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f2943090bd
There are still a handful that either are used with other runtimes, or that happen very early/late in cx the lifetime of various things where it doesn't necessarily make sense to have a cx on the stack. This should definitely ensure that we're not doing double-duty with the nsCxPusher change, though.
419 lines
14 KiB
C++
419 lines
14 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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#include "ScriptProcessorNode.h"
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#include "mozilla/dom/ScriptProcessorNodeBinding.h"
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#include "AudioBuffer.h"
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#include "AudioDestinationNode.h"
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#include "AudioNodeEngine.h"
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#include "AudioNodeStream.h"
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#include "AudioProcessingEvent.h"
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#include "WebAudioUtils.h"
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#include "nsCxPusher.h"
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#include "mozilla/Mutex.h"
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#include "mozilla/PodOperations.h"
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#include <deque>
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(ScriptProcessorNode)
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if (tmp->Context()) {
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tmp->Context()->UnregisterScriptProcessorNode(tmp);
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}
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END_INHERITED(AudioNode)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(ScriptProcessorNode, AudioNode)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(ScriptProcessorNode)
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NS_INTERFACE_MAP_END_INHERITING(AudioNode)
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NS_IMPL_ADDREF_INHERITED(ScriptProcessorNode, AudioNode)
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NS_IMPL_RELEASE_INHERITED(ScriptProcessorNode, AudioNode)
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// This class manages a queue of output buffers shared between
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// the main thread and the Media Stream Graph thread.
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class SharedBuffers
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{
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private:
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class OutputQueue
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{
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public:
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explicit OutputQueue(const char* aName)
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: mMutex(aName)
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{}
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Mutex& Lock() { return mMutex; }
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size_t ReadyToConsume() const
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{
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mMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(!NS_IsMainThread());
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return mBufferList.size();
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}
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// Produce one buffer
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AudioChunk& Produce()
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{
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mMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(NS_IsMainThread());
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mBufferList.push_back(AudioChunk());
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return mBufferList.back();
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}
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// Consumes one buffer.
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AudioChunk Consume()
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{
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mMutex.AssertCurrentThreadOwns();
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MOZ_ASSERT(!NS_IsMainThread());
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MOZ_ASSERT(ReadyToConsume() > 0);
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AudioChunk front = mBufferList.front();
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mBufferList.pop_front();
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return front;
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}
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private:
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typedef std::deque<AudioChunk> BufferList;
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// Synchronizes access to mBufferList. Note that it's the responsibility
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// of the callers to perform the required locking, and we assert that every
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// time we access mBufferList.
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Mutex mMutex;
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// The list representing the queue.
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BufferList mBufferList;
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};
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public:
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SharedBuffers()
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: mOutputQueue("SharedBuffers::outputQueue")
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, mDelaySoFar(TRACK_TICKS_MAX)
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{
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}
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// main thread
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void FinishProducingOutputBuffer(ThreadSharedFloatArrayBufferList* aBuffer,
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uint32_t aBufferSize)
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{
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MOZ_ASSERT(NS_IsMainThread());
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MutexAutoLock lock(mOutputQueue.Lock());
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for (uint32_t offset = 0; offset < aBufferSize; offset += WEBAUDIO_BLOCK_SIZE) {
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AudioChunk& chunk = mOutputQueue.Produce();
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if (aBuffer) {
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chunk.mDuration = WEBAUDIO_BLOCK_SIZE;
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chunk.mBuffer = aBuffer;
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chunk.mChannelData.SetLength(aBuffer->GetChannels());
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for (uint32_t i = 0; i < aBuffer->GetChannels(); ++i) {
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chunk.mChannelData[i] = aBuffer->GetData(i) + offset;
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}
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chunk.mVolume = 1.0f;
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chunk.mBufferFormat = AUDIO_FORMAT_FLOAT32;
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} else {
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chunk.SetNull(WEBAUDIO_BLOCK_SIZE);
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}
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}
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}
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// graph thread
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AudioChunk GetOutputBuffer()
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{
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MOZ_ASSERT(!NS_IsMainThread());
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AudioChunk buffer;
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{
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MutexAutoLock lock(mOutputQueue.Lock());
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if (mOutputQueue.ReadyToConsume() > 0) {
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if (mDelaySoFar == TRACK_TICKS_MAX) {
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mDelaySoFar = 0;
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}
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buffer = mOutputQueue.Consume();
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} else {
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// If we're out of buffers to consume, just output silence
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buffer.SetNull(WEBAUDIO_BLOCK_SIZE);
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if (mDelaySoFar != TRACK_TICKS_MAX) {
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// Remember the delay that we just hit
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mDelaySoFar += WEBAUDIO_BLOCK_SIZE;
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}
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}
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}
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return buffer;
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}
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TrackTicks DelaySoFar() const
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{
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MOZ_ASSERT(!NS_IsMainThread());
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return mDelaySoFar == TRACK_TICKS_MAX ? 0 : mDelaySoFar;
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}
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private:
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OutputQueue mOutputQueue;
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// How much delay we've seen so far. This measures the amount of delay
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// caused by the main thread lagging behind in producing output buffers.
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// TRACK_TICKS_MAX means that we have not received our first buffer yet.
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TrackTicks mDelaySoFar;
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};
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class ScriptProcessorNodeEngine : public AudioNodeEngine
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{
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public:
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typedef nsAutoTArray<nsAutoArrayPtr<float>, 2> InputChannels;
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ScriptProcessorNodeEngine(ScriptProcessorNode* aNode,
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AudioDestinationNode* aDestination,
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uint32_t aBufferSize,
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uint32_t aNumberOfInputChannels)
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: AudioNodeEngine(aNode)
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, mSharedBuffers(aNode->GetSharedBuffers())
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, mSource(nullptr)
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, mDestination(static_cast<AudioNodeStream*> (aDestination->Stream()))
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, mBufferSize(aBufferSize)
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, mDefaultNumberOfInputChannels(aNumberOfInputChannels)
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, mInputWriteIndex(0)
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, mSeenNonSilenceInput(false)
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{
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}
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void SetSourceStream(AudioNodeStream* aSource)
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{
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mSource = aSource;
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}
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virtual void ProduceAudioBlock(AudioNodeStream* aStream,
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const AudioChunk& aInput,
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AudioChunk* aOutput,
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bool* aFinished) MOZ_OVERRIDE
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{
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MutexAutoLock lock(NodeMutex());
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// If our node is dead, just output silence.
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if (!Node()) {
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aOutput->SetNull(WEBAUDIO_BLOCK_SIZE);
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return;
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}
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EnsureInputChannels(aInput.mChannelData.Length());
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// First, record our input buffer
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for (uint32_t i = 0; i < mInputChannels.Length(); ++i) {
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if (aInput.IsNull()) {
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PodZero(mInputChannels[i] + mInputWriteIndex,
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aInput.GetDuration());
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} else {
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mSeenNonSilenceInput = true;
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MOZ_ASSERT(aInput.GetDuration() == WEBAUDIO_BLOCK_SIZE, "sanity check");
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AudioBlockCopyChannelWithScale(static_cast<const float*>(aInput.mChannelData[i]),
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aInput.mVolume,
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mInputChannels[i] + mInputWriteIndex);
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}
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}
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mInputWriteIndex += aInput.GetDuration();
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// Now, see if we have data to output
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// Note that we need to do this before sending the buffer to the main
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// thread so that our delay time is updated.
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*aOutput = mSharedBuffers->GetOutputBuffer();
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if (mInputWriteIndex >= mBufferSize) {
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SendBuffersToMainThread(aStream);
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mInputWriteIndex -= mBufferSize;
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mSeenNonSilenceInput = false;
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AllocateInputBlock();
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}
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}
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private:
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void AllocateInputBlock()
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{
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for (unsigned i = 0; i < mInputChannels.Length(); ++i) {
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if (!mInputChannels[i]) {
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mInputChannels[i] = new float[mBufferSize];
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}
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}
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}
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void EnsureInputChannels(uint32_t aNumberOfChannels)
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{
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if (aNumberOfChannels == 0) {
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aNumberOfChannels = mDefaultNumberOfInputChannels;
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}
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if (mInputChannels.Length() == 0) {
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mInputChannels.SetLength(aNumberOfChannels);
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AllocateInputBlock();
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} else if (aNumberOfChannels < mInputChannels.Length()) {
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mInputChannels.SetLength(aNumberOfChannels);
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} else if (aNumberOfChannels > mInputChannels.Length()) {
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uint32_t oldLength = mInputChannels.Length();
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mInputChannels.SetLength(aNumberOfChannels);
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for (uint32_t i = oldLength; i < aNumberOfChannels; ++i) {
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mInputChannels[i] = new float[mBufferSize];
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}
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}
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}
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void SendBuffersToMainThread(AudioNodeStream* aStream)
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{
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MOZ_ASSERT(!NS_IsMainThread());
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// we now have a full input buffer ready to be sent to the main thread.
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TrackTicks playbackTick = mSource->GetCurrentPosition();
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// Add the duration of the current sample
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playbackTick += WEBAUDIO_BLOCK_SIZE;
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// Add the delay caused by the main thread
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playbackTick += mSharedBuffers->DelaySoFar();
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// Compute the playback time in the coordinate system of the destination
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double playbackTime =
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WebAudioUtils::StreamPositionToDestinationTime(playbackTick,
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mSource,
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mDestination);
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class Command : public nsRunnable
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{
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public:
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Command(AudioNodeStream* aStream,
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InputChannels& aInputChannels,
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double aPlaybackTime,
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bool aNullInput)
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: mStream(aStream)
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, mPlaybackTime(aPlaybackTime)
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, mNullInput(aNullInput)
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{
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mInputChannels.SetLength(aInputChannels.Length());
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if (!aNullInput) {
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for (uint32_t i = 0; i < mInputChannels.Length(); ++i) {
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mInputChannels[i] = aInputChannels[i].forget();
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}
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}
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}
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NS_IMETHODIMP Run()
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{
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// If it's not safe to run scripts right now, schedule this to run later
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if (!nsContentUtils::IsSafeToRunScript()) {
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nsContentUtils::AddScriptRunner(this);
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return NS_OK;
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}
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nsRefPtr<ScriptProcessorNode> node;
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{
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// No need to keep holding the lock for the whole duration of this
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// function, since we're holding a strong reference to it, so if
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// we can obtain the reference, we will hold the node alive in
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// this function.
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MutexAutoLock lock(mStream->Engine()->NodeMutex());
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node = static_cast<ScriptProcessorNode*>(mStream->Engine()->Node());
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}
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if (!node || !node->Context()) {
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return NS_OK;
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}
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AutoPushJSContext cx(node->Context()->GetJSContext());
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if (cx) {
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// Create the input buffer
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nsRefPtr<AudioBuffer> inputBuffer;
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if (!mNullInput) {
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inputBuffer = new AudioBuffer(node->Context(),
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node->BufferSize(),
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node->Context()->SampleRate());
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if (!inputBuffer->InitializeBuffers(mInputChannels.Length(), cx)) {
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return NS_OK;
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}
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// Put the channel data inside it
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for (uint32_t i = 0; i < mInputChannels.Length(); ++i) {
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inputBuffer->SetRawChannelContents(cx, i, mInputChannels[i]);
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}
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}
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// Ask content to produce data in the output buffer
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// Note that we always avoid creating the output buffer here, and we try to
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// avoid creating the input buffer as well. The AudioProcessingEvent class
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// knows how to lazily create them if needed once the script tries to access
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// them. Otherwise, we may be able to get away without creating them!
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nsRefPtr<AudioProcessingEvent> event = new AudioProcessingEvent(node, nullptr, nullptr);
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event->InitEvent(inputBuffer,
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mInputChannels.Length(),
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mPlaybackTime);
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node->DispatchTrustedEvent(event);
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// Steal the output buffers
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nsRefPtr<ThreadSharedFloatArrayBufferList> output;
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if (event->HasOutputBuffer()) {
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output = event->OutputBuffer()->GetThreadSharedChannelsForRate(cx);
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}
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// Append it to our output buffer queue
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node->GetSharedBuffers()->FinishProducingOutputBuffer(output, node->BufferSize());
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}
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return NS_OK;
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}
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private:
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nsRefPtr<AudioNodeStream> mStream;
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InputChannels mInputChannels;
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double mPlaybackTime;
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bool mNullInput;
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};
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NS_DispatchToMainThread(new Command(aStream, mInputChannels,
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playbackTime,
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!mSeenNonSilenceInput));
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}
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friend class ScriptProcessorNode;
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SharedBuffers* mSharedBuffers;
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AudioNodeStream* mSource;
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AudioNodeStream* mDestination;
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InputChannels mInputChannels;
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const uint32_t mBufferSize;
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const uint32_t mDefaultNumberOfInputChannels;
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// The write index into the current input buffer
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uint32_t mInputWriteIndex;
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bool mSeenNonSilenceInput;
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};
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ScriptProcessorNode::ScriptProcessorNode(AudioContext* aContext,
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uint32_t aBufferSize,
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uint32_t aNumberOfInputChannels,
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uint32_t aNumberOfOutputChannels)
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: AudioNode(aContext,
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aNumberOfInputChannels,
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mozilla::dom::ChannelCountMode::Explicit,
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mozilla::dom::ChannelInterpretation::Speakers)
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, mSharedBuffers(new SharedBuffers())
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, mBufferSize(aBufferSize ?
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aBufferSize : // respect what the web developer requested
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4096) // choose our own buffer size -- 4KB for now
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, mNumberOfOutputChannels(aNumberOfOutputChannels)
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{
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MOZ_ASSERT(BufferSize() % WEBAUDIO_BLOCK_SIZE == 0, "Invalid buffer size");
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ScriptProcessorNodeEngine* engine =
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new ScriptProcessorNodeEngine(this,
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aContext->Destination(),
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BufferSize(),
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aNumberOfInputChannels);
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mStream = aContext->Graph()->CreateAudioNodeStream(engine, MediaStreamGraph::INTERNAL_STREAM);
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engine->SetSourceStream(static_cast<AudioNodeStream*> (mStream.get()));
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}
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ScriptProcessorNode::~ScriptProcessorNode()
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{
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if (Context()) {
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Context()->UnregisterScriptProcessorNode(this);
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}
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}
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JSObject*
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ScriptProcessorNode::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aScope)
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{
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return ScriptProcessorNodeBinding::Wrap(aCx, aScope, this);
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}
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}
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}
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