diff options
author | Steve Block <steveblock@google.com> | 2011-05-06 11:45:16 +0100 |
---|---|---|
committer | Steve Block <steveblock@google.com> | 2011-05-12 13:44:10 +0100 |
commit | cad810f21b803229eb11403f9209855525a25d57 (patch) | |
tree | 29a6fd0279be608e0fe9ffe9841f722f0f4e4269 /Source/WebCore/webaudio/JavaScriptAudioNode.cpp | |
parent | 121b0cf4517156d0ac5111caf9830c51b69bae8f (diff) | |
download | external_webkit-cad810f21b803229eb11403f9209855525a25d57.zip external_webkit-cad810f21b803229eb11403f9209855525a25d57.tar.gz external_webkit-cad810f21b803229eb11403f9209855525a25d57.tar.bz2 |
Merge WebKit at r75315: Initial merge by git.
Change-Id: I570314b346ce101c935ed22a626b48c2af266b84
Diffstat (limited to 'Source/WebCore/webaudio/JavaScriptAudioNode.cpp')
-rw-r--r-- | Source/WebCore/webaudio/JavaScriptAudioNode.cpp | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/Source/WebCore/webaudio/JavaScriptAudioNode.cpp b/Source/WebCore/webaudio/JavaScriptAudioNode.cpp new file mode 100644 index 0000000..15a8cf7 --- /dev/null +++ b/Source/WebCore/webaudio/JavaScriptAudioNode.cpp @@ -0,0 +1,272 @@ +/* + * 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 "JavaScriptAudioNode.h" + +#include "AudioBuffer.h" +#include "AudioBus.h" +#include "AudioContext.h" +#include "AudioNodeInput.h" +#include "AudioNodeOutput.h" +#include "AudioProcessingEvent.h" +#include "Document.h" +#include "Float32Array.h" +#include <wtf/MainThread.h> + +namespace WebCore { + +const size_t DefaultBufferSize = 4096; + +PassRefPtr<JavaScriptAudioNode> JavaScriptAudioNode::create(AudioContext* context, double sampleRate, size_t bufferSize, unsigned numberOfInputs, unsigned numberOfOutputs) +{ + return adoptRef(new JavaScriptAudioNode(context, sampleRate, bufferSize, numberOfInputs, numberOfOutputs)); +} + +JavaScriptAudioNode::JavaScriptAudioNode(AudioContext* context, double sampleRate, size_t bufferSize, unsigned numberOfInputs, unsigned numberOfOutputs) + : AudioNode(context, sampleRate) + , m_doubleBufferIndex(0) + , m_doubleBufferIndexForEvent(0) + , m_bufferSize(bufferSize) + , m_bufferReadWriteIndex(0) + , m_isRequestOutstanding(false) +{ + // Check for valid buffer size. + switch (bufferSize) { + case 256: + case 512: + case 1024: + case 2048: + case 4096: + case 8192: + case 16384: + m_bufferSize = bufferSize; + break; + default: + m_bufferSize = DefaultBufferSize; + } + + // Regardless of the allowed buffer sizes above, we still need to process at the granularity of the AudioNode. + if (m_bufferSize < AudioNode::ProcessingSizeInFrames) + m_bufferSize = AudioNode::ProcessingSizeInFrames; + + // FIXME: Right now we're hardcoded to single input and single output. + // Although the specification says this is OK for a simple implementation, multiple inputs and outputs would be good. + ASSERT_UNUSED(numberOfInputs, numberOfInputs == 1); + ASSERT_UNUSED(numberOfOutputs, numberOfOutputs == 1); + addInput(adoptPtr(new AudioNodeInput(this))); + addOutput(adoptPtr(new AudioNodeOutput(this, 2))); + + setType(NodeTypeJavaScript); + + initialize(); +} + +JavaScriptAudioNode::~JavaScriptAudioNode() +{ + uninitialize(); +} + +void JavaScriptAudioNode::initialize() +{ + if (isInitialized()) + return; + + double sampleRate = context()->sampleRate(); + + // Create double buffers on both the input and output sides. + // These AudioBuffers will be directly accessed in the main thread by JavaScript. + for (unsigned i = 0; i < 2; ++i) { + m_inputBuffers.append(AudioBuffer::create(2, bufferSize(), sampleRate)); + m_outputBuffers.append(AudioBuffer::create(2, bufferSize(), sampleRate)); + } + + AudioNode::initialize(); +} + +void JavaScriptAudioNode::uninitialize() +{ + if (!isInitialized()) + return; + + m_inputBuffers.clear(); + m_outputBuffers.clear(); + + AudioNode::uninitialize(); +} + +JavaScriptAudioNode* JavaScriptAudioNode::toJavaScriptAudioNode() +{ + return this; +} + +void JavaScriptAudioNode::process(size_t framesToProcess) +{ + // Discussion about inputs and outputs: + // As in other AudioNodes, JavaScriptAudioNode uses an AudioBus for its input and output (see inputBus and outputBus below). + // Additionally, there is a double-buffering for input and output which is exposed directly to JavaScript (see inputBuffer and outputBuffer below). + // This node is the producer for inputBuffer and the consumer for outputBuffer. + // The JavaScript code is the consumer of inputBuffer and the producer for outputBuffer. + + // Get input and output busses. + AudioBus* inputBus = this->input(0)->bus(); + AudioBus* outputBus = this->output(0)->bus(); + + // Get input and output buffers. We double-buffer both the input and output sides. + unsigned doubleBufferIndex = this->doubleBufferIndex(); + bool isDoubleBufferIndexGood = doubleBufferIndex < 2 && doubleBufferIndex < m_inputBuffers.size() && doubleBufferIndex < m_outputBuffers.size(); + ASSERT(isDoubleBufferIndexGood); + if (!isDoubleBufferIndexGood) + return; + + AudioBuffer* inputBuffer = m_inputBuffers[doubleBufferIndex].get(); + AudioBuffer* outputBuffer = m_outputBuffers[doubleBufferIndex].get(); + + // Check the consistency of input and output buffers. + bool buffersAreGood = inputBuffer && outputBuffer && bufferSize() == inputBuffer->length() && bufferSize() == outputBuffer->length() + && m_bufferReadWriteIndex + framesToProcess <= bufferSize(); + ASSERT(buffersAreGood); + if (!buffersAreGood) + return; + + // We assume that bufferSize() is evenly divisible by framesToProcess - should always be true, but we should still check. + bool isFramesToProcessGood = framesToProcess && bufferSize() >= framesToProcess && !(bufferSize() % framesToProcess); + ASSERT(isFramesToProcessGood); + if (!isFramesToProcessGood) + return; + + unsigned numberOfInputChannels = inputBus->numberOfChannels(); + + bool channelsAreGood = (numberOfInputChannels == 1 || numberOfInputChannels == 2) && outputBus->numberOfChannels() == 2; + ASSERT(channelsAreGood); + if (!channelsAreGood) + return; + + float* sourceL = inputBus->channel(0)->data(); + float* sourceR = numberOfInputChannels > 1 ? inputBus->channel(1)->data() : 0; + float* destinationL = outputBus->channel(0)->data(); + float* destinationR = outputBus->channel(1)->data(); + + // Copy from the input to the input buffer. See "buffersAreGood" check above for safety. + size_t bytesToCopy = sizeof(float) * framesToProcess; + memcpy(inputBuffer->getChannelData(0)->data() + m_bufferReadWriteIndex, sourceL, bytesToCopy); + + if (numberOfInputChannels == 2) + memcpy(inputBuffer->getChannelData(1)->data() + m_bufferReadWriteIndex, sourceR, bytesToCopy); + else if (numberOfInputChannels == 1) { + // If the input is mono, then also copy the mono input to the right channel of the AudioBuffer which the AudioProcessingEvent uses. + // FIXME: it is likely the audio API will evolve to present an AudioBuffer with the same number of channels as our input. + memcpy(inputBuffer->getChannelData(1)->data() + m_bufferReadWriteIndex, sourceL, bytesToCopy); + } + + // Copy from the output buffer to the output. See "buffersAreGood" check above for safety. + memcpy(destinationL, outputBuffer->getChannelData(0)->data() + m_bufferReadWriteIndex, bytesToCopy); + memcpy(destinationR, outputBuffer->getChannelData(1)->data() + m_bufferReadWriteIndex, bytesToCopy); + + // Update the buffering index. + m_bufferReadWriteIndex = (m_bufferReadWriteIndex + framesToProcess) % bufferSize(); + + // m_bufferReadWriteIndex will wrap back around to 0 when the current input and output buffers are full. + // When this happens, fire an event and swap buffers. + if (!m_bufferReadWriteIndex) { + // Avoid building up requests on the main thread to fire process events when they're not being handled. + // This could be a problem if the main thread is very busy doing other things and is being held up handling previous requests. + if (m_isRequestOutstanding) { + // We're late in handling the previous request. The main thread must be very busy. + // The best we can do is clear out the buffer ourself here. + outputBuffer->zero(); + } else { + // Reference ourself so we don't accidentally get deleted before fireProcessEvent() gets called. + ref(); + + // Fire the event on the main thread, not this one (which is the realtime audio thread). + m_doubleBufferIndexForEvent = m_doubleBufferIndex; + callOnMainThread(fireProcessEventDispatch, this); + m_isRequestOutstanding = true; + } + + swapBuffers(); + } +} + +void JavaScriptAudioNode::fireProcessEventDispatch(void* userData) +{ + JavaScriptAudioNode* jsAudioNode = static_cast<JavaScriptAudioNode*>(userData); + ASSERT(jsAudioNode); + if (!jsAudioNode) + return; + + jsAudioNode->fireProcessEvent(); + + // De-reference to match the ref() call in process(). + jsAudioNode->deref(); +} + +void JavaScriptAudioNode::fireProcessEvent() +{ + ASSERT(isMainThread() && m_isRequestOutstanding); + + bool isIndexGood = m_doubleBufferIndexForEvent < 2; + ASSERT(isIndexGood); + if (!isIndexGood) + return; + + AudioBuffer* inputBuffer = m_inputBuffers[m_doubleBufferIndexForEvent].get(); + AudioBuffer* outputBuffer = m_outputBuffers[m_doubleBufferIndexForEvent].get(); + ASSERT(inputBuffer && outputBuffer); + if (!inputBuffer || !outputBuffer) + return; + + // Avoid firing the event if the document has already gone away. + if (context()->hasDocument()) { + // Let the audio thread know we've gotten to the point where it's OK for it to make another request. + m_isRequestOutstanding = false; + + // Call the JavaScript event handler which will do the audio processing. + dispatchEvent(AudioProcessingEvent::create(inputBuffer, outputBuffer)); + } +} + +void JavaScriptAudioNode::reset() +{ + m_bufferReadWriteIndex = 0; + m_doubleBufferIndex = 0; + + for (unsigned i = 0; i < 2; ++i) { + m_inputBuffers[i]->zero(); + m_outputBuffers[i]->zero(); + } +} + +ScriptExecutionContext* JavaScriptAudioNode::scriptExecutionContext() const +{ + return const_cast<JavaScriptAudioNode*>(this)->context()->document(); +} + +} // namespace WebCore + +#endif // ENABLE(WEB_AUDIO) |