gecko-dev/dom/media/GraphDriver.cpp

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <MediaStreamGraphImpl.h>
#include "mozilla/dom/AudioContext.h"
#include "mozilla/dom/AudioDeviceInfo.h"
#include "mozilla/dom/WorkletThread.h"
#include "mozilla/SharedThreadPool.h"
#include "mozilla/ClearOnShutdown.h"
#include "mozilla/Unused.h"
#include "CubebDeviceEnumerator.h"
#include "Tracing.h"
#ifdef MOZ_WEBRTC
# include "webrtc/MediaEngineWebRTC.h"
#endif
#ifdef XP_MACOSX
# include <sys/sysctl.h>
#endif
extern mozilla::LazyLogModule gMediaStreamGraphLog;
#ifdef LOG
# undef LOG
#endif // LOG
#define LOG(type, msg) MOZ_LOG(gMediaStreamGraphLog, type, msg)
namespace mozilla {
GraphDriver::GraphDriver(MediaStreamGraphImpl* aGraphImpl)
: mIterationStart(0),
mIterationEnd(0),
mGraphImpl(aGraphImpl),
mPreviousDriver(nullptr),
mNextDriver(nullptr) {}
void GraphDriver::SetGraphTime(GraphDriver* aPreviousDriver,
GraphTime aLastSwitchNextIterationStart,
GraphTime aLastSwitchNextIterationEnd) {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
// We set mIterationEnd here, because the first thing a driver do when it
// does an iteration is to update graph times, so we are in fact setting
// mIterationStart of the next iteration by setting the end of the previous
// iteration.
mIterationStart = aLastSwitchNextIterationStart;
mIterationEnd = aLastSwitchNextIterationEnd;
MOZ_ASSERT(!PreviousDriver());
MOZ_ASSERT(aPreviousDriver);
MOZ_DIAGNOSTIC_ASSERT(GraphImpl()->CurrentDriver() == aPreviousDriver);
LOG(LogLevel::Debug,
("%p: Setting previous driver: %p (%s)", GraphImpl(), aPreviousDriver,
aPreviousDriver->AsAudioCallbackDriver() ? "AudioCallbackDriver"
: "SystemClockDriver"));
SetPreviousDriver(aPreviousDriver);
}
void GraphDriver::SwitchAtNextIteration(GraphDriver* aNextDriver) {
MOZ_ASSERT(OnGraphThread());
MOZ_ASSERT(aNextDriver);
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
LOG(LogLevel::Debug,
("%p: Switching to new driver: %p (%s)", GraphImpl(), aNextDriver,
aNextDriver->AsAudioCallbackDriver() ? "AudioCallbackDriver"
: "SystemClockDriver"));
if (mNextDriver && mNextDriver != GraphImpl()->CurrentDriver()) {
LOG(LogLevel::Debug,
("%p: Discarding previous next driver: %p (%s)", GraphImpl(),
mNextDriver.get(),
mNextDriver->AsAudioCallbackDriver() ? "AudioCallbackDriver"
: "SystemClockDriver"));
}
SetNextDriver(aNextDriver);
}
GraphTime GraphDriver::StateComputedTime() const {
return GraphImpl()->mStateComputedTime;
}
void GraphDriver::EnsureNextIteration() { GraphImpl()->EnsureNextIteration(); }
#ifdef DEBUG
bool GraphDriver::OnGraphThread() {
return GraphImpl()->RunByGraphDriver(this);
}
#endif
bool GraphDriver::Switching() {
MOZ_ASSERT(OnGraphThread());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
return mNextDriver || mPreviousDriver;
}
void GraphDriver::SwitchToNextDriver() {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
MOZ_ASSERT(NextDriver());
NextDriver()->SetGraphTime(this, mIterationStart, mIterationEnd);
GraphImpl()->SetCurrentDriver(NextDriver());
NextDriver()->Start();
SetNextDriver(nullptr);
}
GraphDriver* GraphDriver::NextDriver() {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
return mNextDriver;
}
GraphDriver* GraphDriver::PreviousDriver() {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
return mPreviousDriver;
}
void GraphDriver::SetNextDriver(GraphDriver* aNextDriver) {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
MOZ_ASSERT(aNextDriver != this);
MOZ_ASSERT(aNextDriver != mNextDriver);
if (mNextDriver && mNextDriver != GraphImpl()->CurrentDriver()) {
LOG(LogLevel::Debug,
("Discarding previous next driver: %p (%s)", mNextDriver.get(),
mNextDriver->AsAudioCallbackDriver() ? "AudioCallbackDriver"
: "SystemClockDriver"));
}
mNextDriver = aNextDriver;
}
void GraphDriver::SetPreviousDriver(GraphDriver* aPreviousDriver) {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
mPreviousDriver = aPreviousDriver;
}
ThreadedDriver::ThreadedDriver(MediaStreamGraphImpl* aGraphImpl)
: GraphDriver(aGraphImpl), mThreadRunning(false) {}
class MediaStreamGraphShutdownThreadRunnable : public Runnable {
public:
explicit MediaStreamGraphShutdownThreadRunnable(
already_AddRefed<nsIThread> aThread)
: Runnable("MediaStreamGraphShutdownThreadRunnable"), mThread(aThread) {}
NS_IMETHOD Run() override {
MOZ_ASSERT(NS_IsMainThread());
MOZ_ASSERT(mThread);
mThread->Shutdown();
mThread = nullptr;
return NS_OK;
}
private:
nsCOMPtr<nsIThread> mThread;
};
ThreadedDriver::~ThreadedDriver() {
if (mThread) {
nsCOMPtr<nsIRunnable> event =
new MediaStreamGraphShutdownThreadRunnable(mThread.forget());
SystemGroup::Dispatch(TaskCategory::Other, event.forget());
}
}
class MediaStreamGraphInitThreadRunnable : public Runnable {
public:
explicit MediaStreamGraphInitThreadRunnable(ThreadedDriver* aDriver)
: Runnable("MediaStreamGraphInitThreadRunnable"), mDriver(aDriver) {}
NS_IMETHOD Run() override {
MOZ_ASSERT(!mDriver->ThreadRunning());
LOG(LogLevel::Debug, ("Starting a new system driver for graph %p",
mDriver->mGraphImpl.get()));
RefPtr<GraphDriver> previousDriver;
{
MonitorAutoLock mon(mDriver->mGraphImpl->GetMonitor());
previousDriver = mDriver->PreviousDriver();
}
if (previousDriver) {
LOG(LogLevel::Debug,
("%p releasing an AudioCallbackDriver(%p), for graph %p",
mDriver.get(), previousDriver.get(), mDriver->GraphImpl()));
MOZ_ASSERT(!mDriver->AsAudioCallbackDriver());
RefPtr<AsyncCubebTask> releaseEvent =
new AsyncCubebTask(previousDriver->AsAudioCallbackDriver(),
AsyncCubebOperation::SHUTDOWN);
releaseEvent->Dispatch();
MonitorAutoLock mon(mDriver->mGraphImpl->GetMonitor());
mDriver->SetPreviousDriver(nullptr);
} else {
MonitorAutoLock mon(mDriver->mGraphImpl->GetMonitor());
MOZ_ASSERT(mDriver->mGraphImpl->MessagesQueued(),
"Don't start a graph without messages queued.");
mDriver->mGraphImpl->SwapMessageQueues();
}
mDriver->RunThread();
return NS_OK;
}
private:
RefPtr<ThreadedDriver> mDriver;
};
void ThreadedDriver::Start() {
MOZ_ASSERT(!ThreadRunning());
LOG(LogLevel::Debug,
("Starting thread for a SystemClockDriver %p", mGraphImpl.get()));
Unused << NS_WARN_IF(mThread);
MOZ_ASSERT(!mThread); // Ensure we haven't already started it
nsCOMPtr<nsIRunnable> event = new MediaStreamGraphInitThreadRunnable(this);
// Note: mThread may be null during event->Run() if we pass to NewNamedThread!
// See AudioInitTask
nsresult rv = NS_NewNamedThread("MediaStreamGrph", getter_AddRefs(mThread));
if (NS_SUCCEEDED(rv)) {
mThread->EventTarget()->Dispatch(event.forget(), NS_DISPATCH_NORMAL);
}
}
void ThreadedDriver::Revive() {
MOZ_ASSERT(NS_IsMainThread() && !ThreadRunning());
// Note: only called on MainThread, without monitor
// We know were weren't in a running state
LOG(LogLevel::Debug, ("AudioCallbackDriver reviving."));
// If we were switching, switch now. Otherwise, tell thread to run the main
// loop again.
MonitorAutoLock mon(mGraphImpl->GetMonitor());
if (NextDriver()) {
SwitchToNextDriver();
} else {
nsCOMPtr<nsIRunnable> event = new MediaStreamGraphInitThreadRunnable(this);
mThread->EventTarget()->Dispatch(event.forget(), NS_DISPATCH_NORMAL);
}
}
void ThreadedDriver::Shutdown() {
NS_ASSERTION(NS_IsMainThread(), "Must be called on main thread");
// mGraph's thread is not running so it's OK to do whatever here
LOG(LogLevel::Debug, ("Stopping threads for MediaStreamGraph %p", this));
if (mThread) {
LOG(LogLevel::Debug,
("%p: Stopping ThreadedDriver's %p thread", GraphImpl(), this));
mThread->Shutdown();
mThread = nullptr;
}
}
SystemClockDriver::SystemClockDriver(MediaStreamGraphImpl* aGraphImpl)
: ThreadedDriver(aGraphImpl),
mInitialTimeStamp(TimeStamp::Now()),
mCurrentTimeStamp(TimeStamp::Now()),
mLastTimeStamp(TimeStamp::Now()),
mIsFallback(false) {}
SystemClockDriver::~SystemClockDriver() {}
void SystemClockDriver::MarkAsFallback() { mIsFallback = true; }
bool SystemClockDriver::IsFallback() { return mIsFallback; }
void ThreadedDriver::RunThread() {
mThreadRunning = true;
while (true) {
mIterationStart = IterationEnd();
mIterationEnd += GetIntervalForIteration();
GraphTime stateComputedTime = StateComputedTime();
if (stateComputedTime < mIterationEnd) {
LOG(LogLevel::Warning, ("%p: Global underrun detected", GraphImpl()));
mIterationEnd = stateComputedTime;
}
if (mIterationStart >= mIterationEnd) {
NS_ASSERTION(mIterationStart == mIterationEnd,
"Time can't go backwards!");
// This could happen due to low clock resolution, maybe?
LOG(LogLevel::Debug, ("%p: Time did not advance", GraphImpl()));
}
GraphTime nextStateComputedTime = GraphImpl()->RoundUpToEndOfAudioBlock(
mIterationEnd + GraphImpl()->MillisecondsToMediaTime(AUDIO_TARGET_MS));
if (nextStateComputedTime < stateComputedTime) {
// A previous driver may have been processing further ahead of
// iterationEnd.
LOG(LogLevel::Warning,
("%p: Prevent state from going backwards. interval[%ld; %ld] "
"state[%ld; "
"%ld]",
GraphImpl(), (long)mIterationStart, (long)mIterationEnd,
(long)stateComputedTime, (long)nextStateComputedTime));
nextStateComputedTime = stateComputedTime;
}
LOG(LogLevel::Verbose,
("%p: interval[%ld; %ld] state[%ld; %ld]", GraphImpl(),
(long)mIterationStart, (long)mIterationEnd, (long)stateComputedTime,
(long)nextStateComputedTime));
bool stillProcessing = GraphImpl()->OneIteration(nextStateComputedTime);
if (!stillProcessing) {
// Enter shutdown mode. The stable-state handler will detect this
// and complete shutdown if the graph does not get restarted.
dom::WorkletThread::DeleteCycleCollectedJSContext();
GraphImpl()->SignalMainThreadCleanup();
break;
}
MonitorAutoLock lock(GraphImpl()->GetMonitor());
if (NextDriver()) {
LOG(LogLevel::Debug,
("%p: Switching to AudioCallbackDriver", GraphImpl()));
SwitchToNextDriver();
break;
}
}
mThreadRunning = false;
}
MediaTime SystemClockDriver::GetIntervalForIteration() {
TimeStamp now = TimeStamp::Now();
MediaTime interval =
GraphImpl()->SecondsToMediaTime((now - mCurrentTimeStamp).ToSeconds());
mCurrentTimeStamp = now;
MOZ_LOG(
gMediaStreamGraphLog, LogLevel::Verbose,
("%p: Updating current time to %f (real %f, StateComputedTime() %f)",
GraphImpl(), GraphImpl()->MediaTimeToSeconds(IterationEnd() + interval),
(now - mInitialTimeStamp).ToSeconds(),
GraphImpl()->MediaTimeToSeconds(StateComputedTime())));
return interval;
}
void ThreadedDriver::WaitForNextIteration() {
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
TimeDuration timeout = TimeDuration::Forever();
// This lets us avoid hitting the Atomic twice when we know we won't sleep
bool another = GraphImpl()->mNeedAnotherIteration; // atomic
if (!another) {
GraphImpl()->mGraphDriverAsleep = true; // atomic
}
// NOTE: mNeedAnotherIteration while also atomic may have changed before
// we could set mGraphDriverAsleep, so we must re-test it.
// (EnsureNextIteration sets mNeedAnotherIteration, then tests
// mGraphDriverAsleep
if (another || GraphImpl()->mNeedAnotherIteration) { // atomic
timeout = WaitInterval();
if (!another) {
GraphImpl()->mGraphDriverAsleep = false; // atomic
another = true;
}
}
if (!timeout.IsZero()) {
CVStatus status = GraphImpl()->GetMonitor().Wait(timeout);
LOG(LogLevel::Verbose,
("%p: Resuming after %s", GraphImpl(),
status == CVStatus::Timeout ? "timeout" : "wake-up"));
}
if (!another) {
GraphImpl()->mGraphDriverAsleep = false; // atomic
}
GraphImpl()->mNeedAnotherIteration = false; // atomic
}
void ThreadedDriver::WakeUp() {
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
GraphImpl()->mGraphDriverAsleep = false; // atomic
GraphImpl()->GetMonitor().Notify();
}
TimeDuration SystemClockDriver::WaitInterval() {
TimeStamp now = TimeStamp::Now();
int64_t timeoutMS = MEDIA_GRAPH_TARGET_PERIOD_MS -
int64_t((now - mCurrentTimeStamp).ToMilliseconds());
// Make sure timeoutMS doesn't overflow 32 bits by waking up at
// least once a minute, if we need to wake up at all
timeoutMS = std::max<int64_t>(0, std::min<int64_t>(timeoutMS, 60 * 1000));
LOG(LogLevel::Verbose,
("%p: Waiting for next iteration; at %f, timeout=%f", GraphImpl(),
(now - mInitialTimeStamp).ToSeconds(), timeoutMS / 1000.0));
return TimeDuration::FromMilliseconds(timeoutMS);
}
OfflineClockDriver::OfflineClockDriver(MediaStreamGraphImpl* aGraphImpl,
GraphTime aSlice)
: ThreadedDriver(aGraphImpl), mSlice(aSlice) {}
OfflineClockDriver::~OfflineClockDriver() {}
MediaTime OfflineClockDriver::GetIntervalForIteration() {
return GraphImpl()->MillisecondsToMediaTime(mSlice);
}
TimeDuration OfflineClockDriver::WaitInterval() {
// We want to go as fast as possible when we are offline
return 0;
}
AsyncCubebTask::AsyncCubebTask(AudioCallbackDriver* aDriver,
AsyncCubebOperation aOperation)
: Runnable("AsyncCubebTask"),
mDriver(aDriver),
mOperation(aOperation),
mShutdownGrip(aDriver->GraphImpl()) {
NS_WARNING_ASSERTION(mDriver->mAudioStream || aOperation == INIT,
"No audio stream!");
}
AsyncCubebTask::~AsyncCubebTask() {}
NS_IMETHODIMP
AsyncCubebTask::Run() {
MOZ_ASSERT(mDriver);
switch (mOperation) {
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
case AsyncCubebOperation::INIT: {
LOG(LogLevel::Debug, ("%p: AsyncCubebOperation::INIT driver=%p",
mDriver->GraphImpl(), mDriver.get()));
if (!mDriver->Init()) {
LOG(LogLevel::Warning,
("AsyncCubebOperation::INIT failed for driver=%p", mDriver.get()));
return NS_ERROR_FAILURE;
}
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
mDriver->CompleteAudioContextOperations(mOperation);
break;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
}
case AsyncCubebOperation::SHUTDOWN: {
LOG(LogLevel::Debug, ("%p: AsyncCubebOperation::SHUTDOWN driver=%p",
mDriver->GraphImpl(), mDriver.get()));
mDriver->Stop();
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
mDriver->CompleteAudioContextOperations(mOperation);
mDriver = nullptr;
mShutdownGrip = nullptr;
break;
}
default:
MOZ_CRASH("Operation not implemented.");
}
// The thread will kill itself after a bit
return NS_OK;
}
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
StreamAndPromiseForOperation::StreamAndPromiseForOperation(
MediaStream* aStream, void* aPromise, dom::AudioContextOperation aOperation,
dom::AudioContextOperationFlags aFlags)
: mStream(aStream),
mPromise(aPromise),
mOperation(aOperation),
mFlags(aFlags) {}
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
AudioCallbackDriver::AudioCallbackDriver(MediaStreamGraphImpl* aGraphImpl,
uint32_t aInputChannelCount)
: GraphDriver(aGraphImpl),
mOutputChannels(0),
mSampleRate(0),
mInputChannelCount(aInputChannelCount),
mIterationDurationMS(MEDIA_GRAPH_TARGET_PERIOD_MS),
mStarted(false),
mInitShutdownThread(
SharedThreadPool::Get(NS_LITERAL_CSTRING("CubebOperation"), 1)),
mAddedMixer(false),
mAudioThreadId(std::thread::id()),
mAudioThreadRunning(false),
mShouldFallbackIfError(false),
mFromFallback(false) {
LOG(LogLevel::Debug, ("%p: AudioCallbackDriver ctor", GraphImpl()));
const uint32_t kIdleThreadTimeoutMs = 2000;
mInitShutdownThread->SetIdleThreadTimeout(
PR_MillisecondsToInterval(kIdleThreadTimeoutMs));
#if defined(XP_WIN)
if (XRE_IsContentProcess()) {
audio::AudioNotificationReceiver::Register(this);
}
#endif
}
AudioCallbackDriver::~AudioCallbackDriver() {
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
MOZ_ASSERT(mPromisesForOperation.IsEmpty());
MOZ_ASSERT(!mAddedMixer);
#if defined(XP_WIN)
if (XRE_IsContentProcess()) {
audio::AudioNotificationReceiver::Unregister(this);
}
#endif
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
}
bool IsMacbookOrMacbookAir() {
#ifdef XP_MACOSX
size_t len = 0;
sysctlbyname("hw.model", NULL, &len, NULL, 0);
if (len) {
UniquePtr<char[]> model(new char[len]);
// This string can be
// MacBook%d,%d for a normal MacBook
// MacBookPro%d,%d for a MacBook Pro
// MacBookAir%d,%d for a Macbook Air
sysctlbyname("hw.model", model.get(), &len, NULL, 0);
char* substring = strstr(model.get(), "MacBook");
if (substring) {
const size_t offset = strlen("MacBook");
if (!strncmp(model.get() + offset, "Air", 3) ||
isdigit(model[offset + 1])) {
return true;
}
}
// Bug 1477200, we're temporarily capping the latency to 512 here to help
// with audio quality.
return true;
}
#endif
return false;
}
bool AudioCallbackDriver::Init() {
cubeb* cubebContext = CubebUtils::GetCubebContext();
if (!cubebContext) {
NS_WARNING("Could not get cubeb context.");
LOG(LogLevel::Warning, ("%s: Could not get cubeb context", __func__));
if (!mFromFallback) {
CubebUtils::ReportCubebStreamInitFailure(true);
}
MonitorAutoLock lock(GraphImpl()->GetMonitor());
FallbackToSystemClockDriver();
return true;
}
cubeb_stream_params output;
cubeb_stream_params input;
bool firstStream = CubebUtils::GetFirstStream();
MOZ_ASSERT(!NS_IsMainThread(),
"This is blocking and should never run on the main thread.");
mSampleRate = output.rate = mGraphImpl->GraphRate();
if (AUDIO_OUTPUT_FORMAT == AUDIO_FORMAT_S16) {
output.format = CUBEB_SAMPLE_S16NE;
} else {
output.format = CUBEB_SAMPLE_FLOAT32NE;
}
// Query and set the number of channels this AudioCallbackDriver will use.
mOutputChannels = GraphImpl()->AudioOutputChannelCount();
if (!mOutputChannels) {
LOG(LogLevel::Warning, ("Output number of channels is 0."));
MonitorAutoLock lock(GraphImpl()->GetMonitor());
FallbackToSystemClockDriver();
return true;
}
CubebUtils::AudioDeviceID forcedOutputDeviceId = nullptr;
char* forcedOutputDeviceName = CubebUtils::GetForcedOutputDevice();
if (forcedOutputDeviceName) {
RefPtr<CubebDeviceEnumerator> enumerator = Enumerator::GetInstance();
RefPtr<AudioDeviceInfo> device = enumerator->DeviceInfoFromName(
NS_ConvertUTF8toUTF16(forcedOutputDeviceName), EnumeratorSide::OUTPUT);
if (device && device->DeviceID()) {
forcedOutputDeviceId = device->DeviceID();
}
}
mBuffer = AudioCallbackBufferWrapper<AudioDataValue>(mOutputChannels);
mScratchBuffer =
SpillBuffer<AudioDataValue, WEBAUDIO_BLOCK_SIZE * 2>(mOutputChannels);
output.channels = mOutputChannels;
output.layout = CUBEB_LAYOUT_UNDEFINED;
output.prefs = CubebUtils::GetDefaultStreamPrefs();
uint32_t latency_frames = CubebUtils::GetCubebMSGLatencyInFrames(&output);
// Macbook and MacBook air don't have enough CPU to run very low latency
// MediaStreamGraphs, cap the minimal latency to 512 frames int this case.
if (IsMacbookOrMacbookAir()) {
latency_frames = std::max((uint32_t)512, latency_frames);
}
input = output;
input.channels = mInputChannelCount;
input.layout = CUBEB_LAYOUT_UNDEFINED;
cubeb_stream* stream = nullptr;
bool inputWanted = mInputChannelCount > 0;
CubebUtils::AudioDeviceID output_id = GraphImpl()->mOutputDeviceID;
CubebUtils::AudioDeviceID input_id = GraphImpl()->mInputDeviceID;
// XXX Only pass input input if we have an input listener. Always
// set up output because it's easier, and it will just get silence.
if (cubeb_stream_init(cubebContext, &stream, "AudioCallbackDriver", input_id,
inputWanted ? &input : nullptr,
forcedOutputDeviceId ? forcedOutputDeviceId : output_id,
&output, latency_frames, DataCallback_s,
StateCallback_s, this) == CUBEB_OK) {
mAudioStream.own(stream);
DebugOnly<int> rv =
cubeb_stream_set_volume(mAudioStream, CubebUtils::GetVolumeScale());
NS_WARNING_ASSERTION(
rv == CUBEB_OK,
"Could not set the audio stream volume in GraphDriver.cpp");
CubebUtils::ReportCubebBackendUsed();
} else {
NS_WARNING(
"Could not create a cubeb stream for MediaStreamGraph, falling "
"back to a SystemClockDriver");
// Only report failures when we're not coming from a driver that was
// created itself as a fallback driver because of a previous audio driver
// failure.
if (!mFromFallback) {
CubebUtils::ReportCubebStreamInitFailure(firstStream);
}
MonitorAutoLock lock(GraphImpl()->GetMonitor());
FallbackToSystemClockDriver();
return true;
}
#ifdef XP_MACOSX
PanOutputIfNeeded(inputWanted);
#endif
cubeb_stream_register_device_changed_callback(
mAudioStream, AudioCallbackDriver::DeviceChangedCallback_s);
if (!StartStream()) {
LOG(LogLevel::Warning,
("%p: AudioCallbackDriver couldn't start a cubeb stream.",
GraphImpl()));
return false;
}
LOG(LogLevel::Debug, ("%p: AudioCallbackDriver started.", GraphImpl()));
return true;
}
void AudioCallbackDriver::Start() {
MOZ_ASSERT(!IsStarted());
MOZ_ASSERT(NS_IsMainThread() || OnCubebOperationThread() ||
(PreviousDriver() && PreviousDriver()->OnGraphThread()));
if (mPreviousDriver) {
if (mPreviousDriver->AsAudioCallbackDriver()) {
LOG(LogLevel::Debug, ("Releasing audio driver off main thread."));
RefPtr<AsyncCubebTask> releaseEvent =
new AsyncCubebTask(mPreviousDriver->AsAudioCallbackDriver(),
AsyncCubebOperation::SHUTDOWN);
releaseEvent->Dispatch();
mPreviousDriver = nullptr;
} else {
LOG(LogLevel::Debug,
("Dropping driver reference for SystemClockDriver."));
MOZ_ASSERT(mPreviousDriver->AsSystemClockDriver());
mFromFallback = mPreviousDriver->AsSystemClockDriver()->IsFallback();
mPreviousDriver = nullptr;
}
}
LOG(LogLevel::Debug, ("Starting new audio driver off main thread, "
"to ensure it runs after previous shutdown."));
RefPtr<AsyncCubebTask> initEvent =
new AsyncCubebTask(AsAudioCallbackDriver(), AsyncCubebOperation::INIT);
initEvent->Dispatch();
}
bool AudioCallbackDriver::StartStream() {
MOZ_ASSERT(!IsStarted() && OnCubebOperationThread());
mShouldFallbackIfError = true;
if (cubeb_stream_start(mAudioStream) != CUBEB_OK) {
NS_WARNING("Could not start cubeb stream for MSG.");
return false;
}
mStarted = true;
return true;
}
void AudioCallbackDriver::Stop() {
MOZ_ASSERT(OnCubebOperationThread());
if (cubeb_stream_stop(mAudioStream) != CUBEB_OK) {
NS_WARNING("Could not stop cubeb stream for MSG.");
}
}
void AudioCallbackDriver::Revive() {
MOZ_ASSERT(NS_IsMainThread() && !ThreadRunning());
// Note: only called on MainThread, without monitor
// We know were weren't in a running state
LOG(LogLevel::Debug, ("%p: AudioCallbackDriver reviving.", GraphImpl()));
// If we were switching, switch now. Otherwise, start the audio thread again.
MonitorAutoLock mon(GraphImpl()->GetMonitor());
if (NextDriver()) {
SwitchToNextDriver();
} else {
LOG(LogLevel::Debug,
("Starting audio threads for MediaStreamGraph %p from a new thread.",
mGraphImpl.get()));
Bug 1207245 - part 6 - rename nsRefPtr<T> to RefPtr<T>; r=ehsan; a=Tomcat The bulk of this commit was generated with a script, executed at the top level of a typical source code checkout. The only non-machine-generated part was modifying MFBT's moz.build to reflect the new naming. CLOSED TREE makes big refactorings like this a piece of cake. # The main substitution. find . -name '*.cpp' -o -name '*.cc' -o -name '*.h' -o -name '*.mm' -o -name '*.idl'| \ xargs perl -p -i -e ' s/nsRefPtr\.h/RefPtr\.h/g; # handle includes s/nsRefPtr ?</RefPtr</g; # handle declarations and variables ' # Handle a special friend declaration in gfx/layers/AtomicRefCountedWithFinalize.h. perl -p -i -e 's/::nsRefPtr;/::RefPtr;/' gfx/layers/AtomicRefCountedWithFinalize.h # Handle nsRefPtr.h itself, a couple places that define constructors # from nsRefPtr, and code generators specially. We do this here, rather # than indiscriminantly s/nsRefPtr/RefPtr/, because that would rename # things like nsRefPtrHashtable. perl -p -i -e 's/nsRefPtr/RefPtr/g' \ mfbt/nsRefPtr.h \ xpcom/glue/nsCOMPtr.h \ xpcom/base/OwningNonNull.h \ ipc/ipdl/ipdl/lower.py \ ipc/ipdl/ipdl/builtin.py \ dom/bindings/Codegen.py \ python/lldbutils/lldbutils/utils.py # In our indiscriminate substitution above, we renamed # nsRefPtrGetterAddRefs, the class behind getter_AddRefs. Fix that up. find . -name '*.cpp' -o -name '*.h' -o -name '*.idl' | \ xargs perl -p -i -e 's/nsRefPtrGetterAddRefs/RefPtrGetterAddRefs/g' if [ -d .git ]; then git mv mfbt/nsRefPtr.h mfbt/RefPtr.h else hg mv mfbt/nsRefPtr.h mfbt/RefPtr.h fi --HG-- rename : mfbt/nsRefPtr.h => mfbt/RefPtr.h
2015-10-18 05:24:48 +00:00
RefPtr<AsyncCubebTask> initEvent =
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
new AsyncCubebTask(this, AsyncCubebOperation::INIT);
initEvent->Dispatch();
}
}
void AudioCallbackDriver::RemoveMixerCallback() {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
if (mAddedMixer) {
GraphImpl()->mMixer.RemoveCallback(this);
mAddedMixer = false;
}
}
void AudioCallbackDriver::AddMixerCallback() {
MOZ_ASSERT(OnGraphThread());
if (!mAddedMixer) {
mGraphImpl->mMixer.AddCallback(this);
mAddedMixer = true;
}
}
void AudioCallbackDriver::WaitForNextIteration() {
// Do not block.
}
void AudioCallbackDriver::WakeUp() {}
void AudioCallbackDriver::Shutdown() {
MOZ_ASSERT(NS_IsMainThread());
LOG(LogLevel::Debug,
("%p: Releasing audio driver off main thread (GraphDriver::Shutdown).",
GraphImpl()));
RefPtr<AsyncCubebTask> releaseEvent =
new AsyncCubebTask(this, AsyncCubebOperation::SHUTDOWN);
releaseEvent->Dispatch(NS_DISPATCH_SYNC);
}
#if defined(XP_WIN)
void AudioCallbackDriver::ResetDefaultDevice() {
if (cubeb_stream_reset_default_device(mAudioStream) != CUBEB_OK) {
NS_WARNING("Could not reset cubeb stream to default output device.");
}
}
#endif
/* static */
long AudioCallbackDriver::DataCallback_s(cubeb_stream* aStream, void* aUser,
const void* aInputBuffer,
void* aOutputBuffer, long aFrames) {
AudioCallbackDriver* driver = reinterpret_cast<AudioCallbackDriver*>(aUser);
return driver->DataCallback(static_cast<const AudioDataValue*>(aInputBuffer),
static_cast<AudioDataValue*>(aOutputBuffer),
aFrames);
}
/* static */
void AudioCallbackDriver::StateCallback_s(cubeb_stream* aStream, void* aUser,
cubeb_state aState) {
AudioCallbackDriver* driver = reinterpret_cast<AudioCallbackDriver*>(aUser);
driver->StateCallback(aState);
}
/* static */
void AudioCallbackDriver::DeviceChangedCallback_s(void* aUser) {
AudioCallbackDriver* driver = reinterpret_cast<AudioCallbackDriver*>(aUser);
driver->DeviceChangedCallback();
}
AudioCallbackDriver::AutoInCallback::AutoInCallback(
AudioCallbackDriver* aDriver)
: mDriver(aDriver) {
mDriver->mAudioThreadId = std::this_thread::get_id();
}
AudioCallbackDriver::AutoInCallback::~AutoInCallback() {
mDriver->mAudioThreadId = std::thread::id();
}
long AudioCallbackDriver::DataCallback(const AudioDataValue* aInputBuffer,
AudioDataValue* aOutputBuffer,
long aFrames) {
TRACE_AUDIO_CALLBACK_BUDGET(aFrames, mSampleRate);
TRACE_AUDIO_CALLBACK();
#ifdef DEBUG
AutoInCallback aic(this);
#endif
// Don't add the callback until we're inited and ready
if (!mAddedMixer) {
GraphImpl()->mMixer.AddCallback(this);
mAddedMixer = true;
}
GraphTime stateComputedTime = StateComputedTime();
if (stateComputedTime == 0) {
MonitorAutoLock mon(GraphImpl()->GetMonitor());
// Because this function is called during cubeb_stream_init (to prefill the
// audio buffers), it can be that we don't have a message here (because this
// driver is the first one for this graph), and the graph would exit. Simply
// return here until we have messages.
if (!GraphImpl()->MessagesQueued()) {
PodZero(aOutputBuffer, aFrames * mOutputChannels);
return aFrames;
}
GraphImpl()->SwapMessageQueues();
}
uint32_t durationMS = aFrames * 1000 / mSampleRate;
// For now, simply average the duration with the previous
// duration so there is some damping against sudden changes.
if (!mIterationDurationMS) {
mIterationDurationMS = durationMS;
} else {
mIterationDurationMS = (mIterationDurationMS * 3) + durationMS;
mIterationDurationMS /= 4;
}
mBuffer.SetBuffer(aOutputBuffer, aFrames);
// fill part or all with leftover data from last iteration (since we
// align to Audio blocks)
mScratchBuffer.Empty(mBuffer);
// State computed time is decided by the audio callback's buffer length. We
// compute the iteration start and end from there, trying to keep the amount
// of buffering in the graph constant.
GraphTime nextStateComputedTime = GraphImpl()->RoundUpToEndOfAudioBlock(
stateComputedTime + mBuffer.Available());
mIterationStart = mIterationEnd;
// inGraph is the number of audio frames there is between the state time and
// the current time, i.e. the maximum theoretical length of the interval we
// could use as [mIterationStart; mIterationEnd].
GraphTime inGraph = stateComputedTime - mIterationStart;
// We want the interval [mIterationStart; mIterationEnd] to be before the
// interval [stateComputedTime; nextStateComputedTime]. We also want
// the distance between these intervals to be roughly equivalent each time, to
// ensure there is no clock drift between current time and state time. Since
// we can't act on the state time because we have to fill the audio buffer, we
// reclock the current time against the state time, here.
mIterationEnd = mIterationStart + 0.8 * inGraph;
LOG(LogLevel::Verbose,
("%p: interval[%ld; %ld] state[%ld; %ld] (frames: %ld) (durationMS: %u) "
"(duration ticks: %ld)",
GraphImpl(), (long)mIterationStart, (long)mIterationEnd,
(long)stateComputedTime, (long)nextStateComputedTime, (long)aFrames,
(uint32_t)durationMS,
(long)(nextStateComputedTime - stateComputedTime)));
if (stateComputedTime < mIterationEnd) {
LOG(LogLevel::Error,
("%p: Media graph global underrun detected", GraphImpl()));
MOZ_ASSERT_UNREACHABLE("We should not underrun in full duplex");
mIterationEnd = stateComputedTime;
}
// Process mic data if any/needed
if (aInputBuffer && mInputChannelCount > 0) {
GraphImpl()->NotifyInputData(aInputBuffer, static_cast<size_t>(aFrames),
mSampleRate, mInputChannelCount);
}
bool stillProcessing;
if (mBuffer.Available()) {
// We totally filled the buffer (and mScratchBuffer isn't empty).
// We don't need to run an iteration and if we do so we may overflow.
stillProcessing = GraphImpl()->OneIteration(nextStateComputedTime);
} else {
LOG(LogLevel::Verbose,
("%p: DataCallback buffer filled entirely from scratch "
"buffer, skipping iteration.",
GraphImpl()));
stillProcessing = true;
}
mBuffer.BufferFilled();
// Callback any observers for the AEC speaker data. Note that one
// (maybe) of these will be full-duplex, the others will get their input
// data off separate cubeb callbacks. Take care with how stuff is
// removed/added to this list and TSAN issues, but input and output will
// use separate callback methods.
GraphImpl()->NotifyOutputData(aOutputBuffer, static_cast<size_t>(aFrames),
mSampleRate, mOutputChannels);
if (!stillProcessing) {
// About to hand over control of the graph. Do not start a new driver if
// StateCallback() receives an error for this stream while the main thread
// or another driver has control of the graph.
mShouldFallbackIfError = false;
RemoveMixerCallback();
// Update the flag before handing over the graph and going to drain.
mAudioThreadRunning = false;
// Enter shutdown mode. The stable-state handler will detect this
// and complete shutdown if the graph does not get restarted.
mGraphImpl->SignalMainThreadCleanup();
return aFrames - 1;
}
bool switching = false;
{
MonitorAutoLock mon(GraphImpl()->GetMonitor());
switching = !!NextDriver();
}
if (switching) {
mShouldFallbackIfError = false;
// If the audio stream has not been started by the previous driver or
// the graph itself, keep it alive.
MonitorAutoLock mon(GraphImpl()->GetMonitor());
if (!IsStarted()) {
return aFrames;
}
LOG(LogLevel::Debug, ("%p: Switching to system driver.", GraphImpl()));
RemoveMixerCallback();
mAudioThreadRunning = false;
SwitchToNextDriver();
// Returning less than aFrames starts the draining and eventually stops the
// audio thread. This function will never get called again.
return aFrames - 1;
}
return aFrames;
}
void AudioCallbackDriver::StateCallback(cubeb_state aState) {
MOZ_ASSERT(!OnGraphThread());
LOG(LogLevel::Debug, ("AudioCallbackDriver State: %d", aState));
// Clear the flag for the not running
// states: stopped, drained, error.
mAudioThreadRunning = (aState == CUBEB_STATE_STARTED);
if (aState == CUBEB_STATE_ERROR && mShouldFallbackIfError) {
MOZ_ASSERT(!ThreadRunning());
mShouldFallbackIfError = false;
MonitorAutoLock lock(GraphImpl()->GetMonitor());
RemoveMixerCallback();
FallbackToSystemClockDriver();
} else if (aState == CUBEB_STATE_STOPPED) {
MOZ_ASSERT(!ThreadRunning());
RemoveMixerCallback();
}
}
void AudioCallbackDriver::MixerCallback(AudioDataValue* aMixedBuffer,
AudioSampleFormat aFormat,
uint32_t aChannels, uint32_t aFrames,
uint32_t aSampleRate) {
MOZ_ASSERT(OnGraphThread());
uint32_t toWrite = mBuffer.Available();
if (!mBuffer.Available()) {
NS_WARNING("DataCallback buffer full, expect frame drops.");
}
MOZ_ASSERT(mBuffer.Available() <= aFrames);
mBuffer.WriteFrames(aMixedBuffer, mBuffer.Available());
MOZ_ASSERT(mBuffer.Available() == 0,
"Missing frames to fill audio callback's buffer.");
DebugOnly<uint32_t> written = mScratchBuffer.Fill(
aMixedBuffer + toWrite * aChannels, aFrames - toWrite);
NS_WARNING_ASSERTION(written == aFrames - toWrite, "Dropping frames.");
};
void AudioCallbackDriver::PanOutputIfNeeded(bool aMicrophoneActive) {
#ifdef XP_MACOSX
cubeb_device* out;
int rv;
char name[128];
size_t length = sizeof(name);
rv = sysctlbyname("hw.model", name, &length, NULL, 0);
if (rv) {
return;
}
if (!strncmp(name, "MacBookPro", 10)) {
if (cubeb_stream_get_current_device(mAudioStream, &out) == CUBEB_OK) {
// Check if we are currently outputing sound on external speakers.
if (!strcmp(out->output_name, "ispk")) {
// Pan everything to the right speaker.
if (aMicrophoneActive) {
if (cubeb_stream_set_panning(mAudioStream, 1.0) != CUBEB_OK) {
NS_WARNING("Could not pan audio output to the right.");
}
} else {
if (cubeb_stream_set_panning(mAudioStream, 0.0) != CUBEB_OK) {
NS_WARNING("Could not pan audio output to the center.");
}
}
} else {
if (cubeb_stream_set_panning(mAudioStream, 0.0) != CUBEB_OK) {
NS_WARNING("Could not pan audio output to the center.");
}
}
cubeb_stream_device_destroy(mAudioStream, out);
}
}
#endif
}
void AudioCallbackDriver::DeviceChangedCallback() {
MOZ_ASSERT(!OnGraphThread());
// Tell the audio engine the device has changed, it might want to reset some
// state.
MonitorAutoLock mon(mGraphImpl->GetMonitor());
GraphImpl()->DeviceChanged();
#ifdef XP_MACOSX
PanOutputIfNeeded(mInputChannelCount);
#endif
}
uint32_t AudioCallbackDriver::IterationDuration() {
MOZ_ASSERT(OnGraphThread());
// The real fix would be to have an API in cubeb to give us the number. Short
// of that, we approximate it here. bug 1019507
return mIterationDurationMS;
}
bool AudioCallbackDriver::IsStarted() { return mStarted; }
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
void AudioCallbackDriver::EnqueueStreamAndPromiseForOperation(
MediaStream* aStream, void* aPromise, dom::AudioContextOperation aOperation,
dom::AudioContextOperationFlags aFlags) {
MOZ_ASSERT(OnGraphThread() || !ThreadRunning());
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
MonitorAutoLock mon(mGraphImpl->GetMonitor());
MOZ_ASSERT((aFlags | dom::AudioContextOperationFlags::SendStateChange) ||
!aPromise);
if (aFlags == dom::AudioContextOperationFlags::SendStateChange) {
mPromisesForOperation.AppendElement(
StreamAndPromiseForOperation(aStream, aPromise, aOperation, aFlags));
}
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
}
void AudioCallbackDriver::CompleteAudioContextOperations(
AsyncCubebOperation aOperation) {
MOZ_ASSERT(OnCubebOperationThread());
AutoTArray<StreamAndPromiseForOperation, 1> array;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
// We can't lock for the whole function because AudioContextOperationCompleted
// will grab the monitor
{
MonitorAutoLock mon(GraphImpl()->GetMonitor());
array.SwapElements(mPromisesForOperation);
}
for (uint32_t i = 0; i < array.Length(); i++) {
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
StreamAndPromiseForOperation& s = array[i];
if ((aOperation == AsyncCubebOperation::INIT &&
s.mOperation == dom::AudioContextOperation::Resume) ||
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
(aOperation == AsyncCubebOperation::SHUTDOWN &&
s.mOperation != dom::AudioContextOperation::Resume)) {
MOZ_ASSERT(s.mFlags == dom::AudioContextOperationFlags::SendStateChange);
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
GraphImpl()->AudioContextOperationCompleted(s.mStream, s.mPromise,
s.mOperation, s.mFlags);
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
array.RemoveElementAt(i);
i--;
Bug 1094764 - Implement AudioContext.suspend and friends. r=roc,ehsan - Relevant spec text: - http://webaudio.github.io/web-audio-api/#widl-AudioContext-suspend-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-resume-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-close-Promise - http://webaudio.github.io/web-audio-api/#widl-AudioContext-state - http://webaudio.github.io/web-audio-api/#widl-AudioContext-onstatechange - In a couple words, the behavior we want: - Closed context cannot have new nodes created, but can do decodeAudioData, and create buffers, and such. - OfflineAudioContexts don't support those methods, transitions happen at startRendering and at the end of processing. onstatechange is used to make this observable. - (regular) AudioContexts support those methods. The promises and onstatechange should be resolved/called when the operation has actually completed on the rendering thread. Once a context has been closed, it cannot transition back to "running". An AudioContext switches to "running" when the audio callback start running, this allow authors to know how long the audio stack takes to start running. - MediaStreams that feed in/go out of a suspended graph should respectively not buffer at the graph input, and output silence - suspended context should not be doing much on the CPU, and we should try to pause audio streams if we can (this behaviour is the main reason we need this in the first place, for saving battery on mobile, and CPU on all platforms) - Now, the implementation: - AudioNodeStreams are now tagged with a context id, to be able to operate on all the streams of a given AudioContext on the Graph thread without having to go and lock everytime to touch the AudioContext. This happens in the AudioNodeStream ctor. IDs are of course constant for the lifetime of the node. - When an AudioContext goes into suspended mode, streams for this AudioContext are moved out of the mStreams array to a second array, mSuspendedStreams. Streams in mSuspendedStream are not ordered, and are not processed. - The MSG will automatically switch to a SystemClockDriver when it finds that there are no more AudioNodeStream/Stream with an audio track. This is how pausing the audio subsystem and saving battery works. Subsequently, when the MSG finds that there are only streams in mSuspendedStreams, it will go to sleep (block on a monitor), so we save CPU, but it does not shut itself down. This is mostly not a new behaviour (this is what the MSG does since the refactoring), but is important to note. - Promises are gripped (addref-ed) on the main thread, and then shepherd down other threads and to the GraphDriver, if needed (sometimes we can resolve them right away). They move between threads as void* to prevent calling methods on them, as they are not thread safe. Then, the driver executes the operation, and when it's done (initializing and closing audio streams can take some time), we send the promise back to the main thread, and resolve it, casting back to Promise* after asserting we're back on the main thread. This way, we can send them back on the main thread once an operation has complete (suspending an audio stream, starting it again on resume(), etc.), without having to do bookkeeping between suspend calls and their result. Promises are not thread safe, so we can't move them around AddRef-ed. - The stream destruction logic now takes into account that a stream can be destroyed while not being in mStreams. - A graph can now switch GraphDriver twice or more per iteration, for example if an author goes suspend()/resume()/suspend() in the same script. - Some operation have to be done on suspended stream, so we now use double for-loop around mSuspendedStreams and mStreams in some places in MediaStreamGraph.cpp. - A tricky part was making sure everything worked at AudioContext boundaries. TrackUnionStream that have one of their input stream suspended append null ticks instead. - The graph ordering algorithm had to be altered to not include suspended streams. - There are some edge cases (adding a stream on a suspended graph, calling suspend/resume when a graph has just been close()d).
2015-02-27 17:22:05 +00:00
}
}
if (!array.IsEmpty()) {
MonitorAutoLock mon(GraphImpl()->GetMonitor());
mPromisesForOperation.AppendElements(array);
}
}
void AudioCallbackDriver::FallbackToSystemClockDriver() {
MOZ_ASSERT(!ThreadRunning());
GraphImpl()->GetMonitor().AssertCurrentThreadOwns();
SystemClockDriver* nextDriver = new SystemClockDriver(GraphImpl());
nextDriver->MarkAsFallback();
SetNextDriver(nextDriver);
// We're not using SwitchAtNextIteration here, because there
// won't be a next iteration if we don't restart things manually:
// the audio stream just signaled that it's in error state.
SwitchToNextDriver();
}
} // namespace mozilla
// avoid redefined macro in unified build
#undef LOG