gecko/content/media/webaudio/AudioNode.h

287 lines
8.9 KiB
C++

/* -*- 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 T>
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; }
bool PassThrough() const;
void SetPassThrough(bool aPassThrough);
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<MediaInputPort> 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<InputNode>& InputNodes() const
{
return mInputNodes;
}
const nsTArray<nsRefPtr<AudioNode> >& OutputNodes() const
{
return mOutputNodes;
}
const nsTArray<nsRefPtr<AudioParam> >& 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<AudioContext> mContext;
protected:
// Must be set in the constructor. Must not be null.
// If MaxNumberOfInputs() is > 0, then mStream must be a ProcessedMediaStream.
nsRefPtr<MediaStream> mStream;
private:
// For every InputNode, there is a corresponding entry in mOutputNodes of the
// InputNode's mInputNode.
nsTArray<InputNode> 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<nsRefPtr<AudioNode> > 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<nsRefPtr<AudioParam> > mOutputParams;
uint32_t mChannelCount;
ChannelCountMode mChannelCountMode;
ChannelInterpretation mChannelInterpretation;
const uint32_t mId;
// Whether the node just passes through its input. This is a devtools API that
// only works for some node types.
bool mPassThrough;
#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