blob: 8ae9cf4d71d162555a08a66b1e6d7918335824ed [file] [log] [blame]
/*
* Copyright (C) 2011, 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 "modules/webaudio/OfflineAudioDestinationNode.h"
#include "core/dom/CrossThreadTask.h"
#include "modules/webaudio/AbstractAudioContext.h"
#include "modules/webaudio/AudioNodeInput.h"
#include "modules/webaudio/AudioNodeOutput.h"
#include "modules/webaudio/OfflineAudioContext.h"
#include "platform/Task.h"
#include "platform/audio/AudioBus.h"
#include "platform/audio/DenormalDisabler.h"
#include "platform/audio/HRTFDatabaseLoader.h"
#include "public/platform/Platform.h"
#include <algorithm>
namespace blink {
const size_t OfflineAudioDestinationHandler::renderQuantumSize = 128;
OfflineAudioDestinationHandler::OfflineAudioDestinationHandler(AudioNode& node, AudioBuffer* renderTarget)
: AudioDestinationHandler(node, renderTarget->sampleRate())
, m_renderTarget(renderTarget)
, m_renderThread(adoptPtr(Platform::current()->createThread("offline audio renderer")))
, m_framesProcessed(0)
, m_framesToProcess(0)
, m_isRenderingStarted(false)
, m_shouldSuspend(false)
{
m_renderBus = AudioBus::create(renderTarget->numberOfChannels(), renderQuantumSize);
m_framesToProcess = m_renderTarget->length();
}
PassRefPtr<OfflineAudioDestinationHandler> OfflineAudioDestinationHandler::create(AudioNode& node, AudioBuffer* renderTarget)
{
return adoptRef(new OfflineAudioDestinationHandler(node, renderTarget));
}
OfflineAudioDestinationHandler::~OfflineAudioDestinationHandler()
{
ASSERT(!isInitialized());
}
void OfflineAudioDestinationHandler::dispose()
{
uninitialize();
AudioDestinationHandler::dispose();
}
void OfflineAudioDestinationHandler::initialize()
{
if (isInitialized())
return;
AudioHandler::initialize();
}
void OfflineAudioDestinationHandler::uninitialize()
{
if (!isInitialized())
return;
if (m_renderThread)
m_renderThread.clear();
AudioHandler::uninitialize();
}
OfflineAudioContext* OfflineAudioDestinationHandler::context() const
{
return static_cast<OfflineAudioContext*>(AudioDestinationHandler::context());
}
void OfflineAudioDestinationHandler::startRendering()
{
ASSERT(isMainThread());
ASSERT(m_renderThread);
ASSERT(m_renderTarget);
if (!m_renderTarget)
return;
// Rendering was not started. Starting now.
if (!m_isRenderingStarted) {
m_isRenderingStarted = true;
m_renderThread->taskRunner()->postTask(BLINK_FROM_HERE,
new Task(threadSafeBind(&OfflineAudioDestinationHandler::startOfflineRendering, this)));
return;
}
// Rendering is already started, which implicitly means we resume the
// rendering by calling |doOfflineRendering| on the render thread.
m_renderThread->taskRunner()->postTask(BLINK_FROM_HERE,
threadSafeBind(&OfflineAudioDestinationHandler::doOfflineRendering, this));
}
void OfflineAudioDestinationHandler::stopRendering()
{
// offline audio rendering CANNOT BE stopped by JavaScript.
ASSERT_NOT_REACHED();
}
WebThread* OfflineAudioDestinationHandler::offlineRenderThread()
{
ASSERT(m_renderThread);
return m_renderThread.get();
}
void OfflineAudioDestinationHandler::startOfflineRendering()
{
ASSERT(!isMainThread());
ASSERT(m_renderBus);
if (!m_renderBus)
return;
bool isAudioContextInitialized = context()->isDestinationInitialized();
ASSERT(isAudioContextInitialized);
if (!isAudioContextInitialized)
return;
bool channelsMatch = m_renderBus->numberOfChannels() == m_renderTarget->numberOfChannels();
ASSERT(channelsMatch);
if (!channelsMatch)
return;
bool isRenderBusAllocated = m_renderBus->length() >= renderQuantumSize;
ASSERT(isRenderBusAllocated);
if (!isRenderBusAllocated)
return;
// Start rendering.
doOfflineRendering();
}
void OfflineAudioDestinationHandler::doOfflineRendering()
{
ASSERT(!isMainThread());
unsigned numberOfChannels = m_renderTarget->numberOfChannels();
// Reset the suspend flag.
m_shouldSuspend = false;
// If there is more to process and there is no suspension at the moment,
// do continue to render quanta. Then calling OfflineAudioContext.resume() will pick up
// the render loop again from where it was suspended.
while (m_framesToProcess > 0 && !m_shouldSuspend) {
// Suspend the rendering and update m_shouldSuspend if a scheduled
// suspend found at the current sample frame. Otherwise render one
// quantum and return false.
m_shouldSuspend = renderIfNotSuspended(0, m_renderBus.get(), renderQuantumSize);
if (m_shouldSuspend)
return;
size_t framesAvailableToCopy = std::min(m_framesToProcess, renderQuantumSize);
for (unsigned channelIndex = 0; channelIndex < numberOfChannels; ++channelIndex) {
const float* source = m_renderBus->channel(channelIndex)->data();
float* destination = m_renderTarget->getChannelData(channelIndex)->data();
memcpy(destination + m_framesProcessed, source, sizeof(float) * framesAvailableToCopy);
}
m_framesProcessed += framesAvailableToCopy;
ASSERT(m_framesToProcess >= framesAvailableToCopy);
m_framesToProcess -= framesAvailableToCopy;
}
// Finish up the rendering loop if there is no more to process.
if (!m_framesToProcess)
finishOfflineRendering();
}
void OfflineAudioDestinationHandler::suspendOfflineRendering()
{
ASSERT(!isMainThread());
// The actual rendering has been suspended. Notify the context.
if (context()->executionContext()) {
context()->executionContext()->postTask(BLINK_FROM_HERE,
createCrossThreadTask(&OfflineAudioDestinationHandler::notifySuspend, this));
}
}
void OfflineAudioDestinationHandler::finishOfflineRendering()
{
ASSERT(!isMainThread());
// The actual rendering has been completed. Notify the context.
if (context()->executionContext()) {
context()->executionContext()->postTask(BLINK_FROM_HERE,
createCrossThreadTask(&OfflineAudioDestinationHandler::notifyComplete, this));
}
}
void OfflineAudioDestinationHandler::notifySuspend()
{
if (context())
context()->resolveSuspendOnMainThread(context()->currentSampleFrame());
}
void OfflineAudioDestinationHandler::notifyComplete()
{
// The OfflineAudioContext might be gone.
if (context())
context()->fireCompletionEvent();
}
bool OfflineAudioDestinationHandler::renderIfNotSuspended(AudioBus* sourceBus, AudioBus* destinationBus, size_t numberOfFrames)
{
// We don't want denormals slowing down any of the audio processing
// since they can very seriously hurt performance.
// This will take care of all AudioNodes because they all process within this scope.
DenormalDisabler denormalDisabler;
context()->deferredTaskHandler().setAudioThread(currentThread());
if (!context()->isDestinationInitialized()) {
destinationBus->zero();
return false;
}
// Take care pre-render tasks at the beginning of each render quantum. Then
// it will stop the rendering loop if the context needs to be suspended
// at the beginning of the next render quantum.
if (context()->handlePreOfflineRenderTasks()) {
suspendOfflineRendering();
return true;
}
// Prepare the local audio input provider for this render quantum.
if (sourceBus)
m_localAudioInputProvider.set(sourceBus);
ASSERT(numberOfInputs() >= 1);
if (numberOfInputs() < 1) {
destinationBus->zero();
return false;
}
// This will cause the node(s) connected to us to process, which in turn will pull on their input(s),
// all the way backwards through the rendering graph.
AudioBus* renderedBus = input(0).pull(destinationBus, numberOfFrames);
if (!renderedBus) {
destinationBus->zero();
} else if (renderedBus != destinationBus) {
// in-place processing was not possible - so copy
destinationBus->copyFrom(*renderedBus);
}
// Process nodes which need a little extra help because they are not connected to anything, but still need to process.
context()->deferredTaskHandler().processAutomaticPullNodes(numberOfFrames);
// Let the context take care of any business at the end of each render quantum.
context()->handlePostOfflineRenderTasks();
// Advance current sample-frame.
size_t newSampleFrame = m_currentSampleFrame + numberOfFrames;
releaseStore(&m_currentSampleFrame, newSampleFrame);
return false;
}
// ----------------------------------------------------------------
OfflineAudioDestinationNode::OfflineAudioDestinationNode(AbstractAudioContext& context, AudioBuffer* renderTarget)
: AudioDestinationNode(context)
{
setHandler(OfflineAudioDestinationHandler::create(*this, renderTarget));
}
OfflineAudioDestinationNode* OfflineAudioDestinationNode::create(AbstractAudioContext* context, AudioBuffer* renderTarget)
{
return new OfflineAudioDestinationNode(*context, renderTarget);
}
} // namespace blink