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238 lines
10 KiB
C++
238 lines
10 KiB
C++
/*
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* Copyright (C) 2010 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "ReverbConvolver.h"
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#include "ReverbConvolverStage.h"
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using namespace mozilla;
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template<>
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struct RunnableMethodTraits<WebCore::ReverbConvolver>
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{
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static void RetainCallee(WebCore::ReverbConvolver* obj) {}
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static void ReleaseCallee(WebCore::ReverbConvolver* obj) {}
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};
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namespace WebCore {
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const int InputBufferSize = 8 * 16384;
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// We only process the leading portion of the impulse response in the real-time thread. We don't exceed this length.
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// It turns out then, that the background thread has about 278msec of scheduling slop.
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// Empirically, this has been found to be a good compromise between giving enough time for scheduling slop,
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// while still minimizing the amount of processing done in the primary (high-priority) thread.
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// This was found to be a good value on Mac OS X, and may work well on other platforms as well, assuming
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// the very rough scheduling latencies are similar on these time-scales. Of course, this code may need to be
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// tuned for individual platforms if this assumption is found to be incorrect.
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const size_t RealtimeFrameLimit = 8192 + 4096; // ~278msec @ 44.1KHz
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const size_t MinFFTSize = 128;
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const size_t MaxRealtimeFFTSize = 2048;
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ReverbConvolver::ReverbConvolver(const float* impulseResponseData, size_t impulseResponseLength, size_t renderSliceSize, size_t maxFFTSize, size_t convolverRenderPhase, bool useBackgroundThreads)
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: m_impulseResponseLength(impulseResponseLength)
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, m_accumulationBuffer(impulseResponseLength + renderSliceSize)
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, m_inputBuffer(InputBufferSize)
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, m_minFFTSize(MinFFTSize) // First stage will have this size - successive stages will double in size each time
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, m_maxFFTSize(maxFFTSize) // until we hit m_maxFFTSize
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, m_backgroundThread("ConvolverWorker")
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, m_backgroundThreadCondition(&m_backgroundThreadLock)
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, m_useBackgroundThreads(useBackgroundThreads)
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, m_wantsToExit(false)
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, m_moreInputBuffered(false)
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{
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// If we are using background threads then don't exceed this FFT size for the
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// stages which run in the real-time thread. This avoids having only one or two
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// large stages (size 16384 or so) at the end which take a lot of time every several
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// processing slices. This way we amortize the cost over more processing slices.
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m_maxRealtimeFFTSize = MaxRealtimeFFTSize;
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// For the moment, a good way to know if we have real-time constraint is to check if we're using background threads.
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// Otherwise, assume we're being run from a command-line tool.
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bool hasRealtimeConstraint = useBackgroundThreads;
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const float* response = impulseResponseData;
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size_t totalResponseLength = impulseResponseLength;
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// The total latency is zero because the direct-convolution is used in the leading portion.
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size_t reverbTotalLatency = 0;
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size_t stageOffset = 0;
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int i = 0;
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size_t fftSize = m_minFFTSize;
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while (stageOffset < totalResponseLength) {
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size_t stageSize = fftSize / 2;
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// For the last stage, it's possible that stageOffset is such that we're straddling the end
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// of the impulse response buffer (if we use stageSize), so reduce the last stage's length...
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if (stageSize + stageOffset > totalResponseLength)
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stageSize = totalResponseLength - stageOffset;
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// This "staggers" the time when each FFT happens so they don't all happen at the same time
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int renderPhase = convolverRenderPhase + i * renderSliceSize;
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bool useDirectConvolver = !stageOffset;
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nsAutoPtr<ReverbConvolverStage> stage(new ReverbConvolverStage(response, totalResponseLength, reverbTotalLatency, stageOffset, stageSize, fftSize, renderPhase, renderSliceSize, &m_accumulationBuffer, useDirectConvolver));
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bool isBackgroundStage = false;
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if (this->useBackgroundThreads() && stageOffset > RealtimeFrameLimit) {
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m_backgroundStages.AppendElement(stage.forget());
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isBackgroundStage = true;
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} else
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m_stages.AppendElement(stage.forget());
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stageOffset += stageSize;
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++i;
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if (!useDirectConvolver) {
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// Figure out next FFT size
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fftSize *= 2;
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}
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if (hasRealtimeConstraint && !isBackgroundStage && fftSize > m_maxRealtimeFFTSize)
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fftSize = m_maxRealtimeFFTSize;
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if (fftSize > m_maxFFTSize)
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fftSize = m_maxFFTSize;
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}
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// Start up background thread
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// FIXME: would be better to up the thread priority here. It doesn't need to be real-time, but higher than the default...
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if (this->useBackgroundThreads() && m_backgroundStages.Length() > 0) {
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m_backgroundThread.Start();
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CancelableTask* task = NewRunnableMethod(this, &ReverbConvolver::backgroundThreadEntry);
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m_backgroundThread.message_loop()->PostTask(FROM_HERE, task);
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}
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}
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ReverbConvolver::~ReverbConvolver()
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{
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// Wait for background thread to stop
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if (useBackgroundThreads() && m_backgroundThread.IsRunning()) {
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m_wantsToExit = true;
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// Wake up thread so it can return
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{
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AutoLock locker(m_backgroundThreadLock);
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m_moreInputBuffered = true;
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m_backgroundThreadCondition.Signal();
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}
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m_backgroundThread.Stop();
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}
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}
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void ReverbConvolver::backgroundThreadEntry()
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{
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while (!m_wantsToExit) {
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// Wait for realtime thread to give us more input
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m_moreInputBuffered = false;
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{
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AutoLock locker(m_backgroundThreadLock);
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while (!m_moreInputBuffered && !m_wantsToExit)
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m_backgroundThreadCondition.Wait();
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}
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// Process all of the stages until their read indices reach the input buffer's write index
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int writeIndex = m_inputBuffer.writeIndex();
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// Even though it doesn't seem like every stage needs to maintain its own version of readIndex
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// we do this in case we want to run in more than one background thread.
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int readIndex;
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while ((readIndex = m_backgroundStages[0]->inputReadIndex()) != writeIndex) { // FIXME: do better to detect buffer overrun...
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// The ReverbConvolverStages need to process in amounts which evenly divide half the FFT size
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const int SliceSize = MinFFTSize / 2;
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// Accumulate contributions from each stage
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for (size_t i = 0; i < m_backgroundStages.Length(); ++i)
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m_backgroundStages[i]->processInBackground(this, SliceSize);
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}
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}
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}
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void ReverbConvolver::process(const float* sourceChannelData, size_t sourceChannelLength,
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float* destinationChannelData, size_t destinationChannelLength,
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size_t framesToProcess)
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{
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bool isSafe = sourceChannelData && destinationChannelData && sourceChannelLength >= framesToProcess && destinationChannelLength >= framesToProcess;
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MOZ_ASSERT(isSafe);
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if (!isSafe)
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return;
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const float* source = sourceChannelData;
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float* destination = destinationChannelData;
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bool isDataSafe = source && destination;
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MOZ_ASSERT(isDataSafe);
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if (!isDataSafe)
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return;
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// Feed input buffer (read by all threads)
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m_inputBuffer.write(source, framesToProcess);
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// Accumulate contributions from each stage
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for (size_t i = 0; i < m_stages.Length(); ++i)
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m_stages[i]->process(source, framesToProcess);
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// Finally read from accumulation buffer
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m_accumulationBuffer.readAndClear(destination, framesToProcess);
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// Now that we've buffered more input, wake up our background thread.
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// Not using a MutexLocker looks strange, but we use a tryLock() instead because this is run on the real-time
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// thread where it is a disaster for the lock to be contended (causes audio glitching). It's OK if we fail to
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// signal from time to time, since we'll get to it the next time we're called. We're called repeatedly
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// and frequently (around every 3ms). The background thread is processing well into the future and has a considerable amount of
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// leeway here...
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if (m_backgroundThreadLock.Try()) {
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m_moreInputBuffered = true;
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m_backgroundThreadCondition.Signal();
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m_backgroundThreadLock.Release();
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}
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}
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void ReverbConvolver::reset()
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{
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for (size_t i = 0; i < m_stages.Length(); ++i)
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m_stages[i]->reset();
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for (size_t i = 0; i < m_backgroundStages.Length(); ++i)
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m_backgroundStages[i]->reset();
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m_accumulationBuffer.reset();
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m_inputBuffer.reset();
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}
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size_t ReverbConvolver::latencyFrames() const
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{
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return 0;
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}
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} // namespace WebCore
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