content/media/webaudio/blink/ReverbConvolver.cpp

Thu, 22 Jan 2015 13:21:57 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Thu, 22 Jan 2015 13:21:57 +0100
branch
TOR_BUG_9701
changeset 15
b8a032363ba2
permissions
-rw-r--r--

Incorporate requested changes from Mozilla in review:
https://bugzilla.mozilla.org/show_bug.cgi?id=1123480#c6

michael@0 1 /*
michael@0 2 * Copyright (C) 2010 Google Inc. All rights reserved.
michael@0 3 *
michael@0 4 * Redistribution and use in source and binary forms, with or without
michael@0 5 * modification, are permitted provided that the following conditions
michael@0 6 * are met:
michael@0 7 *
michael@0 8 * 1. Redistributions of source code must retain the above copyright
michael@0 9 * notice, this list of conditions and the following disclaimer.
michael@0 10 * 2. Redistributions in binary form must reproduce the above copyright
michael@0 11 * notice, this list of conditions and the following disclaimer in the
michael@0 12 * documentation and/or other materials provided with the distribution.
michael@0 13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
michael@0 14 * its contributors may be used to endorse or promote products derived
michael@0 15 * from this software without specific prior written permission.
michael@0 16 *
michael@0 17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
michael@0 18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
michael@0 19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
michael@0 20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
michael@0 21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
michael@0 22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
michael@0 23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
michael@0 24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
michael@0 25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
michael@0 26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
michael@0 27 */
michael@0 28
michael@0 29 #include "ReverbConvolver.h"
michael@0 30 #include "ReverbConvolverStage.h"
michael@0 31
michael@0 32 using namespace mozilla;
michael@0 33
michael@0 34 template<>
michael@0 35 struct RunnableMethodTraits<WebCore::ReverbConvolver>
michael@0 36 {
michael@0 37 static void RetainCallee(WebCore::ReverbConvolver* obj) {}
michael@0 38 static void ReleaseCallee(WebCore::ReverbConvolver* obj) {}
michael@0 39 };
michael@0 40
michael@0 41 namespace WebCore {
michael@0 42
michael@0 43 const int InputBufferSize = 8 * 16384;
michael@0 44
michael@0 45 // We only process the leading portion of the impulse response in the real-time thread. We don't exceed this length.
michael@0 46 // It turns out then, that the background thread has about 278msec of scheduling slop.
michael@0 47 // Empirically, this has been found to be a good compromise between giving enough time for scheduling slop,
michael@0 48 // while still minimizing the amount of processing done in the primary (high-priority) thread.
michael@0 49 // This was found to be a good value on Mac OS X, and may work well on other platforms as well, assuming
michael@0 50 // the very rough scheduling latencies are similar on these time-scales. Of course, this code may need to be
michael@0 51 // tuned for individual platforms if this assumption is found to be incorrect.
michael@0 52 const size_t RealtimeFrameLimit = 8192 + 4096; // ~278msec @ 44.1KHz
michael@0 53
michael@0 54 const size_t MinFFTSize = 128;
michael@0 55 const size_t MaxRealtimeFFTSize = 2048;
michael@0 56
michael@0 57 ReverbConvolver::ReverbConvolver(const float* impulseResponseData, size_t impulseResponseLength, size_t renderSliceSize, size_t maxFFTSize, size_t convolverRenderPhase, bool useBackgroundThreads)
michael@0 58 : m_impulseResponseLength(impulseResponseLength)
michael@0 59 , m_accumulationBuffer(impulseResponseLength + renderSliceSize)
michael@0 60 , m_inputBuffer(InputBufferSize)
michael@0 61 , m_minFFTSize(MinFFTSize) // First stage will have this size - successive stages will double in size each time
michael@0 62 , m_maxFFTSize(maxFFTSize) // until we hit m_maxFFTSize
michael@0 63 , m_backgroundThread("ConvolverWorker")
michael@0 64 , m_backgroundThreadCondition(&m_backgroundThreadLock)
michael@0 65 , m_useBackgroundThreads(useBackgroundThreads)
michael@0 66 , m_wantsToExit(false)
michael@0 67 , m_moreInputBuffered(false)
michael@0 68 {
michael@0 69 // If we are using background threads then don't exceed this FFT size for the
michael@0 70 // stages which run in the real-time thread. This avoids having only one or two
michael@0 71 // large stages (size 16384 or so) at the end which take a lot of time every several
michael@0 72 // processing slices. This way we amortize the cost over more processing slices.
michael@0 73 m_maxRealtimeFFTSize = MaxRealtimeFFTSize;
michael@0 74
michael@0 75 // For the moment, a good way to know if we have real-time constraint is to check if we're using background threads.
michael@0 76 // Otherwise, assume we're being run from a command-line tool.
michael@0 77 bool hasRealtimeConstraint = useBackgroundThreads;
michael@0 78
michael@0 79 const float* response = impulseResponseData;
michael@0 80 size_t totalResponseLength = impulseResponseLength;
michael@0 81
michael@0 82 // The total latency is zero because the direct-convolution is used in the leading portion.
michael@0 83 size_t reverbTotalLatency = 0;
michael@0 84
michael@0 85 size_t stageOffset = 0;
michael@0 86 int i = 0;
michael@0 87 size_t fftSize = m_minFFTSize;
michael@0 88 while (stageOffset < totalResponseLength) {
michael@0 89 size_t stageSize = fftSize / 2;
michael@0 90
michael@0 91 // For the last stage, it's possible that stageOffset is such that we're straddling the end
michael@0 92 // of the impulse response buffer (if we use stageSize), so reduce the last stage's length...
michael@0 93 if (stageSize + stageOffset > totalResponseLength)
michael@0 94 stageSize = totalResponseLength - stageOffset;
michael@0 95
michael@0 96 // This "staggers" the time when each FFT happens so they don't all happen at the same time
michael@0 97 int renderPhase = convolverRenderPhase + i * renderSliceSize;
michael@0 98
michael@0 99 bool useDirectConvolver = !stageOffset;
michael@0 100
michael@0 101 nsAutoPtr<ReverbConvolverStage> stage(new ReverbConvolverStage(response, totalResponseLength, reverbTotalLatency, stageOffset, stageSize, fftSize, renderPhase, renderSliceSize, &m_accumulationBuffer, useDirectConvolver));
michael@0 102
michael@0 103 bool isBackgroundStage = false;
michael@0 104
michael@0 105 if (this->useBackgroundThreads() && stageOffset > RealtimeFrameLimit) {
michael@0 106 m_backgroundStages.AppendElement(stage.forget());
michael@0 107 isBackgroundStage = true;
michael@0 108 } else
michael@0 109 m_stages.AppendElement(stage.forget());
michael@0 110
michael@0 111 stageOffset += stageSize;
michael@0 112 ++i;
michael@0 113
michael@0 114 if (!useDirectConvolver) {
michael@0 115 // Figure out next FFT size
michael@0 116 fftSize *= 2;
michael@0 117 }
michael@0 118
michael@0 119 if (hasRealtimeConstraint && !isBackgroundStage && fftSize > m_maxRealtimeFFTSize)
michael@0 120 fftSize = m_maxRealtimeFFTSize;
michael@0 121 if (fftSize > m_maxFFTSize)
michael@0 122 fftSize = m_maxFFTSize;
michael@0 123 }
michael@0 124
michael@0 125 // Start up background thread
michael@0 126 // FIXME: would be better to up the thread priority here. It doesn't need to be real-time, but higher than the default...
michael@0 127 if (this->useBackgroundThreads() && m_backgroundStages.Length() > 0) {
michael@0 128 if (!m_backgroundThread.Start()) {
michael@0 129 NS_WARNING("Cannot start convolver thread.");
michael@0 130 return;
michael@0 131 }
michael@0 132 CancelableTask* task = NewRunnableMethod(this, &ReverbConvolver::backgroundThreadEntry);
michael@0 133 m_backgroundThread.message_loop()->PostTask(FROM_HERE, task);
michael@0 134 }
michael@0 135 }
michael@0 136
michael@0 137 ReverbConvolver::~ReverbConvolver()
michael@0 138 {
michael@0 139 // Wait for background thread to stop
michael@0 140 if (useBackgroundThreads() && m_backgroundThread.IsRunning()) {
michael@0 141 m_wantsToExit = true;
michael@0 142
michael@0 143 // Wake up thread so it can return
michael@0 144 {
michael@0 145 AutoLock locker(m_backgroundThreadLock);
michael@0 146 m_moreInputBuffered = true;
michael@0 147 m_backgroundThreadCondition.Signal();
michael@0 148 }
michael@0 149
michael@0 150 m_backgroundThread.Stop();
michael@0 151 }
michael@0 152 }
michael@0 153
michael@0 154 size_t ReverbConvolver::sizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf) const
michael@0 155 {
michael@0 156 size_t amount = aMallocSizeOf(this);
michael@0 157 amount += m_stages.SizeOfExcludingThis(aMallocSizeOf);
michael@0 158 for (size_t i = 0; i < m_stages.Length(); i++) {
michael@0 159 if (m_stages[i]) {
michael@0 160 amount += m_stages[i]->sizeOfIncludingThis(aMallocSizeOf);
michael@0 161 }
michael@0 162 }
michael@0 163
michael@0 164 amount += m_backgroundStages.SizeOfExcludingThis(aMallocSizeOf);
michael@0 165 for (size_t i = 0; i < m_backgroundStages.Length(); i++) {
michael@0 166 if (m_backgroundStages[i]) {
michael@0 167 amount += m_backgroundStages[i]->sizeOfIncludingThis(aMallocSizeOf);
michael@0 168 }
michael@0 169 }
michael@0 170
michael@0 171 // NB: The buffer sizes are static, so even though they might be accessed
michael@0 172 // in another thread it's safe to measure them.
michael@0 173 amount += m_accumulationBuffer.sizeOfExcludingThis(aMallocSizeOf);
michael@0 174 amount += m_inputBuffer.sizeOfExcludingThis(aMallocSizeOf);
michael@0 175
michael@0 176 // Possible future measurements:
michael@0 177 // - m_backgroundThread
michael@0 178 // - m_backgroundThreadLock
michael@0 179 // - m_backgroundThreadCondition
michael@0 180 return amount;
michael@0 181 }
michael@0 182
michael@0 183 void ReverbConvolver::backgroundThreadEntry()
michael@0 184 {
michael@0 185 while (!m_wantsToExit) {
michael@0 186 // Wait for realtime thread to give us more input
michael@0 187 m_moreInputBuffered = false;
michael@0 188 {
michael@0 189 AutoLock locker(m_backgroundThreadLock);
michael@0 190 while (!m_moreInputBuffered && !m_wantsToExit)
michael@0 191 m_backgroundThreadCondition.Wait();
michael@0 192 }
michael@0 193
michael@0 194 // Process all of the stages until their read indices reach the input buffer's write index
michael@0 195 int writeIndex = m_inputBuffer.writeIndex();
michael@0 196
michael@0 197 // Even though it doesn't seem like every stage needs to maintain its own version of readIndex
michael@0 198 // we do this in case we want to run in more than one background thread.
michael@0 199 int readIndex;
michael@0 200
michael@0 201 while ((readIndex = m_backgroundStages[0]->inputReadIndex()) != writeIndex) { // FIXME: do better to detect buffer overrun...
michael@0 202 // The ReverbConvolverStages need to process in amounts which evenly divide half the FFT size
michael@0 203 const int SliceSize = MinFFTSize / 2;
michael@0 204
michael@0 205 // Accumulate contributions from each stage
michael@0 206 for (size_t i = 0; i < m_backgroundStages.Length(); ++i)
michael@0 207 m_backgroundStages[i]->processInBackground(this, SliceSize);
michael@0 208 }
michael@0 209 }
michael@0 210 }
michael@0 211
michael@0 212 void ReverbConvolver::process(const float* sourceChannelData, size_t sourceChannelLength,
michael@0 213 float* destinationChannelData, size_t destinationChannelLength,
michael@0 214 size_t framesToProcess)
michael@0 215 {
michael@0 216 bool isSafe = sourceChannelData && destinationChannelData && sourceChannelLength >= framesToProcess && destinationChannelLength >= framesToProcess;
michael@0 217 MOZ_ASSERT(isSafe);
michael@0 218 if (!isSafe)
michael@0 219 return;
michael@0 220
michael@0 221 const float* source = sourceChannelData;
michael@0 222 float* destination = destinationChannelData;
michael@0 223 bool isDataSafe = source && destination;
michael@0 224 MOZ_ASSERT(isDataSafe);
michael@0 225 if (!isDataSafe)
michael@0 226 return;
michael@0 227
michael@0 228 // Feed input buffer (read by all threads)
michael@0 229 m_inputBuffer.write(source, framesToProcess);
michael@0 230
michael@0 231 // Accumulate contributions from each stage
michael@0 232 for (size_t i = 0; i < m_stages.Length(); ++i)
michael@0 233 m_stages[i]->process(source, framesToProcess);
michael@0 234
michael@0 235 // Finally read from accumulation buffer
michael@0 236 m_accumulationBuffer.readAndClear(destination, framesToProcess);
michael@0 237
michael@0 238 // Now that we've buffered more input, wake up our background thread.
michael@0 239
michael@0 240 // Not using a MutexLocker looks strange, but we use a tryLock() instead because this is run on the real-time
michael@0 241 // thread where it is a disaster for the lock to be contended (causes audio glitching). It's OK if we fail to
michael@0 242 // signal from time to time, since we'll get to it the next time we're called. We're called repeatedly
michael@0 243 // and frequently (around every 3ms). The background thread is processing well into the future and has a considerable amount of
michael@0 244 // leeway here...
michael@0 245 if (m_backgroundThreadLock.Try()) {
michael@0 246 m_moreInputBuffered = true;
michael@0 247 m_backgroundThreadCondition.Signal();
michael@0 248 m_backgroundThreadLock.Release();
michael@0 249 }
michael@0 250 }
michael@0 251
michael@0 252 void ReverbConvolver::reset()
michael@0 253 {
michael@0 254 for (size_t i = 0; i < m_stages.Length(); ++i)
michael@0 255 m_stages[i]->reset();
michael@0 256
michael@0 257 for (size_t i = 0; i < m_backgroundStages.Length(); ++i)
michael@0 258 m_backgroundStages[i]->reset();
michael@0 259
michael@0 260 m_accumulationBuffer.reset();
michael@0 261 m_inputBuffer.reset();
michael@0 262 }
michael@0 263
michael@0 264 size_t ReverbConvolver::latencyFrames() const
michael@0 265 {
michael@0 266 return 0;
michael@0 267 }
michael@0 268
michael@0 269 } // namespace WebCore

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