.
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* This time is converted to a time relative to this stream when it's set.
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*/
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void SetStreamTimeParameter(uint32_t aIndex, AudioContext* aContext,
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double aStreamTime);
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void SetDoubleParameter(uint32_t aIndex, double aValue);
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void SetInt32Parameter(uint32_t aIndex, int32_t aValue);
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void SetThreeDPointParameter(uint32_t aIndex, const dom::ThreeDPoint& aValue);
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void SetBuffer(AudioChunk&& aBuffer);
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// This sends a single event to the timeline on the MSG thread side.
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void SendTimelineEvent(uint32_t aIndex, const dom::AudioTimelineEvent& aEvent);
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// This consumes the contents of aData. aData will be emptied after this returns.
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void SetRawArrayData(nsTArray<float>& aData);
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void SetChannelMixingParameters(uint32_t aNumberOfChannels,
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ChannelCountMode aChannelCountMoe,
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ChannelInterpretation aChannelInterpretation);
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void SetPassThrough(bool aPassThrough);
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ChannelInterpretation GetChannelInterpretation()
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{
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return mChannelInterpretation;
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}
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void SetAudioParamHelperStream()
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{
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MOZ_ASSERT(!mAudioParamStream, "Can only do this once");
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mAudioParamStream = true;
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}
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/*
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* Resume stream after updating its concept of current time by aAdvance.
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* Main thread. Used only from AudioDestinationNode when resuming a stream
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* suspended to save running the MediaStreamGraph when there are no other
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* nodes in the AudioContext.
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*/
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void AdvanceAndResume(StreamTime aAdvance);
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AudioNodeStream* AsAudioNodeStream() override { return this; }
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void AddInput(MediaInputPort* aPort) override;
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void RemoveInput(MediaInputPort* aPort) override;
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// Graph thread only
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void SetStreamTimeParameterImpl(uint32_t aIndex, MediaStream* aRelativeToStream,
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double aStreamTime);
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void SetChannelMixingParametersImpl(uint32_t aNumberOfChannels,
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ChannelCountMode aChannelCountMoe,
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ChannelInterpretation aChannelInterpretation);
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void ProcessInput(GraphTime aFrom, GraphTime aTo, uint32_t aFlags) override;
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/**
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* Produce the next block of output, before input is provided.
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* ProcessInput() will be called later, and it then should not change
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* the output. This is used only for DelayNodeEngine in a feedback loop.
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*/
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void ProduceOutputBeforeInput(GraphTime aFrom);
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bool IsAudioParamStream() const
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{
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return mAudioParamStream;
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}
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const OutputChunks& LastChunks() const
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{
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return mLastChunks;
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}
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bool MainThreadNeedsUpdates() const override
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{
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return ((mFlags & NEED_MAIN_THREAD_FINISHED) && mFinished) ||
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(mFlags & NEED_MAIN_THREAD_CURRENT_TIME);
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}
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// Any thread
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AudioNodeEngine* Engine() { return mEngine; }
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TrackRate SampleRate() const { return mSampleRate; }
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size_t SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const override;
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size_t SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const override;
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void SizeOfAudioNodesIncludingThis(MallocSizeOf aMallocSizeOf,
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AudioNodeSizes& aUsage) const;
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/*
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* SetActive() is called when either an active input is added or the engine
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* for a source node transitions from inactive to active. This is not
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* called from engines for processing nodes because they only become active
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* when there are active input streams, in which case this stream is already
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* active.
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*/
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void SetActive();
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/*
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* ScheduleCheckForInactive() is called during stream processing when the
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* engine transitions from active to inactive, or the stream finishes. It
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* schedules a call to CheckForInactive() after stream processing.
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*/
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void ScheduleCheckForInactive();
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protected:
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class AdvanceAndResumeMessage;
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class CheckForInactiveMessage;
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void DestroyImpl() override;
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/*
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* CheckForInactive() is called when the engine transitions from active to
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* inactive, or an active input is removed, or the stream finishes. If the
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* stream is now inactive, then mInputChunks will be cleared and mLastChunks
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* will be set to null. ProcessBlock() will not be called on the engine
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* again until SetActive() is called.
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*/
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void CheckForInactive();
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void AdvanceOutputSegment();
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void FinishOutput();
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void AccumulateInputChunk(uint32_t aInputIndex, const AudioBlock& aChunk,
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AudioBlock* aBlock,
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DownmixBufferType* aDownmixBuffer);
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void UpMixDownMixChunk(const AudioBlock* aChunk, uint32_t aOutputChannelCount,
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nsTArray<const float*>& aOutputChannels,
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DownmixBufferType& aDownmixBuffer);
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uint32_t ComputedNumberOfChannels(uint32_t aInputChannelCount);
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void ObtainInputBlock(AudioBlock& aTmpChunk, uint32_t aPortIndex);
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void IncrementActiveInputCount();
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void DecrementActiveInputCount();
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// The engine that will generate output for this node.
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nsAutoPtr<AudioNodeEngine> mEngine;
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// The mixed input blocks are kept from iteration to iteration to avoid
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// reallocating channel data arrays and any buffers for mixing.
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OutputChunks mInputChunks;
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// The last block produced by this node.
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OutputChunks mLastChunks;
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// The stream's sampling rate
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const TrackRate mSampleRate;
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// Whether this is an internal or external stream
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const Flags mFlags;
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// The number of input streams that may provide non-silent input.
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uint32_t mActiveInputCount = 0;
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// The number of input channels that this stream requires. 0 means don't care.
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uint32_t mNumberOfInputChannels;
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// The mixing modes
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ChannelCountMode mChannelCountMode;
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ChannelInterpretation mChannelInterpretation;
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// Streams are considered active if the stream has not finished and either
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// the engine is active or there are active input streams.
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bool mIsActive;
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// Whether the stream should be marked as finished as soon
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// as the current time range has been computed block by block.
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bool mMarkAsFinishedAfterThisBlock;
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// Whether the stream is an AudioParamHelper stream.
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bool mAudioParamStream;
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// Whether the stream just passes its input through.
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bool mPassThrough;
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};
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} // namespace mozilla
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#endif /* MOZILLA_AUDIONODESTREAM_H_ */
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