/* * 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 THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_DEFERRED_TASK_HANDLER_H_ #define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_DEFERRED_TASK_HANDLER_H_ #include #include "base/memory/scoped_refptr.h" #include "base/memory/weak_ptr.h" #include "third_party/blink/renderer/modules/modules_export.h" #include "third_party/blink/renderer/platform/heap/handle.h" #include "third_party/blink/renderer/platform/wtf/hash_set.h" #include "third_party/blink/renderer/platform/wtf/thread_safe_ref_counted.h" #include "third_party/blink/renderer/platform/wtf/threading.h" #include "third_party/blink/renderer/platform/wtf/threading_primitives.h" #include "third_party/blink/renderer/platform/wtf/vector.h" namespace base { class SingleThreadTaskRunner; } 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, public base::SupportsWeakPtr { public: static scoped_refptr Create( scoped_refptr task_runner); ~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(scoped_refptr); void RemoveAutomaticPullNode(AudioHandler*); // Return true if there is one or more nodes in the automatic pull node list. bool HasAutomaticPullNodes(); // Called right before handlePostRenderTasks() to handle nodes which need to // be pulled even when they are not connected to anything. void ProcessAutomaticPullNodes(uint32_t frames_to_process); // 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*); // Break connections between nodes. This is done on the audio thread with the // graph lock. void BreakConnections(); void AddRenderingOrphanHandler(scoped_refptr); void RequestToDeleteHandlersOnMainThread(); void ClearHandlersToBeDeleted(); // Clear the context from the rendering and deletable orphan handlers. void ClearContextFromOrphanHandlers(); bool AcceptsTailProcessing() const { return accepts_tail_processing_; } void StopAcceptingTailProcessing() { accepts_tail_processing_ = false; } // If |node| requires tail processing, add it to the list of tail // nodes so the tail is processed. void AddTailProcessingHandler(scoped_refptr); // Remove |node| from the list of tail nodes (because the tail processing is // complete). Set |disable_outputs| to true if the outputs of the handler // should also be disabled. This should be true if the tail is done. But if // we're reconnected or re-enabled, then |disable_outputs| should be false. void RemoveTailProcessingHandler(AudioHandler*, bool disable_outputs); // Remove all tail processing nodes. Should be called only when the // context is done. void FinishTailProcessing(); // For handlers that have finished processing their tail and require disabling // the ouputs of the handler, we do that here. void DisableOutputsForTailProcessing(); // // Thread Safety and Graph Locking: // void SetAudioThreadToCurrentThread(); // 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() == audio_thread_.load(std::memory_order_relaxed); } 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(); // In DCHECK builds, fails if this thread does not own the context's lock. void AssertGraphOwner() const { context_graph_mutex_.AssertAcquired(); } class MODULES_EXPORT GraphAutoLocker { STACK_ALLOCATED(); public: explicit GraphAutoLocker(DeferredTaskHandler& handler) : handler_(handler) { handler_.lock(); } explicit GraphAutoLocker(const BaseAudioContext*); ~GraphAutoLocker() { handler_.unlock(); } private: DeferredTaskHandler& 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() { handler_.unlock(); } private: DeferredTaskHandler& handler_; }; HashSet>* GetActiveSourceHandlers() { return &active_source_handlers_; } Vector>* GetFinishedSourceHandlers() { return &finished_source_handlers_; } private: explicit DeferredTaskHandler(scoped_refptr); void UpdateAutomaticPullNodes(); void UpdateChangedChannelCountMode(); void UpdateChangedChannelInterpretation(); void HandleDirtyAudioSummingJunctions(); void HandleDirtyAudioNodeOutputs(); void DeleteHandlersOnMainThread(); // Check tail processing handlers and remove any handler if the tail // has been processed. void UpdateTailProcessingHandlers(); // For the sake of thread safety, we maintain a seperate Vector of // AudioHandlers for "automatic-pull nodes": // |rendering_automatic_pull_handlers|. This storage will be copied from // |automatic_pull_handlers| by |UpdateAutomaticPullNodes()| at the beginning // or end of the render quantum. HashSet> automatic_pull_handlers_; Vector> rendering_automatic_pull_handlers_; // Keeps track if the |automatic_pull_handlers| storage is touched. bool automatic_pull_handlers_need_updating_; // 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 deferred_count_mode_change_; HashSet deferred_channel_interpretation_change_; // These two HashSet must be accessed only when the graph lock is held. // These raw pointers are safe because their destructors unregister them. HashSet dirty_summing_junctions_; HashSet dirty_audio_node_outputs_; Vector> rendering_orphan_handlers_; Vector> deletable_orphan_handlers_; // Nodes that are processing its tail. Vector> tail_processing_handlers_; // Tail processing nodes that are now finished and want the output to be // disabled. This is updated in the audio thread (with the graph lock). The // main thread will disable the outputs. Vector> finished_tail_processing_handlers_; // Once the associated context closes, new tail processing handlers are not // accepted. bool accepts_tail_processing_ = true; // When source nodes are started, we place the handlers here to keep track of // these active sources. We must call AudioHandler::makeConnection() when we // add an AudioNode to this, and must call AudioHandler::breakConnection() // when we remove an AudioNode from this. // // This can be accessed from either the main thread or the audio thread, so it // must be protected by the graph lock. HashSet> active_source_handlers_; // When source nodes are finished, the handler is placed here to make a note // of it. At a render quantum boundary, these are used to break the // connection and elements here are removed from |active_source_handlers_|. // // This must be accessed only from the audio thread. Vector> finished_source_handlers_; scoped_refptr task_runner_; // Graph locking. RecursiveMutex context_graph_mutex_; // Protects |rendering_automatic_pull_handlers| when updating, processing, and // clearing. (See crbug.com/1061018) mutable Mutex automatic_pull_handlers_lock_; std::atomic audio_thread_; }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_DEFERRED_TASK_HANDLER_H_