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/*
* 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.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE 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 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.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_INPUT_BUFFER_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_INPUT_BUFFER_H_
#include <atomic>
#include "third_party/blink/renderer/platform/audio/audio_array.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
namespace blink {
// ReverbInputBuffer is used to buffer input samples for deferred processing by
// the background threads.
class ReverbInputBuffer {
DISALLOW_NEW();
public:
explicit ReverbInputBuffer(size_t length);
ReverbInputBuffer(const ReverbInputBuffer&) = delete;
ReverbInputBuffer& operator=(const ReverbInputBuffer&) = delete;
// The realtime audio thread keeps writing samples here.
// The assumption is that the buffer's length is evenly divisible by
// numberOfFrames (for nearly all cases this will be fine).
// FIXME: remove numberOfFrames restriction...
void Write(const float* source_p, size_t number_of_frames);
// Background threads can call this to check if there's anything to read...
size_t WriteIndex() const {
return write_index_.load(std::memory_order_acquire);
}
// The individual background threads read here (and hope that they can keep up
// with the buffer writing).
// readIndex is updated with the next readIndex to read from...
// The assumption is that the buffer's length is evenly divisible by
// numberOfFrames.
// FIXME: remove numberOfFrames restriction...
float* DirectReadFrom(size_t* read_index, size_t number_of_frames);
void Reset();
private:
void SetWriteIndex(size_t new_index) {
write_index_.store(new_index, std::memory_order_release);
}
AudioFloatArray buffer_;
// |write_index_| can be accessed from several threads. Only use
// the getter and setter to access it atomically. Don't access
// directly!
std::atomic_size_t write_index_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_INPUT_BUFFER_H_