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/*
* Copyright (C) 2010, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef AudioNodeOutput_h
#define AudioNodeOutput_h
#include "modules/webaudio/AudioNode.h"
#include "modules/webaudio/AudioParam.h"
#include "platform/audio/AudioBus.h"
#include "wtf/HashSet.h"
#include "wtf/RefPtr.h"
#include <memory>
namespace blink {
class AudioNodeInput;
// AudioNodeOutput represents a single output for an AudioNode.
// It may be connected to one or more AudioNodeInputs.
class AudioNodeOutput final {
USING_FAST_MALLOC(AudioNodeOutput);
public:
// It's OK to pass 0 for numberOfChannels in which case
// setNumberOfChannels() must be called later on.
static std::unique_ptr<AudioNodeOutput> create(AudioHandler*,
unsigned numberOfChannels);
void dispose();
// Causes our AudioNode to process if it hasn't already for this render
// quantum. It returns the bus containing the processed audio for this
// output, returning inPlaceBus if in-place processing was possible. Called
// from context's audio thread.
AudioBus* pull(AudioBus* inPlaceBus, size_t framesToProcess);
// bus() will contain the rendered audio after pull() is called for each
// rendering time quantum.
// Called from context's audio thread.
AudioBus* bus() const;
// renderingFanOutCount() is the number of AudioNodeInputs that we're
// connected to during rendering. Unlike fanOutCount() it will not change
// during the course of a render quantum.
unsigned renderingFanOutCount() const;
// Must be called with the context's graph lock.
void disconnectAll();
// Disconnect a specific input or AudioParam.
void disconnectInput(AudioNodeInput&);
void disconnectAudioParam(AudioParamHandler&);
void setNumberOfChannels(unsigned);
unsigned numberOfChannels() const { return m_numberOfChannels; }
bool isChannelCountKnown() const { return numberOfChannels() > 0; }
bool isConnected() { return fanOutCount() > 0 || paramFanOutCount() > 0; }
// Probe if the output node is connected with a certain input or AudioParam
bool isConnectedToInput(AudioNodeInput&);
bool isConnectedToAudioParam(AudioParamHandler&);
// Disable/Enable happens when there are still JavaScript references to a
// node, but it has otherwise "finished" its work. For example, when a note
// has finished playing. It is kept around, because it may be played again at
// a later time. They must be called with the context's graph lock.
void disable();
void enable();
// updateRenderingState() is called in the audio thread at the start or end of
// the render quantum to handle any recent changes to the graph state.
// It must be called with the context's graph lock.
void updateRenderingState();
private:
AudioNodeOutput(AudioHandler*, unsigned numberOfChannels);
// Can be called from any thread.
AudioHandler& handler() const { return m_handler; }
DeferredTaskHandler& deferredTaskHandler() const {
return m_handler.context()->deferredTaskHandler();
}
// This reference is safe because the AudioHandler owns this AudioNodeOutput
// object.
AudioHandler& m_handler;
friend class AudioNodeInput;
friend class AudioParamHandler;
// These are called from AudioNodeInput.
// They must be called with the context's graph lock.
void addInput(AudioNodeInput&);
void removeInput(AudioNodeInput&);
void addParam(AudioParamHandler&);
void removeParam(AudioParamHandler&);
// fanOutCount() is the number of AudioNodeInputs that we're connected to.
// This method should not be called in audio thread rendering code, instead
// renderingFanOutCount() should be used.
// It must be called with the context's graph lock.
unsigned fanOutCount();
// Similar to fanOutCount(), paramFanOutCount() is the number of AudioParams
// that we're connected to. This method should not be called in audio thread
// rendering code, instead renderingParamFanOutCount() should be used.
// It must be called with the context's graph lock.
unsigned paramFanOutCount();
// Must be called with the context's graph lock.
void disconnectAllInputs();
void disconnectAllParams();
// updateInternalBus() updates m_internalBus appropriately for the number of
// channels. It is called in the constructor or in the audio thread with the
// context's graph lock.
void updateInternalBus();
// Announce to any nodes we're connected to that we changed our channel count
// for its input.
// It must be called in the audio thread with the context's graph lock.
void propagateChannelCount();
// updateNumberOfChannels() is called in the audio thread at the start or end
// of the render quantum to pick up channel changes.
// It must be called with the context's graph lock.
void updateNumberOfChannels();
// m_numberOfChannels will only be changed in the audio thread.
// The main thread sets m_desiredNumberOfChannels which will later get picked
// up in the audio thread in updateNumberOfChannels().
unsigned m_numberOfChannels;
unsigned m_desiredNumberOfChannels;
// m_internalBus and m_inPlaceBus must only be changed in the audio thread
// with the context's graph lock (or constructor).
RefPtr<AudioBus> m_internalBus;
RefPtr<AudioBus> m_inPlaceBus;
// If m_isInPlace is true, use m_inPlaceBus as the valid AudioBus; If false,
// use the default m_internalBus.
bool m_isInPlace;
// This HashSet holds connection references. We must call
// AudioNode::makeConnection when we add an AudioNodeInput to this, and must
// call AudioNode::breakConnection() when we remove an AudioNodeInput from
// this.
HashSet<AudioNodeInput*> m_inputs;
bool m_isEnabled;
bool m_didCallDispose;
// For the purposes of rendering, keeps track of the number of inputs and
// AudioParams we're connected to. These value should only be changed at the
// very start or end of the rendering quantum.
unsigned m_renderingFanOutCount;
unsigned m_renderingParamFanOutCount;
// This collection of raw pointers is safe because they are retained by
// AudioParam objects retained by m_connectedParams of the owner AudioNode.
HashSet<AudioParamHandler*> m_params;
};
} // namespace blink
#endif // AudioNodeOutput_h