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diff --git a/WebCore/platform/audio/ReverbConvolver.cpp b/WebCore/platform/audio/ReverbConvolver.cpp
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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.
- */
-
-#include "config.h"
-
-#if ENABLE(WEB_AUDIO)
-
-#include "ReverbConvolver.h"
-
-#include "VectorMath.h"
-#include "AudioBus.h"
-
-namespace WebCore {
-
-using namespace VectorMath;
-
-const int InputBufferSize = 8 * 16384;
-
-// We only process the leading portion of the impulse response in the real-time thread. We don't exceed this length.
-// It turns out then, that the background thread has about 278msec of scheduling slop.
-// Empirically, this has been found to be a good compromise between giving enough time for scheduling slop,
-// while still minimizing the amount of processing done in the primary (high-priority) thread.
-// This was found to be a good value on Mac OS X, and may work well on other platforms as well, assuming
-// the very rough scheduling latencies are similar on these time-scales. Of course, this code may need to be
-// tuned for individual platforms if this assumption is found to be incorrect.
-const size_t RealtimeFrameLimit = 8192 + 4096; // ~278msec @ 44.1KHz
-
-const size_t MinFFTSize = 256;
-const size_t MaxRealtimeFFTSize = 2048;
-
-static void* backgroundThreadEntry(void* threadData)
-{
- ReverbConvolver* reverbConvolver = static_cast<ReverbConvolver*>(threadData);
- reverbConvolver->backgroundThreadEntry();
- return 0;
-}
-
-ReverbConvolver::ReverbConvolver(AudioChannel* impulseResponse, size_t renderSliceSize, size_t maxFFTSize, size_t convolverRenderPhase, bool useBackgroundThreads)
- : m_impulseResponseLength(impulseResponse->length())
- , m_accumulationBuffer(impulseResponse->length() + renderSliceSize)
- , m_inputBuffer(InputBufferSize)
- , m_renderSliceSize(renderSliceSize)
- , m_minFFTSize(MinFFTSize) // First stage will have this size - successive stages will double in size each time
- , m_maxFFTSize(maxFFTSize) // until we hit m_maxFFTSize
- , m_useBackgroundThreads(useBackgroundThreads)
- , m_backgroundThread(0)
- , m_wantsToExit(false)
- , m_moreInputBuffered(false)
-{
- // If we are using background threads then don't exceed this FFT size for the
- // stages which run in the real-time thread. This avoids having only one or two
- // large stages (size 16384 or so) at the end which take a lot of time every several
- // processing slices. This way we amortize the cost over more processing slices.
- m_maxRealtimeFFTSize = MaxRealtimeFFTSize;
-
- // For the moment, a good way to know if we have real-time constraint is to check if we're using background threads.
- // Otherwise, assume we're being run from a command-line tool.
- bool hasRealtimeConstraint = useBackgroundThreads;
-
- float* response = impulseResponse->data();
- size_t totalResponseLength = impulseResponse->length();
-
- // Because we're not using direct-convolution in the leading portion, the reverb has an overall latency of half the first-stage FFT size
- size_t reverbTotalLatency = m_minFFTSize / 2;
-
- size_t stageOffset = 0;
- int i = 0;
- size_t fftSize = m_minFFTSize;
- while (stageOffset < totalResponseLength) {
- size_t stageSize = fftSize / 2;
-
- // For the last stage, it's possible that stageOffset is such that we're straddling the end
- // of the impulse response buffer (if we use stageSize), so reduce the last stage's length...
- if (stageSize + stageOffset > totalResponseLength)
- stageSize = totalResponseLength - stageOffset;
-
- // This "staggers" the time when each FFT happens so they don't all happen at the same time
- int renderPhase = convolverRenderPhase + i * renderSliceSize;
-
- OwnPtr<ReverbConvolverStage> stage(new ReverbConvolverStage(response, totalResponseLength, reverbTotalLatency, stageOffset, stageSize, fftSize, renderPhase, renderSliceSize, &m_accumulationBuffer));
-
- bool isBackgroundStage = false;
-
- if (this->useBackgroundThreads() && stageOffset > RealtimeFrameLimit) {
- m_backgroundStages.append(stage.release());
- isBackgroundStage = true;
- } else
- m_stages.append(stage.release());
-
- stageOffset += stageSize;
- ++i;
-
- // Figure out next FFT size
- fftSize *= 2;
- if (hasRealtimeConstraint && !isBackgroundStage && fftSize > m_maxRealtimeFFTSize)
- fftSize = m_maxRealtimeFFTSize;
- if (fftSize > m_maxFFTSize)
- fftSize = m_maxFFTSize;
- }
-
- // Start up background thread
- // FIXME: would be better to up the thread priority here. It doesn't need to be real-time, but higher than the default...
- if (this->useBackgroundThreads() && m_backgroundStages.size() > 0)
- m_backgroundThread = createThread(WebCore::backgroundThreadEntry, this, "convolution background thread");
-}
-
-ReverbConvolver::~ReverbConvolver()
-{
- // Wait for background thread to stop
- if (useBackgroundThreads() && m_backgroundThread) {
- m_wantsToExit = true;
-
- // Wake up thread so it can return
- {
- MutexLocker locker(m_backgroundThreadLock);
- m_moreInputBuffered = true;
- m_backgroundThreadCondition.signal();
- }
-
- waitForThreadCompletion(m_backgroundThread, 0);
- }
-}
-
-void ReverbConvolver::backgroundThreadEntry()
-{
- while (!m_wantsToExit) {
- // Wait for realtime thread to give us more input
- m_moreInputBuffered = false;
- {
- MutexLocker locker(m_backgroundThreadLock);
- while (!m_moreInputBuffered && !m_wantsToExit)
- m_backgroundThreadCondition.wait(m_backgroundThreadLock);
- }
-
- // Process all of the stages until their read indices reach the input buffer's write index
- int writeIndex = m_inputBuffer.writeIndex();
-
- // Even though it doesn't seem like every stage needs to maintain its own version of readIndex
- // we do this in case we want to run in more than one background thread.
- int readIndex;
-
- while ((readIndex = m_backgroundStages[0]->inputReadIndex()) != writeIndex) { // FIXME: do better to detect buffer overrun...
- // The ReverbConvolverStages need to process in amounts which evenly divide half the FFT size
- const int SliceSize = MinFFTSize / 2;
-
- // Accumulate contributions from each stage
- for (size_t i = 0; i < m_backgroundStages.size(); ++i)
- m_backgroundStages[i]->processInBackground(this, SliceSize);
- }
- }
-}
-
-void ReverbConvolver::process(AudioChannel* sourceChannel, AudioChannel* destinationChannel, size_t framesToProcess)
-{
- bool isSafe = sourceChannel && destinationChannel && sourceChannel->length() >= framesToProcess && destinationChannel->length() >= framesToProcess;
- ASSERT(isSafe);
- if (!isSafe)
- return;
-
- float* source = sourceChannel->data();
- float* destination = destinationChannel->data();
- bool isDataSafe = source && destination;
- ASSERT(isDataSafe);
- if (!isDataSafe)
- return;
-
- // Feed input buffer (read by all threads)
- m_inputBuffer.write(source, framesToProcess);
-
- // Accumulate contributions from each stage
- for (size_t i = 0; i < m_stages.size(); ++i)
- m_stages[i]->process(source, framesToProcess);
-
- // Finally read from accumulation buffer
- m_accumulationBuffer.readAndClear(destination, framesToProcess);
-
- // Now that we've buffered more input, wake up our background thread.
-
- // Not using a MutexLocker looks strange, but we use a tryLock() instead because this is run on the real-time
- // thread where it is a disaster for the lock to be contended (causes audio glitching). It's OK if we fail to
- // signal from time to time, since we'll get to it the next time we're called. We're called repeatedly
- // and frequently (around every 3ms). The background thread is processing well into the future and has a considerable amount of
- // leeway here...
- if (m_backgroundThreadLock.tryLock()) {
- m_moreInputBuffered = true;
- m_backgroundThreadCondition.signal();
- m_backgroundThreadLock.unlock();
- }
-}
-
-void ReverbConvolver::reset()
-{
- for (size_t i = 0; i < m_stages.size(); ++i)
- m_stages[i]->reset();
-
- for (size_t i = 0; i < m_backgroundStages.size(); ++i)
- m_backgroundStages[i]->reset();
-
- m_accumulationBuffer.reset();
- m_inputBuffer.reset();
-}
-
-} // namespace WebCore
-
-#endif // ENABLE(WEB_AUDIO)