gecko/dom/media/GraphDriver.h
Paul Adenot cdfde43ff6 Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan
- Relevant spec text:
    - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise
    - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise
    - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise
    - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state
    - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange

- In a couple words, the behavior we want:
    - Closed context cannot have new nodes created, but can do decodeAudioData,
    and create buffers, and such.
    - OfflineAudioContexts don't support those methods, transitions happen at
    startRendering and at the end of processing. onstatechange is used to make
    this observable.
    - (regular) AudioContexts support those methods. The promises and
    onstatechange should be resolved/called when the operation has actually
    completed on the rendering thread.  Once a context has been closed, it
    cannot transition back to "running". An AudioContext switches to "running"
    when the audio callback start running, this allow authors to know how long
    the audio stack takes to start running.
    - MediaStreams that feed in/go out of a suspended graph should respectively
    not buffer at the graph input, and output silence
    - suspended context should not be doing much on the CPU, and we should try
    to pause audio streams if we can (this behaviour is the main reason we need
    this in the first place, for saving battery on mobile, and CPU on all
    platforms)

- Now, the implementation:
    - AudioNodeStreams are now tagged with a context id, to be able to operate
    on all the streams of a given AudioContext on the Graph thread without
    having to go and lock everytime to touch the AudioContext. This happens in
    the AudioNodeStream ctor. IDs are of course constant for the lifetime of the
    node.
    - When an AudioContext goes into suspended mode, streams for this
    AudioContext are moved out of the mStreams array to a second array,
    mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not
    processed.
    - The MSG will automatically switch to a SystemClockDriver when it finds
    that there are no more AudioNodeStream/Stream with an audio track. This is
    how pausing the audio subsystem and saving battery works. Subsequently, when
    the MSG finds that there are only streams in mSuspendedStreams, it will go
    to sleep (block on a monitor), so we save CPU, but it does not shut itself
    down. This is mostly not a new behaviour (this is what the MSG does since
    the refactoring), but is important to note.
    - Promises are gripped (addref-ed) on the main thread, and then shepherd
    down other threads and to the GraphDriver, if needed (sometimes we can
    resolve them right away). They move between threads as void* to prevent
    calling methods on them, as they are not thread safe. Then, the driver
    executes the operation, and when it's done (initializing and closing audio
    streams can take some time), we send the promise back to the main thread,
    and resolve it, casting back to Promise* after asserting we're back on the
    main thread. This way, we can send them back on the main thread once an
    operation has complete (suspending an audio stream, starting it again on
    resume(), etc.), without having to do bookkeeping between suspend calls and
    their result. Promises are not thread safe, so we can't move them around
    AddRef-ed.
    - The stream destruction logic now takes into account that a stream can be
    destroyed while not being in mStreams.
    - A graph can now switch GraphDriver twice or more per iteration, for
    example if an author goes suspend()/resume()/suspend() in the same script.
    - Some operation have to be done on suspended stream, so we now use double
    for-loop around mSuspendedStreams and mStreams in some places in
    MediaStreamGraph.cpp.
    - A tricky part was making sure everything worked at AudioContext
    boundaries.  TrackUnionStream that have one of their input stream suspended
    append null ticks instead.
    - The graph ordering algorithm had to be altered to not include suspended
    streams.
    - There are some edge cases (adding a stream on a suspended graph, calling
    suspend/resume when a graph has just been close()d).
2015-02-27 18:22:05 +01:00

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/* -*- 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"
#include "AudioContext.h"
struct cubeb_stream;
template <>
class nsAutoRefTraits<cubeb_stream> : public nsPointerRefTraits<cubeb_stream>
{
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<GraphDriver> mPreviousDriver;
// This is non-null only when this driver is going to switch to an other
// driver at the end of this iteration.
nsRefPtr<GraphDriver> 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() override;
virtual void Stop() override;
virtual void Resume() override;
virtual void Revive() 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;
virtual uint32_t IterationDuration() override {
return MEDIA_GRAPH_TARGET_PERIOD_MS;
}
virtual bool OnThread() override { return !mThread || NS_GetCurrentThread() == mThread; }
protected:
nsCOMPtr<nsIThread> 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) override;
virtual GraphTime GetCurrentTime() override;
virtual void WaitForNextIteration() override;
virtual void WakeUp() 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) override;
virtual GraphTime GetCurrentTime() override;
virtual void WaitForNextIteration() override;
virtual void WakeUp() override;
virtual TimeStamp GetCurrentTimeStamp() override;
virtual OfflineClockDriver* AsOfflineClockDriver() override {
return this;
}
private:
// Time, in GraphTime, for each iteration
GraphTime mSlice;
};
struct StreamAndPromiseForOperation
{
StreamAndPromiseForOperation(MediaStream* aStream,
void* aPromise,
dom::AudioContextOperation aOperation);
nsRefPtr<MediaStream> mStream;
void* mPromise;
dom::AudioContextOperation mOperation;
};
enum AsyncCubebOperation {
INIT,
SHUTDOWN
};
/**
* 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() override;
virtual void Start() override;
virtual void Stop() override;
virtual void Resume() override;
virtual void Revive() override;
virtual void GetIntervalForIteration(GraphTime& aFrom,
GraphTime& aTo) override;
virtual GraphTime GetCurrentTime() override;
virtual void WaitForNextIteration() override;
virtual void WakeUp() 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. */
virtual uint32_t IterationDuration() override;
/* 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) override;
virtual AudioCallbackDriver* AsAudioCallbackDriver() override {
return this;
}
/* Enqueue a promise that is going to be resolved when a specific operation
* occurs on the cubeb stream. */
void EnqueueStreamAndPromiseForOperation(MediaStream* aStream,
void* aPromise,
dom::AudioContextOperation aOperation);
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() 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);
void CompleteAudioContextOperations(AsyncCubebOperation aOperation);
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<AudioDataValue, WEBAUDIO_BLOCK_SIZE * 2, ChannelCount> mScratchBuffer;
/* Wrapper to ensure we write exactly the number of frames we need in the
* audio buffer cubeb passes us. */
AudioCallbackBufferWrapper<AudioDataValue, ChannelCount> mBuffer;
/* cubeb stream for this graph. This is guaranteed to be non-null after Init()
* has been called. */
nsAutoRef<cubeb_stream> 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<nsIThread> mInitShutdownThread;
nsAutoTArray<StreamAndPromiseForOperation, 1> mPromisesForOperation;
dom::AudioChannel mAudioChannel;
Atomic<bool> 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<AudioCallbackDriver> 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:
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() override final;
nsCOMPtr<nsIThread> mThread;
nsRefPtr<AudioCallbackDriver> mDriver;
AsyncCubebOperation mOperation;
nsRefPtr<MediaStreamGraphImpl> mShutdownGrip;
};
}
#endif // GRAPHDRIVER_H_