summaryrefslogtreecommitdiffstats
path: root/chromium/third_party/blink/renderer/modules/webaudio/base_audio_context.h
blob: bc790620de38d51155663a64e26ef6d884b60d2c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
/*
 * 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_BASE_AUDIO_CONTEXT_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_BASE_AUDIO_CONTEXT_H_

#include "base/memory/scoped_refptr.h"
#include "third_party/blink/renderer/bindings/core/v8/active_script_wrappable.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise_resolver.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_decode_error_callback.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_decode_success_callback.h"
#include "third_party/blink/renderer/core/dom/events/event_listener.h"
#include "third_party/blink/renderer/core/execution_context/execution_context_lifecycle_state_observer.h"
#include "third_party/blink/renderer/core/typed_arrays/array_buffer_view_helpers.h"
#include "third_party/blink/renderer/core/typed_arrays/dom_typed_array.h"
#include "third_party/blink/renderer/modules/event_target_modules.h"
#include "third_party/blink/renderer/modules/modules_export.h"
#include "third_party/blink/renderer/modules/webaudio/async_audio_decoder.h"
#include "third_party/blink/renderer/modules/webaudio/audio_destination_node.h"
#include "third_party/blink/renderer/modules/webaudio/deferred_task_handler.h"
#include "third_party/blink/renderer/modules/webaudio/iir_filter_node.h"
#include "third_party/blink/renderer/modules/webaudio/inspector_helper_mixin.h"
#include "third_party/blink/renderer/platform/audio/audio_bus.h"
#include "third_party/blink/renderer/platform/audio/audio_callback_metric_reporter.h"
#include "third_party/blink/renderer/platform/audio/audio_io_callback.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/threading.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"

namespace base {
class SingleThreadTaskRunner;
}

namespace blink {

class AnalyserNode;
class AudioBuffer;
class AudioBufferSourceNode;
class AudioListener;
class AudioWorklet;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConstantSourceNode;
class ConvolverNode;
class DelayNode;
class Document;
class DynamicsCompressorNode;
class ExceptionState;
class GainNode;
class IIRFilterNode;
class OscillatorNode;
class PannerNode;
class PeriodicWave;
class PeriodicWaveConstraints;
class ScriptProcessorNode;
class ScriptPromiseResolver;
class ScriptState;
class SecurityOrigin;
class StereoPannerNode;
class WaveShaperNode;
class WorkerThread;

// BaseAudioContext is the cornerstone of the web audio API and all AudioNodes
// are created from it.  For thread safety between the audio thread and the main
// thread, it has a rendering graph locking mechanism.

class MODULES_EXPORT BaseAudioContext
    : public EventTargetWithInlineData,
      public ActiveScriptWrappable<BaseAudioContext>,
      public ExecutionContextLifecycleStateObserver,
      public InspectorHelperMixin {
  DEFINE_WRAPPERTYPEINFO();
  USING_PRE_FINALIZER(BaseAudioContext, Dispose);

 public:
  // The state of an audio context.  On creation, the state is Suspended. The
  // state is Running if audio is being processed (audio graph is being pulled
  // for data). The state is Closed if the audio context has been closed.  The
  // valid transitions are from Suspended to either Running or Closed; Running
  // to Suspended or Closed. Once Closed, there are no valid transitions.
  enum AudioContextState { kSuspended, kRunning, kClosed };

  ~BaseAudioContext() override;

  void Trace(Visitor*) const override;

  // Is the destination node initialized and ready to handle audio?
  bool IsDestinationInitialized() const {
    AudioDestinationNode* dest = destination();
    return dest ? dest->GetAudioDestinationHandler().IsInitialized() : false;
  }

  void Dispose();

  // Document notification
  void ContextLifecycleStateChanged(mojom::FrameLifecycleState) override;
  void ContextDestroyed() override;
  bool HasPendingActivity() const override;

  // Cannot be called from the audio thread.
  AudioDestinationNode* destination() const;

  size_t CurrentSampleFrame() const {
    return destination_handler_->CurrentSampleFrame();
  }

  double currentTime() const { return destination_handler_->CurrentTime(); }

  float sampleRate() const { return destination_handler_->SampleRate(); }

  String state() const;
  AudioContextState ContextState() const { return context_state_; }

  // Warn user when creating a node on a closed context.  The node can't do
  // anything useful because the context is closed.
  void WarnIfContextClosed(const AudioHandler*) const;

  // Warn user when connecting two nodes on a closed context. The connection
  // does nothing useful because the context is closed.
  void WarnForConnectionIfContextClosed() const;

  // Return true if the destination is pulling on the audio graph.  Otherwise
  // return false.
  virtual bool IsPullingAudioGraph() const = 0;

  AudioBuffer* createBuffer(uint32_t number_of_channels,
                            uint32_t number_of_frames,
                            float sample_rate,
                            ExceptionState&);

  // Asynchronous audio file data decoding.
  ScriptPromise decodeAudioData(ScriptState*,
                                DOMArrayBuffer* audio_data,
                                V8DecodeSuccessCallback*,
                                V8DecodeErrorCallback*,
                                ExceptionState&);

  ScriptPromise decodeAudioData(ScriptState*,
                                DOMArrayBuffer* audio_data,
                                ExceptionState&);

  ScriptPromise decodeAudioData(ScriptState*,
                                DOMArrayBuffer* audio_data,
                                V8DecodeSuccessCallback*,
                                ExceptionState&);

  // Handles the promise and callbacks when |decodeAudioData| is finished
  // decoding.
  void HandleDecodeAudioData(AudioBuffer*,
                             ScriptPromiseResolver*,
                             V8DecodeSuccessCallback*,
                             V8DecodeErrorCallback*);

  AudioListener* listener() { return listener_; }

  virtual bool HasRealtimeConstraint() = 0;

  // The AudioNode create methods are called on the main thread (from
  // JavaScript).
  AudioBufferSourceNode* createBufferSource(ExceptionState&);
  ConstantSourceNode* createConstantSource(ExceptionState&);
  GainNode* createGain(ExceptionState&);
  BiquadFilterNode* createBiquadFilter(ExceptionState&);
  WaveShaperNode* createWaveShaper(ExceptionState&);
  DelayNode* createDelay(ExceptionState&);
  DelayNode* createDelay(double max_delay_time, ExceptionState&);
  PannerNode* createPanner(ExceptionState&);
  ConvolverNode* createConvolver(ExceptionState&);
  DynamicsCompressorNode* createDynamicsCompressor(ExceptionState&);
  AnalyserNode* createAnalyser(ExceptionState&);
  ScriptProcessorNode* createScriptProcessor(ExceptionState&);
  ScriptProcessorNode* createScriptProcessor(uint32_t buffer_size,
                                             ExceptionState&);
  ScriptProcessorNode* createScriptProcessor(uint32_t buffer_size,
                                             uint32_t number_of_input_channels,
                                             ExceptionState&);
  ScriptProcessorNode* createScriptProcessor(uint32_t buffer_size,
                                             uint32_t number_of_input_channels,
                                             uint32_t number_of_output_channels,
                                             ExceptionState&);
  StereoPannerNode* createStereoPanner(ExceptionState&);
  ChannelSplitterNode* createChannelSplitter(ExceptionState&);
  ChannelSplitterNode* createChannelSplitter(uint32_t number_of_outputs,
                                             ExceptionState&);
  ChannelMergerNode* createChannelMerger(ExceptionState&);
  ChannelMergerNode* createChannelMerger(uint32_t number_of_inputs,
                                         ExceptionState&);
  OscillatorNode* createOscillator(ExceptionState&);
  PeriodicWave* createPeriodicWave(const Vector<float>& real,
                                   const Vector<float>& imag,
                                   ExceptionState&);
  PeriodicWave* createPeriodicWave(const Vector<float>& real,
                                   const Vector<float>& imag,
                                   const PeriodicWaveConstraints*,
                                   ExceptionState&);

  // IIRFilter
  IIRFilterNode* createIIRFilter(Vector<double> feedforward_coef,
                                 Vector<double> feedback_coef,
                                 ExceptionState&);

  // When a source node has started processing and needs to be protected,
  // this method tells the context to protect the node.
  //
  // The context itself keeps a reference to all source nodes.  The source
  // nodes, then reference all nodes they're connected to.  In turn, these
  // nodes reference all nodes they're connected to.  All nodes are ultimately
  // connected to the AudioDestinationNode.  When the context release a source
  // node, it will be deactivated from the rendering graph along with all
  // other nodes it is uniquely connected to.
  void NotifySourceNodeStartedProcessing(AudioNode*);
  // When a source node has no more processing to do (has finished playing),
  // this method tells the context to release the corresponding node.
  void NotifySourceNodeFinishedProcessing(AudioHandler*);

  // Called at the start of each render quantum.
  //
  // For an AudioContext:
  //   - |output_position| must be a valid pointer to an AudioIOPosition
  //   - The return value is ignored.
  //
  // For an OfflineAudioContext, we have the following conditions:
  //   - |output_position| must be nullptr because there is no defined
  //   AudioIOPosition.
  //   - The return value indicates whether the context needs to be suspended or
  //   not after rendering.
  virtual bool HandlePreRenderTasks(const AudioIOPosition* output_position,
                                    const AudioCallbackMetric* metric) = 0;

  // Called at the end of each render quantum.
  virtual void HandlePostRenderTasks() = 0;

  DeferredTaskHandler& GetDeferredTaskHandler() const {
    return *deferred_task_handler_;
  }
  //
  // Thread Safety and Graph Locking:
  //
  // The following functions call corresponding functions of
  // DeferredTaskHandler.
  bool IsAudioThread() const {
    return GetDeferredTaskHandler().IsAudioThread();
  }
  void lock() { GetDeferredTaskHandler().lock(); }
  bool TryLock() { return GetDeferredTaskHandler().TryLock(); }
  void unlock() { GetDeferredTaskHandler().unlock(); }

  // In DCHECK builds, fails if this thread does not own the context's lock.
  void AssertGraphOwner() const { GetDeferredTaskHandler().AssertGraphOwner(); }

  using GraphAutoLocker = DeferredTaskHandler::GraphAutoLocker;

  // Returns the maximum numuber of channels we can support.
  static uint32_t MaxNumberOfChannels() { return kMaxNumberOfChannels; }

  // EventTarget
  const AtomicString& InterfaceName() const final;
  ExecutionContext* GetExecutionContext() const final;

  DEFINE_ATTRIBUTE_EVENT_LISTENER(statechange, kStatechange)

  virtual void StartRendering();

  void NotifyStateChange();

  // A context is considered closed if:
  //  - closeContext() has been called.
  //  - it has been stopped by its execution context.
  virtual bool IsContextClosed() const { return is_cleared_; }

  // Get the security origin for this audio context.
  const SecurityOrigin* GetSecurityOrigin() const;

  // Get the PeriodicWave for the specified oscillator type.  The table is
  // initialized internally if necessary.
  PeriodicWave* GetPeriodicWave(int type);

  // Called by handlers of AudioScheduledSourceNode and AudioBufferSourceNode to
  // notify their associated AudioContext when start() is called.
  virtual void NotifySourceNodeStart() = 0;

  // AudioWorklet IDL
  AudioWorklet* audioWorklet() const;

  // Callback from AudioWorklet, invoked when the associated
  // AudioWorkletGlobalScope is created and the worklet operation is ready after
  // the first script evaluation.
  void NotifyWorkletIsReady();

  // Update the information in AudioWorkletGlobalScope synchronously on the
  // worklet rendering thread. Must be called from the rendering thread.
  // Does nothing when the worklet global scope does not exist.
  void UpdateWorkletGlobalScopeOnRenderingThread();

  // Returns -1 if the destination node is unavailable or any other condition
  // occurs preventing us from determining the count.
  int32_t MaxChannelCount();

  // Returns the platform-specific callback buffer size for Devtools.
  // Returns -1 if the destination node is unavailable or any other condition
  // occurs preventing us from determining the count.
  int32_t CallbackBufferSize();

  // InspectorHelperMixin
  void ReportDidCreate() final;
  void ReportWillBeDestroyed() final;

  // TODO(crbug.com/1055983): Remove this when the execution context validity
  // check is not required in the AudioNode factory methods. Returns false
  // if the execution context does not exist.
  bool CheckExecutionContextAndThrowIfNecessary(ExceptionState&);

 protected:
  enum ContextType { kRealtimeContext, kOfflineContext };

  explicit BaseAudioContext(Document*, enum ContextType);

  void Initialize();
  virtual void Uninitialize();

  void SetContextState(AudioContextState);

  // Tries to handle AudioBufferSourceNodes that were started but became
  // disconnected or was never connected. Because these never get pulled
  // anymore, they will stay around forever. So if we can, try to stop them so
  // they can be collected.
  void HandleStoppableSourceNodes();

  Member<AudioDestinationNode> destination_node_;

  // FIXME(dominicc): Move m_resumeResolvers to AudioContext, because only
  // it creates these Promises.
  // Vector of promises created by resume(). It takes time to handle them, so we
  // collect all of the promises here until they can be resolved or rejected.
  HeapVector<Member<ScriptPromiseResolver>> resume_resolvers_;

  void RejectPendingDecodeAudioDataResolvers();

  // When the context goes away, reject any pending script promise resolvers.
  virtual void RejectPendingResolvers();

  // Returns the Document wich wich the instance is associated.
  Document* GetDocument() const;

  // The audio thread relies on the main thread to perform some operations
  // over the objects that it owns and controls; |ScheduleMainThreadCleanup()|
  // posts the task to initiate those.
  void ScheduleMainThreadCleanup();

  // Handles promise resolving, stopping and finishing up of audio source nodes
  // etc. Actions that should happen, but can happen asynchronously to the
  // audio thread making rendering progress.
  void PerformCleanupOnMainThread();

  // True if we're in the process of resolving promises for resume().  Resolving
  // can take some time and the audio context process loop is very fast, so we
  // don't want to call resolve an excessive number of times.
  bool is_resolving_resume_promises_;

  scoped_refptr<base::SingleThreadTaskRunner> task_runner_;

 private:
  bool is_cleared_;
  void Clear();

  // When the context goes away, there might still be some sources which
  // haven't finished playing.  Make sure to release them here.
  void ReleaseActiveSourceNodes();

  // Listener for the PannerNodes
  Member<AudioListener> listener_;

  // Set to |true| by the audio thread when it posts a main-thread task to
  // perform delayed state sync'ing updates that needs to be done on the main
  // thread. Cleared by the main thread task once it has run.
  bool has_posted_cleanup_task_;

  // Graph locking.
  scoped_refptr<DeferredTaskHandler> deferred_task_handler_;

  // The state of the BaseAudioContext.
  AudioContextState context_state_;

  AsyncAudioDecoder audio_decoder_;

  // Vector of promises created by decodeAudioData.  This keeps the resolvers
  // alive until decodeAudioData finishes decoding and can tell the main thread
  // to resolve them.
  HeapHashSet<Member<ScriptPromiseResolver>> decode_audio_resolvers_;

  // PeriodicWave's for the builtin oscillator types.  These only depend on the
  // sample rate. so they can be shared with all OscillatorNodes in the context.
  // To conserve memory, these are lazily initialized on first use.
  Member<PeriodicWave> periodic_wave_sine_;
  Member<PeriodicWave> periodic_wave_square_;
  Member<PeriodicWave> periodic_wave_sawtooth_;
  Member<PeriodicWave> periodic_wave_triangle_;

  // This is considering 32 is large enough for multiple channels audio.
  // It is somewhat arbitrary and could be increased if necessary.
  enum { kMaxNumberOfChannels = 32 };

  // The handler associated with the above |destination_node_|.
  scoped_refptr<AudioDestinationHandler> destination_handler_;

  Member<AudioWorklet> audio_worklet_;

  // In order to update some information (e.g. current frame) in
  // AudioWorkletGlobalScope *synchronously*, the context needs to keep the
  // reference to the WorkerThread associated with the AudioWorkletGlobalScope.
  // This cannot be nullptr once it is assigned from AudioWorkletThread until
  // the BaseAudioContext goes away.
  WorkerThread* audio_worklet_thread_ = nullptr;
};

}  // namespace blink

#endif  // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_BASE_AUDIO_CONTEXT_H_