/* * Copyright (C) 2010, Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(WEB_AUDIO) #include "AudioNode.h" #include "AudioContext.h" #include "AudioNodeInput.h" #include "AudioNodeOutput.h" #include <wtf/Atomics.h> namespace WebCore { AudioNode::AudioNode(AudioContext* context, double sampleRate) : m_isInitialized(false) , m_type(NodeTypeUnknown) , m_context(context) , m_sampleRate(sampleRate) , m_lastProcessingTime(-1.0) , m_normalRefCount(1) // start out with normal refCount == 1 (like WTF::RefCounted class) , m_connectionRefCount(0) , m_disabledRefCount(0) , m_isMarkedForDeletion(false) , m_isDisabled(false) { #if DEBUG_AUDIONODE_REFERENCES if (!s_isNodeCountInitialized) { s_isNodeCountInitialized = true; atexit(AudioNode::printNodeCounts); } #endif } AudioNode::~AudioNode() { #if DEBUG_AUDIONODE_REFERENCES --s_nodeCount[type()]; printf("%p: %d: AudioNode::~AudioNode() %d %d %d\n", this, type(), m_normalRefCount, m_connectionRefCount, m_disabledRefCount); #endif } void AudioNode::initialize() { m_isInitialized = true; } void AudioNode::uninitialize() { m_isInitialized = false; } void AudioNode::setType(NodeType type) { m_type = type; #if DEBUG_AUDIONODE_REFERENCES ++s_nodeCount[type]; #endif } void AudioNode::lazyInitialize() { if (!isInitialized()) initialize(); } void AudioNode::addInput(PassOwnPtr<AudioNodeInput> input) { m_inputs.append(input); } void AudioNode::addOutput(PassOwnPtr<AudioNodeOutput> output) { m_outputs.append(output); } AudioNodeInput* AudioNode::input(unsigned i) { return m_inputs[i].get(); } AudioNodeOutput* AudioNode::output(unsigned i) { return m_outputs[i].get(); } bool AudioNode::connect(AudioNode* destination, unsigned outputIndex, unsigned inputIndex) { ASSERT(isMainThread()); AudioContext::AutoLocker locker(context()); // Sanity check input and output indices. if (outputIndex >= numberOfOutputs()) return false; if (destination && inputIndex >= destination->numberOfInputs()) return false; AudioNodeOutput* output = this->output(outputIndex); if (!destination) { // Disconnect output from any inputs it may be currently connected to. output->disconnectAllInputs(); return true; } AudioNodeInput* input = destination->input(inputIndex); input->connect(output); // Let context know that a connection has been made. context()->incrementConnectionCount(); return true; } bool AudioNode::disconnect(unsigned outputIndex) { ASSERT(isMainThread()); AudioContext::AutoLocker locker(context()); return connect(0, outputIndex); } void AudioNode::processIfNecessary(size_t framesToProcess) { ASSERT(context()->isAudioThread()); if (!isInitialized()) return; // Ensure that we only process once per rendering quantum. // This handles the "fanout" problem where an output is connected to multiple inputs. // The first time we're called during this time slice we process, but after that we don't want to re-process, // instead our output(s) will already have the results cached in their bus; double currentTime = context()->currentTime(); if (m_lastProcessingTime != currentTime) { m_lastProcessingTime = currentTime; // important to first update this time because of feedback loops in the rendering graph pullInputs(framesToProcess); process(framesToProcess); } } void AudioNode::pullInputs(size_t framesToProcess) { ASSERT(context()->isAudioThread()); // Process all of the AudioNodes connected to our inputs. for (unsigned i = 0; i < m_inputs.size(); ++i) input(i)->pull(0, framesToProcess); } void AudioNode::ref(RefType refType) { switch (refType) { case RefTypeNormal: atomicIncrement(&m_normalRefCount); break; case RefTypeConnection: atomicIncrement(&m_connectionRefCount); break; case RefTypeDisabled: atomicIncrement(&m_disabledRefCount); break; default: ASSERT_NOT_REACHED(); } #if DEBUG_AUDIONODE_REFERENCES printf("%p: %d: AudioNode::ref(%d) %d %d %d\n", this, type(), refType, m_normalRefCount, m_connectionRefCount, m_disabledRefCount); #endif if (m_connectionRefCount == 1 && refType == RefTypeConnection) { // FIXME: implement wake-up - this is an advanced feature and is not necessary in a simple implementation. // We should not be "actively" connected to anything, but now we're "waking up" // For example, a note which has finished playing, but is now being played again. // Note that if this is considered a worthwhile feature to add, then an evaluation of the locking considerations must be made. } } void AudioNode::deref(RefType refType) { // The actually work for deref happens completely within the audio context's graph lock. // In the case of the audio thread, we must use a tryLock to avoid glitches. bool hasLock = false; bool mustReleaseLock = false; if (context()->isAudioThread()) { // Real-time audio thread must not contend lock (to avoid glitches). hasLock = context()->tryLock(mustReleaseLock); } else { context()->lock(mustReleaseLock); hasLock = true; } if (hasLock) { // This is where the real deref work happens. finishDeref(refType); if (mustReleaseLock) context()->unlock(); } else { // We were unable to get the lock, so put this in a list to finish up later. ASSERT(context()->isAudioThread()); context()->addDeferredFinishDeref(this, refType); } // Once AudioContext::uninitialize() is called there's no more chances for deleteMarkedNodes() to get called, so we call here. // We can't call in AudioContext::~AudioContext() since it will never be called as long as any AudioNode is alive // because AudioNodes keep a reference to the context. if (context()->isAudioThreadFinished()) context()->deleteMarkedNodes(); } void AudioNode::finishDeref(RefType refType) { ASSERT(context()->isGraphOwner()); switch (refType) { case RefTypeNormal: ASSERT(m_normalRefCount > 0); atomicDecrement(&m_normalRefCount); break; case RefTypeConnection: ASSERT(m_connectionRefCount > 0); atomicDecrement(&m_connectionRefCount); break; case RefTypeDisabled: ASSERT(m_disabledRefCount > 0); atomicDecrement(&m_disabledRefCount); break; default: ASSERT_NOT_REACHED(); } #if DEBUG_AUDIONODE_REFERENCES printf("%p: %d: AudioNode::deref(%d) %d %d %d\n", this, type(), refType, m_normalRefCount, m_connectionRefCount, m_disabledRefCount); #endif if (!m_connectionRefCount) { if (!m_normalRefCount && !m_disabledRefCount) { if (!m_isMarkedForDeletion) { // All references are gone - we need to go away. for (unsigned i = 0; i < m_outputs.size(); ++i) output(i)->disconnectAllInputs(); // this will deref() nodes we're connected to... // Mark for deletion at end of each render quantum or when context shuts down. context()->markForDeletion(this); m_isMarkedForDeletion = true; } } else if (refType == RefTypeConnection) { if (!m_isDisabled) { // Still may have JavaScript references, but no more "active" connection references, so put all of our outputs in a "dormant" disabled state. // Garbage collection may take a very long time after this time, so the "dormant" disabled nodes should not bog down the rendering... // As far as JavaScript is concerned, our outputs must still appear to be connected. // But internally our outputs should be disabled from the inputs they're connected to. // disable() can recursively deref connections (and call disable()) down a whole chain of connected nodes. // FIXME: we special case the convolver and delay since they have a significant tail-time and shouldn't be disconnected simply // because they no longer have any input connections. This needs to be handled more generally where AudioNodes have // a tailTime attribute. Then the AudioNode only needs to remain "active" for tailTime seconds after there are no // longer any active connections. if (type() != NodeTypeConvolver && type() != NodeTypeDelay) { m_isDisabled = true; for (unsigned i = 0; i < m_outputs.size(); ++i) output(i)->disable(); } } } } } #if DEBUG_AUDIONODE_REFERENCES bool AudioNode::s_isNodeCountInitialized = false; int AudioNode::s_nodeCount[NodeTypeEnd]; void AudioNode::printNodeCounts() { printf("\n\n"); printf("===========================\n"); printf("AudioNode: reference counts\n"); printf("===========================\n"); for (unsigned i = 0; i < NodeTypeEnd; ++i) printf("%d: %d\n", i, s_nodeCount[i]); printf("===========================\n\n\n"); } #endif // DEBUG_AUDIONODE_REFERENCES } // namespace WebCore #endif // ENABLE(WEB_AUDIO)