/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim:set ts=2 sw=2 sts=2 et cindent: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef AudioNode_h_ #define AudioNode_h_ #include "mozilla/DOMEventTargetHelper.h" #include "mozilla/dom/AudioNodeBinding.h" #include "nsCycleCollectionParticipant.h" #include "nsAutoPtr.h" #include "nsTArray.h" #include "AudioContext.h" #include "MediaStreamGraph.h" #include "WebAudioUtils.h" #include "mozilla/MemoryReporting.h" #include "nsWeakReference.h" namespace mozilla { namespace dom { class AudioContext; class AudioBufferSourceNode; class AudioParam; class AudioParamTimeline; struct ThreeDPoint; template class SelfReference { public: SelfReference() : mHeld(false) {} ~SelfReference() { NS_ASSERTION(!mHeld, "Forgot to drop the self reference?"); } void Take(T* t) { if (!mHeld) { mHeld = true; t->AddRef(); } } void Drop(T* t) { if (mHeld) { mHeld = false; t->Release(); } } operator bool() const { return mHeld; } private: bool mHeld; }; /** * The DOM object representing a Web Audio AudioNode. * * Each AudioNode has a MediaStream representing the actual * real-time processing and output of this AudioNode. * * We track the incoming and outgoing connections to other AudioNodes. * Outgoing connections have strong ownership. Also, AudioNodes that will * produce sound on their output even when they have silent or no input ask * the AudioContext to keep playing or tail-time references to keep them alive * until the context is finished. * * Explicit disconnections will only remove references from output nodes after * the graph is notified and the main thread receives a reply. Similarly, * nodes with playing or tail-time references release these references only * after receiving notification from their engine on the graph thread that * playing has stopped. Engines notifying the main thread that they have * finished do so strictly *after* producing and returning their last block. * In this way, an engine that receives non-null input knows that the input * comes from nodes that are still alive and will keep their output nodes * alive for at least as long as it takes to process messages from the graph * thread. i.e. the engine receiving non-null input knows that its node is * still alive, and will still be alive when it receives a message from the * engine. */ class AudioNode : public DOMEventTargetHelper, public nsSupportsWeakReference { protected: // You can only use refcounting to delete this object virtual ~AudioNode(); public: AudioNode(AudioContext* aContext, uint32_t aChannelCount, ChannelCountMode aChannelCountMode, ChannelInterpretation aChannelInterpretation); // This should be idempotent (safe to call multiple times). virtual void DestroyMediaStream(); NS_DECL_ISUPPORTS_INHERITED NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(AudioNode, DOMEventTargetHelper) virtual AudioBufferSourceNode* AsAudioBufferSourceNode() { return nullptr; } AudioContext* GetParentObject() const { return mContext; } AudioContext* Context() const { return mContext; } virtual void Connect(AudioNode& aDestination, uint32_t aOutput, uint32_t aInput, ErrorResult& aRv); virtual void Connect(AudioParam& aDestination, uint32_t aOutput, ErrorResult& aRv); virtual void Disconnect(uint32_t aOutput, ErrorResult& aRv); // The following two virtual methods must be implemented by each node type // to provide their number of input and output ports. These numbers are // constant for the lifetime of the node. Both default to 1. virtual uint16_t NumberOfInputs() const { return 1; } virtual uint16_t NumberOfOutputs() const { return 1; } uint32_t Id() const { return mId; } uint32_t ChannelCount() const { return mChannelCount; } virtual void SetChannelCount(uint32_t aChannelCount, ErrorResult& aRv) { if (aChannelCount == 0 || aChannelCount > WebAudioUtils::MaxChannelCount) { aRv.Throw(NS_ERROR_DOM_NOT_SUPPORTED_ERR); return; } mChannelCount = aChannelCount; SendChannelMixingParametersToStream(); } ChannelCountMode ChannelCountModeValue() const { return mChannelCountMode; } virtual void SetChannelCountModeValue(ChannelCountMode aMode, ErrorResult& aRv) { mChannelCountMode = aMode; SendChannelMixingParametersToStream(); } ChannelInterpretation ChannelInterpretationValue() const { return mChannelInterpretation; } void SetChannelInterpretationValue(ChannelInterpretation aMode) { mChannelInterpretation = aMode; SendChannelMixingParametersToStream(); } struct InputNode { ~InputNode() { if (mStreamPort) { mStreamPort->Destroy(); } } size_t SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const { size_t amount = 0; if (mStreamPort) { amount += mStreamPort->SizeOfIncludingThis(aMallocSizeOf); } return amount; } // Weak reference. AudioNode* mInputNode; nsRefPtr mStreamPort; // The index of the input port this node feeds into. // This is not used for connections to AudioParams. uint32_t mInputPort; // The index of the output port this node comes out of. uint32_t mOutputPort; }; MediaStream* Stream() { return mStream; } const nsTArray& InputNodes() const { return mInputNodes; } const nsTArray >& OutputNodes() const { return mOutputNodes; } const nsTArray >& OutputParams() const { return mOutputParams; } void RemoveOutputParam(AudioParam* aParam); // MarkActive() asks the context to keep the AudioNode alive until the // context is finished. This takes care of "playing" references and // "tail-time" references. void MarkActive() { Context()->RegisterActiveNode(this); } // Active nodes call MarkInactive() when they have finished producing sound // for the foreseeable future. // Do not call MarkInactive from a node destructor. If the destructor is // called, then the node is already inactive. // MarkInactive() may delete |this|. void MarkInactive() { Context()->UnregisterActiveNode(this); } virtual size_t SizeOfExcludingThis(MallocSizeOf aMallocSizeOf) const; virtual size_t SizeOfIncludingThis(MallocSizeOf aMallocSizeOf) const; virtual const char* NodeType() const = 0; private: friend class AudioBufferSourceNode; // This could possibly delete 'this'. void DisconnectFromGraph(); protected: static void Callback(AudioNode* aNode) { /* not implemented */ } // Helpers for sending different value types to streams void SendDoubleParameterToStream(uint32_t aIndex, double aValue); void SendInt32ParameterToStream(uint32_t aIndex, int32_t aValue); void SendThreeDPointParameterToStream(uint32_t aIndex, const ThreeDPoint& aValue); void SendChannelMixingParametersToStream(); static void SendTimelineParameterToStream(AudioNode* aNode, uint32_t aIndex, const AudioParamTimeline& aValue); private: nsRefPtr mContext; protected: // Must be set in the constructor. Must not be null. // If MaxNumberOfInputs() is > 0, then mStream must be a ProcessedMediaStream. nsRefPtr mStream; private: // For every InputNode, there is a corresponding entry in mOutputNodes of the // InputNode's mInputNode. nsTArray mInputNodes; // For every mOutputNode entry, there is a corresponding entry in mInputNodes // of the mOutputNode entry. We won't necessarily be able to identify the // exact matching entry, since mOutputNodes doesn't include the port // identifiers and the same node could be connected on multiple ports. nsTArray > mOutputNodes; // For every mOutputParams entry, there is a corresponding entry in // AudioParam::mInputNodes of the mOutputParams entry. We won't necessarily be // able to identify the exact matching entry, since mOutputParams doesn't // include the port identifiers and the same node could be connected on // multiple ports. nsTArray > mOutputParams; uint32_t mChannelCount; ChannelCountMode mChannelCountMode; ChannelInterpretation mChannelInterpretation; const uint32_t mId; #ifdef DEBUG // In debug builds, check to make sure that the node demise notification has // been properly sent before the node is destroyed. bool mDemiseNotified; #endif }; } } #endif