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/*
* Copyright (C) 2012, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "AudioBus.h"
#include <wtf/HashSet.h>
#include <wtf/Vector.h>
#include <wtf/WeakPtr.h>
namespace WebCore {
class BaseAudioContext;
class AudioNodeOutput;
// An AudioSummingJunction represents a point where zero, one, or more AudioNodeOutputs connect.
class AudioSummingJunction {
public:
explicit AudioSummingJunction(BaseAudioContext&);
virtual ~AudioSummingJunction();
// Can be called from any thread.
BaseAudioContext* context() { return m_context.get(); }
const BaseAudioContext* context() const { return m_context.get(); }
// This copies m_outputs to m_renderingOutputs. Please see comments for these lists below.
// This must be called when we own the context's graph lock in the audio thread at the very start or end of the render quantum.
void updateRenderingState();
// Rendering code accesses its version of the current connections here.
unsigned numberOfRenderingConnections() const { return m_renderingOutputs.size(); }
AudioNodeOutput* renderingOutput(unsigned i) { return m_renderingOutputs[i]; }
const AudioNodeOutput* renderingOutput(unsigned i) const { return m_renderingOutputs[i]; }
bool isConnected() const { return numberOfRenderingConnections() > 0; }
virtual bool canUpdateState() = 0;
virtual void didUpdate() = 0;
bool addOutput(AudioNodeOutput&);
bool removeOutput(AudioNodeOutput&);
void markRenderingStateAsDirty();
protected:
WeakPtr<BaseAudioContext> m_context;
// numberOfConnections() should never be called from the audio rendering thread.
// Instead numberOfRenderingConnections() and renderingOutput() should be used.
unsigned numberOfConnections() const { return m_outputs.size(); }
unsigned maximumNumberOfChannels() const;
// m_renderingOutputs is a copy of m_outputs which will never be modified during the graph rendering on the audio thread.
// This is the list which is used by the rendering code.
// Whenever m_outputs is modified, the context is told so it can later update m_renderingOutputs from m_outputs at a safe time.
// Most of the time, m_renderingOutputs is identical to m_outputs.
Vector<AudioNodeOutput*> m_renderingOutputs;
// m_renderingStateNeedUpdating keeps track if m_outputs is modified.
bool m_renderingStateNeedUpdating { false };
private:
// m_outputs contains the AudioNodeOutputs representing current connections which are not disabled.
// The rendering code should never use this directly, but instead uses m_renderingOutputs.
HashSet<AudioNodeOutput*> m_outputs;
Vector<AudioNodeOutput*> m_pendingRenderingOutputs;
};
} // namespace WebCore