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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 DeferredTaskHandler_h
#define DeferredTaskHandler_h
#include "modules/ModulesExport.h"
#include "platform/heap/Handle.h"
#include "wtf/HashSet.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefPtr.h"
#include "wtf/ThreadSafeRefCounted.h"
#include "wtf/Threading.h"
#include "wtf/ThreadingPrimitives.h"
#include "wtf/Vector.h"
#include "wtf/build_config.h"
namespace blink {
class BaseAudioContext;
class OfflineAudioContext;
class AudioHandler;
class AudioNodeOutput;
class AudioSummingJunction;
// DeferredTaskHandler manages the major part of pre- and post- rendering tasks,
// and provides a lock mechanism against the audio rendering graph. A
// DeferredTaskHandler object is created when an BaseAudioContext object is
// created.
//
// DeferredTaskHandler outlives the BaseAudioContext only if all of the
// following conditions match:
// - An audio rendering thread is running,
// - It is requested to stop,
// - The audio rendering thread calls requestToDeleteHandlersOnMainThread(),
// - It posts a task of deleteHandlersOnMainThread(), and
// - GC happens and it collects the BaseAudioContext before the task execution.
//
class MODULES_EXPORT DeferredTaskHandler final
: public ThreadSafeRefCounted<DeferredTaskHandler> {
public:
static PassRefPtr<DeferredTaskHandler> create();
~DeferredTaskHandler();
void handleDeferredTasks();
void contextWillBeDestroyed();
// BaseAudioContext can pull node(s) at the end of each render quantum even
// when they are not connected to any downstream nodes. These two methods are
// called by the nodes who want to add/remove themselves into/from the
// automatic pull lists.
void addAutomaticPullNode(AudioHandler*);
void removeAutomaticPullNode(AudioHandler*);
// Called right before handlePostRenderTasks() to handle nodes which need to
// be pulled even when they are not connected to anything.
void processAutomaticPullNodes(size_t framesToProcess);
// Keep track of AudioNode's that have their channel count mode changed. We
// process the changes in the post rendering phase.
void addChangedChannelCountMode(AudioHandler*);
void removeChangedChannelCountMode(AudioHandler*);
// Keep track of AudioNode's that have their channel interpretation
// changed. We process the changes in the post rendering phase.
void addChangedChannelInterpretation(AudioHandler*);
void removeChangedChannelInterpretation(AudioHandler*);
// Only accessed when the graph lock is held.
void markSummingJunctionDirty(AudioSummingJunction*);
// Only accessed when the graph lock is held. Must be called on the main
// thread.
void removeMarkedSummingJunction(AudioSummingJunction*);
void markAudioNodeOutputDirty(AudioNodeOutput*);
void removeMarkedAudioNodeOutput(AudioNodeOutput*);
// In AudioNode::breakConnection() and deref(), a tryLock() is used for
// calling actual processing, but if it fails keep track here.
void addDeferredBreakConnection(AudioHandler&);
void breakConnections();
void addRenderingOrphanHandler(PassRefPtr<AudioHandler>);
void requestToDeleteHandlersOnMainThread();
void clearHandlersToBeDeleted();
//
// Thread Safety and Graph Locking:
//
void setAudioThreadToCurrentThread();
ThreadIdentifier audioThread() const { return acquireLoad(&m_audioThread); }
// TODO(hongchan): Use no-barrier load here. (crbug.com/247328)
//
// It is okay to use a relaxed (no-barrier) load here. Because the data
// referenced by m_audioThread is not actually being used, thus we do not
// need a barrier between the load of m_audioThread and of that data.
bool isAudioThread() const {
return currentThread() == acquireLoad(&m_audioThread);
}
void lock();
bool tryLock();
void unlock();
// This locks the audio render thread for OfflineAudioContext rendering.
// MUST NOT be used in the real-time audio context.
void offlineLock();
#if ENABLE(ASSERT)
// Returns true if this thread owns the context's lock.
bool isGraphOwner();
#endif
class MODULES_EXPORT AutoLocker {
STACK_ALLOCATED();
public:
explicit AutoLocker(DeferredTaskHandler& handler) : m_handler(handler) {
m_handler.lock();
}
explicit AutoLocker(BaseAudioContext*);
~AutoLocker() { m_handler.unlock(); }
private:
DeferredTaskHandler& m_handler;
};
// This is for locking offline render thread (which is considered as the
// audio thread) with unlocking on self-destruction at the end of the scope.
// Also note that it uses lock() rather than tryLock() because the timing
// MUST be accurate on offline rendering.
class MODULES_EXPORT OfflineGraphAutoLocker {
STACK_ALLOCATED();
public:
explicit OfflineGraphAutoLocker(OfflineAudioContext*);
~OfflineGraphAutoLocker() { m_handler.unlock(); }
private:
DeferredTaskHandler& m_handler;
};
private:
DeferredTaskHandler();
void updateAutomaticPullNodes();
void updateChangedChannelCountMode();
void updateChangedChannelInterpretation();
void handleDirtyAudioSummingJunctions();
void handleDirtyAudioNodeOutputs();
void deleteHandlersOnMainThread();
// For the sake of thread safety, we maintain a seperate Vector of automatic
// pull nodes for rendering in m_renderingAutomaticPullNodes. It will be
// copied from m_automaticPullNodes by updateAutomaticPullNodes() at the
// very start or end of the rendering quantum.
HashSet<AudioHandler*> m_automaticPullNodes;
Vector<AudioHandler*> m_renderingAutomaticPullNodes;
// m_automaticPullNodesNeedUpdating keeps track if m_automaticPullNodes is
// modified.
bool m_automaticPullNodesNeedUpdating;
// Collection of nodes where the channel count mode has changed. We want the
// channel count mode to change in the pre- or post-rendering phase so as
// not to disturb the running audio thread.
HashSet<AudioHandler*> m_deferredCountModeChange;
HashSet<AudioHandler*> m_deferredChannelInterpretationChange;
// These two HashSet must be accessed only when the graph lock is held.
// These raw pointers are safe because their destructors unregister them.
HashSet<AudioSummingJunction*> m_dirtySummingJunctions;
HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs;
// Only accessed in the audio thread.
Vector<AudioHandler*> m_deferredBreakConnectionList;
Vector<RefPtr<AudioHandler>> m_renderingOrphanHandlers;
Vector<RefPtr<AudioHandler>> m_deletableOrphanHandlers;
// Graph locking.
RecursiveMutex m_contextGraphMutex;
volatile ThreadIdentifier m_audioThread;
};
} // namespace blink
#endif // DeferredTaskHandler_h