/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* 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 GRAPHDRIVER_H_ #define GRAPHDRIVER_H_ #include "nsAutoPtr.h" #include "nsAutoRef.h" #include "AudioBufferUtils.h" #include "AudioMixer.h" #include "AudioSegment.h" #include "SelfRef.h" #include "mozilla/Atomics.h" struct cubeb_stream; template <> class nsAutoRefTraits : public nsPointerRefTraits { public: static void Release(cubeb_stream* aStream) { cubeb_stream_destroy(aStream); } }; namespace mozilla { /** * Assume we can run an iteration of the MediaStreamGraph loop in this much time * or less. * We try to run the control loop at this rate. */ static const int MEDIA_GRAPH_TARGET_PERIOD_MS = 10; /** * Assume that we might miss our scheduled wakeup of the MediaStreamGraph by * this much. */ static const int SCHEDULE_SAFETY_MARGIN_MS = 10; /** * Try have this much audio buffered in streams and queued to the hardware. * The maximum delay to the end of the next control loop * is 2*MEDIA_GRAPH_TARGET_PERIOD_MS + SCHEDULE_SAFETY_MARGIN_MS. * There is no point in buffering more audio than this in a stream at any * given time (until we add processing). * This is not optimal yet. */ static const int AUDIO_TARGET_MS = 2*MEDIA_GRAPH_TARGET_PERIOD_MS + SCHEDULE_SAFETY_MARGIN_MS; /** * Try have this much video buffered. Video frames are set * near the end of the iteration of the control loop. The maximum delay * to the setting of the next video frame is 2*MEDIA_GRAPH_TARGET_PERIOD_MS + * SCHEDULE_SAFETY_MARGIN_MS. This is not optimal yet. */ static const int VIDEO_TARGET_MS = 2*MEDIA_GRAPH_TARGET_PERIOD_MS + SCHEDULE_SAFETY_MARGIN_MS; class MediaStreamGraphImpl; class MessageBlock; /** * Microseconds relative to the start of the graph timeline. */ typedef int64_t GraphTime; const GraphTime GRAPH_TIME_MAX = MEDIA_TIME_MAX; class AudioCallbackDriver; class OfflineClockDriver; /** * A driver is responsible for the scheduling of the processing, the thread * management, and give the different clocks to a MediaStreamGraph. This is an * abstract base class. A MediaStreamGraph can be driven by an * OfflineClockDriver, if the graph is offline, or a SystemClockDriver, if the * graph is real time. * A MediaStreamGraph holds an owning reference to its driver. */ class GraphDriver { public: explicit GraphDriver(MediaStreamGraphImpl* aGraphImpl); NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GraphDriver); /* When the graph wakes up to do an iteration, this returns the range of time * that will be processed. */ virtual void GetIntervalForIteration(GraphTime& aFrom, GraphTime& aTo) = 0; /* Returns the current time for this graph. This is the end of the current * iteration. */ virtual GraphTime GetCurrentTime() = 0; /* For real-time graphs, this waits until it's time to process more data. For * offline graphs, this is a no-op. */ virtual void WaitForNextIteration() = 0; /* Wakes up the graph if it is waiting. */ virtual void WakeUp() = 0; virtual void Destroy() {} /* Start the graph, init the driver, start the thread. */ virtual void Start() = 0; /* Stop the graph, shutting down the thread. */ virtual void Stop() = 0; /* Resume after a stop */ virtual void Resume() = 0; /* Revive this driver, as more messages just arrived. */ virtual void Revive() = 0; void Shutdown(); /* Rate at which the GraphDriver runs, in ms. This can either be user * controlled (because we are using a {System,Offline}ClockDriver, and decide * how often we want to wakeup/how much we want to process per iteration), or * it can be indirectly set by the latency of the audio backend, and the * number of buffers of this audio backend: say we have four buffers, and 40ms * latency, we will get a callback approximately every 10ms. */ virtual uint32_t IterationDuration() = 0; /* Return whether we are switching or not. */ bool Switching() { return mNextDriver || mPreviousDriver; } /** * If we are running a real time graph, get the current time stamp to schedule * video frames. This has to be reimplemented by real time drivers. */ virtual TimeStamp GetCurrentTimeStamp() { return mCurrentTimeStamp; } bool IsWaiting() { return mWaitState == WAITSTATE_WAITING_INDEFINITELY || mWaitState == WAITSTATE_WAITING_FOR_NEXT_ITERATION; } bool IsWaitingIndefinitly() { return mWaitState == WAITSTATE_WAITING_INDEFINITELY; } GraphTime IterationStart() { return mIterationStart; } GraphTime IterationEnd() { return mIterationEnd; } GraphTime StateComputedTime() { return mStateComputedTime; } virtual void GetAudioBuffer(float** aBuffer, long& aFrames) { MOZ_CRASH("This is not an Audio GraphDriver!"); } virtual AudioCallbackDriver* AsAudioCallbackDriver() { return nullptr; } virtual OfflineClockDriver* AsOfflineClockDriver() { return nullptr; } /** * Tell the driver it has to stop and return the current time of the graph, so * another driver can start from the right point in time. */ virtual void SwitchAtNextIteration(GraphDriver* aDriver); /** * Set the time for a graph, on a driver. This is used so a new driver just * created can start at the right point in time. */ void SetGraphTime(GraphDriver* aPreviousDriver, GraphTime aLastSwitchNextIterationStart, GraphTime aLastSwitchNextIterationEnd, GraphTime aLastSwitchNextStateComputedTime, GraphTime aLastSwitchStateComputedTime); /** * Whenever the graph has computed the time until it has all state * (mStateComputedState), it calls this to indicate the new time until which * we have computed state. */ void UpdateStateComputedTime(GraphTime aStateComputedTime); /** * Call this to indicate that another iteration of the control loop is * required immediately. The monitor must already be held. */ void EnsureImmediateWakeUpLocked(); /** * Call this to indicate that another iteration of the control loop is * required on its regular schedule. The monitor must not be held. * This function has to be idempotent. */ void EnsureNextIteration(); /** * Same thing, but not locked. */ void EnsureNextIterationLocked(); MediaStreamGraphImpl* GraphImpl() { return mGraphImpl; } virtual bool OnThread() = 0; protected: // Time of the start of this graph iteration. GraphTime mIterationStart; // Time of the end of this graph iteration. GraphTime mIterationEnd; // Time, in the future, for which blocking has been computed. GraphTime mStateComputedTime; GraphTime mNextStateComputedTime; // The MediaStreamGraphImpl that owns this driver. This has a lifetime longer // than the driver, and will never be null. MediaStreamGraphImpl* mGraphImpl; // This enum specifies the wait state of the driver. enum WaitState { // RunThread() is running normally WAITSTATE_RUNNING, // RunThread() is paused waiting for its next iteration, which will // happen soon WAITSTATE_WAITING_FOR_NEXT_ITERATION, // RunThread() is paused indefinitely waiting for something to change WAITSTATE_WAITING_INDEFINITELY, // Something has signaled RunThread() to wake up immediately, // but it hasn't done so yet WAITSTATE_WAKING_UP }; WaitState mWaitState; TimeStamp mCurrentTimeStamp; // This is non-null only when this driver has recently switched from an other // driver, and has not cleaned it up yet (for example because the audio stream // is currently calling the callback during initialization). nsRefPtr mPreviousDriver; // This is non-null only when this driver is going to switch to an other // driver at the end of this iteration. nsRefPtr mNextDriver; virtual ~GraphDriver() { } }; class MediaStreamGraphInitThreadRunnable; /** * This class is a driver that manages its own thread. */ class ThreadedDriver : public GraphDriver { public: explicit ThreadedDriver(MediaStreamGraphImpl* aGraphImpl); virtual ~ThreadedDriver(); virtual void Start() MOZ_OVERRIDE; virtual void Stop() MOZ_OVERRIDE; virtual void Resume() MOZ_OVERRIDE; virtual void Revive() MOZ_OVERRIDE; /** * Runs main control loop on the graph thread. Normally a single invocation * of this runs for the entire lifetime of the graph thread. */ void RunThread(); friend class MediaStreamGraphInitThreadRunnable; uint32_t IterationDuration() { return MEDIA_GRAPH_TARGET_PERIOD_MS; } virtual bool OnThread() MOZ_OVERRIDE { return !mThread || NS_GetCurrentThread() == mThread; } protected: nsCOMPtr mThread; }; /** * A SystemClockDriver drives a MediaStreamGraph using a system clock, and waits * using a monitor, between each iteration. */ class SystemClockDriver : public ThreadedDriver { public: explicit SystemClockDriver(MediaStreamGraphImpl* aGraphImpl); virtual ~SystemClockDriver(); virtual void GetIntervalForIteration(GraphTime& aFrom, GraphTime& aTo) MOZ_OVERRIDE; virtual GraphTime GetCurrentTime() MOZ_OVERRIDE; virtual void WaitForNextIteration() MOZ_OVERRIDE; virtual void WakeUp() MOZ_OVERRIDE; private: TimeStamp mInitialTimeStamp; TimeStamp mLastTimeStamp; }; /** * An OfflineClockDriver runs the graph as fast as possible, without waiting * between iteration. */ class OfflineClockDriver : public ThreadedDriver { public: OfflineClockDriver(MediaStreamGraphImpl* aGraphImpl, GraphTime aSlice); virtual ~OfflineClockDriver(); virtual void GetIntervalForIteration(GraphTime& aFrom, GraphTime& aTo) MOZ_OVERRIDE; virtual GraphTime GetCurrentTime() MOZ_OVERRIDE; virtual void WaitForNextIteration() MOZ_OVERRIDE; virtual void WakeUp() MOZ_OVERRIDE; virtual TimeStamp GetCurrentTimeStamp() MOZ_OVERRIDE; virtual OfflineClockDriver* AsOfflineClockDriver() { return this; } private: // Time, in GraphTime, for each iteration GraphTime mSlice; }; /** * This is a graph driver that is based on callback functions called by the * audio api. This ensures minimal audio latency, because it means there is no * buffering happening: the audio is generated inside the callback. * * This design is less flexible than running our own thread: * - We have no control over the thread: * - It cannot block, and it has to run for a shorter amount of time than the * buffer it is going to fill, or an under-run is going to occur (short burst * of silence in the final audio output). * - We can't know for sure when the callback function is going to be called * (although we compute an estimation so we can schedule video frames) * - Creating and shutting the thread down is a blocking operation, that can * take _seconds_ in some cases (because IPC has to be set up, and * sometimes hardware components are involved and need to be warmed up) * - We have no control on how much audio we generate, we have to return exactly * the number of frames asked for by the callback. Since for the Web Audio * API, we have to do block processing at 128 frames per block, we need to * keep a little spill buffer to store the extra frames. */ class AudioCallbackDriver : public GraphDriver, public MixerCallbackReceiver { public: explicit AudioCallbackDriver(MediaStreamGraphImpl* aGraphImpl, dom::AudioChannel aChannel = dom::AudioChannel::Normal); virtual ~AudioCallbackDriver(); virtual void Destroy() MOZ_OVERRIDE; virtual void Start() MOZ_OVERRIDE; virtual void Stop() MOZ_OVERRIDE; virtual void Resume() MOZ_OVERRIDE; virtual void Revive() MOZ_OVERRIDE; virtual void GetIntervalForIteration(GraphTime& aFrom, GraphTime& aTo) MOZ_OVERRIDE; virtual GraphTime GetCurrentTime() MOZ_OVERRIDE; virtual void WaitForNextIteration() MOZ_OVERRIDE; virtual void WakeUp() MOZ_OVERRIDE; /* Static wrapper function cubeb calls back. */ static long DataCallback_s(cubeb_stream * aStream, void * aUser, void * aBuffer, long aFrames); static void StateCallback_s(cubeb_stream* aStream, void * aUser, cubeb_state aState); static void DeviceChangedCallback_s(void * aUser); /* This function is called by the underlying audio backend when a refill is * needed. This is what drives the whole graph when it is used to output * audio. If the return value is exactly aFrames, this function will get * called again. If it is less than aFrames, the stream will go in draining * mode, and this function will not be called again. */ long DataCallback(AudioDataValue* aBuffer, long aFrames); /* This function is called by the underlying audio backend, but is only used * for informational purposes at the moment. */ void StateCallback(cubeb_state aState); /* This is an approximation of the number of millisecond there are between two * iterations of the graph. */ uint32_t IterationDuration(); /* This function gets called when the graph has produced the audio frames for * this iteration. */ virtual void MixerCallback(AudioDataValue* aMixedBuffer, AudioSampleFormat aFormat, uint32_t aChannels, uint32_t aFrames, uint32_t aSampleRate) MOZ_OVERRIDE; virtual AudioCallbackDriver* AsAudioCallbackDriver() { return this; } bool IsSwitchingDevice() { #ifdef XP_MACOSX return mSelfReference; #else return false; #endif } /** * Whether the audio callback is processing. This is for asserting only. */ bool InCallback(); virtual bool OnThread() MOZ_OVERRIDE { return !mStarted || InCallback(); } /* Whether the underlying cubeb stream has been started. See comment for * mStarted for details. */ bool IsStarted(); /* Tell the driver whether this process is using a microphone or not. This is * thread safe. */ void SetMicrophoneActive(bool aActive); private: /** * On certain MacBookPro, the microphone is located near the left speaker. * We need to pan the sound output to the right speaker if we are using the * mic and the built-in speaker, or we will have terrible echo. */ void PanOutputIfNeeded(bool aMicrophoneActive); /** * This is called when the output device used by the cubeb stream changes. */ void DeviceChangedCallback(); /* Start the cubeb stream */ void StartStream(); friend class AsyncCubebTask; void Init(); /* MediaStreamGraphs are always down/up mixed to stereo for now. */ static const uint32_t ChannelCount = 2; /* The size of this buffer comes from the fact that some audio backends can * call back with a number of frames lower than one block (128 frames), so we * need to keep at most two block in the SpillBuffer, because we always round * up to block boundaries during an iteration. */ SpillBuffer mScratchBuffer; /* Wrapper to ensure we write exactly the number of frames we need in the * audio buffer cubeb passes us. */ AudioCallbackBufferWrapper mBuffer; /* cubeb stream for this graph. This is guaranteed to be non-null after Init() * has been called. */ nsAutoRef mAudioStream; /* The sample rate for the aforementionned cubeb stream. */ uint32_t mSampleRate; /* Approximation of the time between two callbacks. This is used to schedule * video frames. This is in milliseconds. */ uint32_t mIterationDurationMS; /* cubeb_stream_init calls the audio callback to prefill the buffers. The * previous driver has to be kept alive until the audio stream has been * started, because it is responsible to call cubeb_stream_start, so we delay * the cleanup of the previous driver until it has started the audio stream. * Otherwise, there is a race where we kill the previous driver thread * between cubeb_stream_init and cubeb_stream_start, * and callbacks after the prefill never get called. * This is written on the previous driver's thread (if switching) or main * thread (if this driver is the first one). * This is read on previous driver's thread (during callbacks from * cubeb_stream_init) and the audio thread (when switching away from this * driver back to a SystemClockDriver). * This is synchronized by the Graph's monitor. * */ bool mStarted; struct AutoInCallback { explicit AutoInCallback(AudioCallbackDriver* aDriver); ~AutoInCallback(); AudioCallbackDriver* mDriver; }; /* Thread for off-main-thread initialization and * shutdown of the audio stream. */ nsCOMPtr mInitShutdownThread; dom::AudioChannel mAudioChannel; Atomic mInCallback; /* A thread has been created to be able to pause and restart the audio thread, * but has not done so yet. This indicates that the callback should return * early */ bool mPauseRequested; /** * True if microphone is being used by this process. This is synchronized by * the graph's monitor. */ bool mMicrophoneActive; #ifdef XP_MACOSX /* Implements the workaround for the osx audio stack when changing output * devices. See comments in .cpp */ bool OSXDeviceSwitchingWorkaround(); /* Self-reference that keep this driver alive when switching output audio * device and making the graph running temporarily off a SystemClockDriver. */ SelfReference mSelfReference; /* While switching devices, we keep track of the number of callbacks received, * since OSX seems to still call us _sometimes_. */ uint32_t mCallbackReceivedWhileSwitching; #endif }; class AsyncCubebTask : public nsRunnable { public: enum AsyncCubebOperation { INIT, SHUTDOWN, SLEEP }; AsyncCubebTask(AudioCallbackDriver* aDriver, AsyncCubebOperation aOperation); nsresult Dispatch() { // Can't add 'this' as the event to run, since mThread may not be set yet nsresult rv = NS_NewNamedThread("CubebOperation", getter_AddRefs(mThread)); if (NS_SUCCEEDED(rv)) { // Note: event must not null out mThread! rv = mThread->Dispatch(this, NS_DISPATCH_NORMAL); } return rv; } protected: virtual ~AsyncCubebTask(); private: NS_IMETHOD Run() MOZ_OVERRIDE MOZ_FINAL; nsCOMPtr mThread; nsRefPtr mDriver; AsyncCubebOperation mOperation; nsRefPtr mShutdownGrip; }; } #endif // GRAPHDRIVER_H_