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