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006662cf9c
AudioNodes that keep playing or tail-time references need to have these references cleared when an AudioContext has completed or is shut down by the window. Storing references on the AudioContext instead of on the AudioNodes will allow the AudioContext to report playing references to the cycle collector until offline rendering starts for bug 914033. This is not necessary for tail-time references, but it is tidier to use the same code for playing and tail-time references. --HG-- extra : transplant_source : %E0%F1%06%BFV%B6XI%9BX%8E%8D7%3FsU%8F%F9%14r
275 lines
7.6 KiB
C++
275 lines
7.6 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef AudioNode_h_
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#define AudioNode_h_
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#include "nsDOMEventTargetHelper.h"
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#include "mozilla/dom/AudioNodeBinding.h"
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#include "nsCycleCollectionParticipant.h"
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#include "EnableWebAudioCheck.h"
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#include "nsAutoPtr.h"
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#include "nsTArray.h"
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#include "AudioContext.h"
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#include "MediaStreamGraph.h"
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#include "WebAudioUtils.h"
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namespace mozilla {
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namespace dom {
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class AudioContext;
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class AudioBufferSourceNode;
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class AudioParam;
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class AudioParamTimeline;
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struct ThreeDPoint;
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template<class T>
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class SelfReference {
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public:
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SelfReference() : mHeld(false) {}
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~SelfReference()
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{
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NS_ASSERTION(!mHeld, "Forgot to drop the self reference?");
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}
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void Take(T* t)
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{
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if (!mHeld) {
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mHeld = true;
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t->AddRef();
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}
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}
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void Drop(T* t)
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{
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if (mHeld) {
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mHeld = false;
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t->Release();
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}
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}
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operator bool() const { return mHeld; }
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private:
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bool mHeld;
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};
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template<class T>
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class SelfCountedReference {
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public:
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SelfCountedReference() : mRefCnt(0) {}
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~SelfCountedReference()
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{
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NS_ASSERTION(mRefCnt == 0, "Forgot to drop the self reference?");
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}
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void Take(T* t)
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{
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if (mRefCnt++ == 0) {
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t->AddRef();
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}
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}
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void Drop(T* t)
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{
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if (mRefCnt > 0) {
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--mRefCnt;
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if (mRefCnt == 0) {
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t->Release();
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}
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}
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}
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void ForceDrop(T* t)
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{
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if (mRefCnt > 0) {
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mRefCnt = 0;
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t->Release();
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}
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}
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operator bool() const { return mRefCnt > 0; }
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private:
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nsrefcnt mRefCnt;
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};
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/**
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* The DOM object representing a Web Audio AudioNode.
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*
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* Each AudioNode has a MediaStream representing the actual
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* real-time processing and output of this AudioNode.
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*
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* We track the incoming and outgoing connections to other AudioNodes.
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* Outgoing connections have strong ownership. Also, AudioNodes that will
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* produce sound on their output even when they have silent or no input ask
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* the AudioContext to keep them alive until the context is finished.
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*/
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class AudioNode : public nsDOMEventTargetHelper,
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public EnableWebAudioCheck
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{
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protected:
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// You can only use refcounting to delete this object
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virtual ~AudioNode();
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public:
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AudioNode(AudioContext* aContext,
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uint32_t aChannelCount,
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ChannelCountMode aChannelCountMode,
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ChannelInterpretation aChannelInterpretation);
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// This should be idempotent (safe to call multiple times).
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virtual void DestroyMediaStream();
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(AudioNode,
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nsDOMEventTargetHelper)
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virtual AudioBufferSourceNode* AsAudioBufferSourceNode() {
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return nullptr;
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}
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AudioContext* GetParentObject() const
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{
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return mContext;
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}
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AudioContext* Context() const
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{
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return mContext;
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}
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virtual void Connect(AudioNode& aDestination, uint32_t aOutput,
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uint32_t aInput, ErrorResult& aRv);
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virtual void Connect(AudioParam& aDestination, uint32_t aOutput,
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ErrorResult& aRv);
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virtual void Disconnect(uint32_t aOutput, ErrorResult& aRv);
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// The following two virtual methods must be implemented by each node type
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// to provide their number of input and output ports. These numbers are
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// constant for the lifetime of the node. Both default to 1.
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virtual uint16_t NumberOfInputs() const { return 1; }
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virtual uint16_t NumberOfOutputs() const { return 1; }
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uint32_t ChannelCount() const { return mChannelCount; }
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virtual void SetChannelCount(uint32_t aChannelCount, ErrorResult& aRv)
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{
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if (aChannelCount == 0 ||
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aChannelCount > WebAudioUtils::MaxChannelCount) {
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aRv.Throw(NS_ERROR_DOM_NOT_SUPPORTED_ERR);
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return;
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}
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mChannelCount = aChannelCount;
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SendChannelMixingParametersToStream();
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}
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ChannelCountMode ChannelCountModeValue() const
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{
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return mChannelCountMode;
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}
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virtual void SetChannelCountModeValue(ChannelCountMode aMode, ErrorResult& aRv)
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{
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mChannelCountMode = aMode;
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SendChannelMixingParametersToStream();
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}
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ChannelInterpretation ChannelInterpretationValue() const
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{
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return mChannelInterpretation;
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}
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void SetChannelInterpretationValue(ChannelInterpretation aMode)
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{
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mChannelInterpretation = aMode;
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SendChannelMixingParametersToStream();
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}
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struct InputNode {
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~InputNode()
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{
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if (mStreamPort) {
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mStreamPort->Destroy();
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}
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}
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// Weak reference.
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AudioNode* mInputNode;
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nsRefPtr<MediaInputPort> mStreamPort;
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// The index of the input port this node feeds into.
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// This is not used for connections to AudioParams.
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uint32_t mInputPort;
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// The index of the output port this node comes out of.
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uint32_t mOutputPort;
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};
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MediaStream* Stream() { return mStream; }
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const nsTArray<InputNode>& InputNodes() const
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{
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return mInputNodes;
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}
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void RemoveOutputParam(AudioParam* aParam);
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virtual void NotifyInputConnected() {}
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// MarkActive() asks the context to keep the AudioNode alive until the
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// context is finished. This takes care of "playing" references and
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// "tail-time" references.
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void MarkActive() { Context()->RegisterActiveNode(this); }
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// Active nodes call MarkInactive() when they have finished producing sound
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// for the foreseeable future.
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// Do not call MarkInactive from a node destructor. If the destructor is
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// called, then the node is already inactive.
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// MarkInactive() may delete |this|.
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void MarkInactive() { Context()->UnregisterActiveNode(this); }
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private:
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friend class AudioBufferSourceNode;
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// This could possibly delete 'this'.
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void DisconnectFromGraph();
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protected:
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static void Callback(AudioNode* aNode) { /* not implemented */ }
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// Helpers for sending different value types to streams
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void SendDoubleParameterToStream(uint32_t aIndex, double aValue);
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void SendInt32ParameterToStream(uint32_t aIndex, int32_t aValue);
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void SendThreeDPointParameterToStream(uint32_t aIndex, const ThreeDPoint& aValue);
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void SendChannelMixingParametersToStream();
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static void SendTimelineParameterToStream(AudioNode* aNode, uint32_t aIndex,
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const AudioParamTimeline& aValue);
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private:
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nsRefPtr<AudioContext> mContext;
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protected:
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// Must be set in the constructor. Must not be null.
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// If MaxNumberOfInputs() is > 0, then mStream must be a ProcessedMediaStream.
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nsRefPtr<MediaStream> mStream;
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private:
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// For every InputNode, there is a corresponding entry in mOutputNodes of the
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// InputNode's mInputNode.
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nsTArray<InputNode> mInputNodes;
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// For every mOutputNode entry, there is a corresponding entry in mInputNodes
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// of the mOutputNode entry. We won't necessarily be able to identify the
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// exact matching entry, since mOutputNodes doesn't include the port
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// identifiers and the same node could be connected on multiple ports.
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nsTArray<nsRefPtr<AudioNode> > mOutputNodes;
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// For every mOutputParams entry, there is a corresponding entry in
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// AudioParam::mInputNodes of the mOutputParams entry. We won't necessarily be
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// able to identify the exact matching entry, since mOutputParams doesn't
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// include the port identifiers and the same node could be connected on
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// multiple ports.
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nsTArray<nsRefPtr<AudioParam> > mOutputParams;
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uint32_t mChannelCount;
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ChannelCountMode mChannelCountMode;
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ChannelInterpretation mChannelInterpretation;
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};
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}
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}
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#endif
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