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ReverbConvolver.cpp (11382B)


      1 /*
      2 * Copyright (C) 2010 Google Inc. All rights reserved.
      3 *
      4 * Redistribution and use in source and binary forms, with or without
      5 * modification, are permitted provided that the following conditions
      6 * are met:
      7 *
      8 * 1.  Redistributions of source code must retain the above copyright
      9 *     notice, this list of conditions and the following disclaimer.
     10 * 2.  Redistributions in binary form must reproduce the above copyright
     11 *     notice, this list of conditions and the following disclaimer in the
     12 *     documentation and/or other materials provided with the distribution.
     13 * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
     14 *     its contributors may be used to endorse or promote products derived
     15 *     from this software without specific prior written permission.
     16 *
     17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
     18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
     20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
     21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
     22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
     23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
     24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
     26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     27 */
     28 
     29 #include "ReverbConvolver.h"
     30 
     31 #include "ReverbConvolverStage.h"
     32 
     33 using namespace mozilla;
     34 
     35 namespace WebCore {
     36 
     37 const int InputBufferSize = 8 * 16384;
     38 
     39 // We only process the leading portion of the impulse response in the real-time
     40 // thread.  We don't exceed this length. It turns out then, that the background
     41 // thread has about 278msec of scheduling slop. Empirically, this has been found
     42 // to be a good compromise between giving enough time for scheduling slop, while
     43 // still minimizing the amount of processing done in the primary (high-priority)
     44 // thread. This was found to be a good value on Mac OS X, and may work well on
     45 // other platforms as well, assuming the very rough scheduling latencies are
     46 // similar on these time-scales.  Of course, this code may need to be tuned for
     47 // individual platforms if this assumption is found to be incorrect.
     48 const size_t RealtimeFrameLimit = 8192 + 4096  // ~278msec @ 44.1KHz
     49                                  - WEBAUDIO_BLOCK_SIZE;
     50 // First stage will have size MinFFTSize - successive stages will double in
     51 // size each time until we hit the maximum size.
     52 const size_t MinFFTSize = 256;
     53 // If we are using background threads then don't exceed this FFT size for the
     54 // stages which run in the real-time thread.  This avoids having only one or
     55 // two large stages (size 16384 or so) at the end which take a lot of time
     56 // every several processing slices.  This way we amortize the cost over more
     57 // processing slices.
     58 const size_t MaxRealtimeFFTSize = 4096;
     59 
     60 ReverbConvolver::ReverbConvolver(const float* impulseResponseData,
     61                                 size_t impulseResponseLength,
     62                                 size_t maxFFTSize, size_t convolverRenderPhase,
     63                                 bool useBackgroundThreads,
     64                                 bool* aAllocationFailure)
     65    : m_impulseResponseLength(impulseResponseLength),
     66      m_inputBuffer(InputBufferSize),
     67      m_backgroundThread("ConvolverWorker"),
     68      m_backgroundThreadMonitor("ConvolverMonitor"),
     69      m_useBackgroundThreads(useBackgroundThreads),
     70      m_wantsToExit(false),
     71      m_moreInputBuffered(false) {
     72  *aAllocationFailure = !m_accumulationBuffer.allocate(impulseResponseLength +
     73                                                       WEBAUDIO_BLOCK_SIZE);
     74  if (*aAllocationFailure) {
     75    return;
     76  }
     77  // For the moment, a good way to know if we have real-time constraint is to
     78  // check if we're using background threads. Otherwise, assume we're being run
     79  // from a command-line tool.
     80  bool hasRealtimeConstraint = useBackgroundThreads;
     81 
     82  const float* response = impulseResponseData;
     83  size_t totalResponseLength = impulseResponseLength;
     84 
     85  // The total latency is zero because the first FFT stage is small enough
     86  // to return output in the first block.
     87  size_t reverbTotalLatency = 0;
     88 
     89  size_t stageOffset = 0;
     90  size_t stagePhase = 0;
     91  size_t fftSize = MinFFTSize;
     92  while (stageOffset < totalResponseLength) {
     93    size_t stageSize = fftSize / 2;
     94 
     95    // For the last stage, it's possible that stageOffset is such that we're
     96    // straddling the end of the impulse response buffer (if we use stageSize),
     97    // so reduce the last stage's length...
     98    if (stageSize + stageOffset > totalResponseLength) {
     99      stageSize = totalResponseLength - stageOffset;
    100      // Use smallest FFT that is large enough to cover the last stage.
    101      fftSize = MinFFTSize;
    102      while (stageSize * 2 > fftSize) {
    103        fftSize *= 2;
    104      }
    105    }
    106 
    107    // This "staggers" the time when each FFT happens so they don't all happen
    108    // at the same time
    109    int renderPhase = convolverRenderPhase + stagePhase;
    110 
    111    UniquePtr<ReverbConvolverStage> stage(new ReverbConvolverStage(
    112        response, totalResponseLength, reverbTotalLatency, stageOffset,
    113        stageSize, fftSize, renderPhase, &m_accumulationBuffer));
    114 
    115    bool isBackgroundStage = false;
    116 
    117    if (this->useBackgroundThreads() && stageOffset > RealtimeFrameLimit) {
    118      m_backgroundStages.AppendElement(std::move(stage));
    119      isBackgroundStage = true;
    120    } else
    121      m_stages.AppendElement(std::move(stage));
    122 
    123    // Figure out next FFT size
    124    fftSize *= 2;
    125 
    126    stageOffset += stageSize;
    127 
    128    if (hasRealtimeConstraint && !isBackgroundStage &&
    129        fftSize > MaxRealtimeFFTSize) {
    130      fftSize = MaxRealtimeFFTSize;
    131      // Custom phase positions for all but the first of the realtime
    132      // stages of largest size.  These spread out the work of the
    133      // larger realtime stages.  None of the FFTs of size 1024, 2048 or
    134      // 4096 are performed when processing the same block.  The first
    135      // MaxRealtimeFFTSize = 4096 stage, at the end of the doubling,
    136      // performs its FFT at block 7.  The FFTs of size 2048 are
    137      // performed in blocks 3 + 8 * n and size 1024 at 1 + 4 * n.
    138      const uint32_t phaseLookup[] = {14, 0, 10, 4};
    139      stagePhase = WEBAUDIO_BLOCK_SIZE *
    140                   phaseLookup[m_stages.Length() % std::size(phaseLookup)];
    141    } else if (fftSize > maxFFTSize) {
    142      fftSize = maxFFTSize;
    143      // A prime offset spreads out FFTs in a way that all
    144      // available phase positions will be used if there are sufficient
    145      // stages.
    146      stagePhase += 5 * WEBAUDIO_BLOCK_SIZE;
    147    } else if (stageSize > WEBAUDIO_BLOCK_SIZE) {
    148      // As the stages are doubling in size, the next FFT will occur
    149      // mid-way between FFTs for this stage.
    150      stagePhase = stageSize - WEBAUDIO_BLOCK_SIZE;
    151    }
    152  }
    153 
    154  // Start up background thread
    155  // FIXME: would be better to up the thread priority here.  It doesn't need to
    156  // be real-time, but higher than the default...
    157  if (this->useBackgroundThreads() && m_backgroundStages.Length() > 0) {
    158    if (!m_backgroundThread.Start()) {
    159      NS_WARNING("Cannot start convolver thread.");
    160      return;
    161    }
    162    m_backgroundThread.message_loop()->PostTask(NewNonOwningRunnableMethod(
    163        "WebCore::ReverbConvolver::backgroundThreadEntry", this,
    164        &ReverbConvolver::backgroundThreadEntry));
    165  }
    166 }
    167 
    168 ReverbConvolver::~ReverbConvolver() {
    169  // Wait for background thread to stop
    170  if (useBackgroundThreads() && m_backgroundThread.IsRunning()) {
    171    m_wantsToExit = true;
    172 
    173    // Wake up thread so it can return
    174    {
    175      MonitorAutoLock locker(m_backgroundThreadMonitor);
    176      m_moreInputBuffered = true;
    177      m_backgroundThreadMonitor.Notify();
    178    }
    179 
    180    m_backgroundThread.Stop();
    181  }
    182 }
    183 
    184 size_t ReverbConvolver::sizeOfIncludingThis(
    185    mozilla::MallocSizeOf aMallocSizeOf) const {
    186  size_t amount = aMallocSizeOf(this);
    187  amount += m_stages.ShallowSizeOfExcludingThis(aMallocSizeOf);
    188  for (size_t i = 0; i < m_stages.Length(); i++) {
    189    if (m_stages[i]) {
    190      amount += m_stages[i]->sizeOfIncludingThis(aMallocSizeOf);
    191    }
    192  }
    193 
    194  amount += m_backgroundStages.ShallowSizeOfExcludingThis(aMallocSizeOf);
    195  for (size_t i = 0; i < m_backgroundStages.Length(); i++) {
    196    if (m_backgroundStages[i]) {
    197      amount += m_backgroundStages[i]->sizeOfIncludingThis(aMallocSizeOf);
    198    }
    199  }
    200 
    201  // NB: The buffer sizes are static, so even though they might be accessed
    202  //     in another thread it's safe to measure them.
    203  amount += m_accumulationBuffer.sizeOfExcludingThis(aMallocSizeOf);
    204  amount += m_inputBuffer.sizeOfExcludingThis(aMallocSizeOf);
    205 
    206  // Possible future measurements:
    207  // - m_backgroundThread
    208  // - m_backgroundThreadMonitor
    209  return amount;
    210 }
    211 
    212 void ReverbConvolver::backgroundThreadEntry() {
    213  while (!m_wantsToExit) {
    214    // Wait for realtime thread to give us more input
    215    m_moreInputBuffered = false;
    216    {
    217      MonitorAutoLock locker(m_backgroundThreadMonitor);
    218      while (!m_moreInputBuffered && !m_wantsToExit)
    219        m_backgroundThreadMonitor.Wait();
    220    }
    221 
    222    // Process all of the stages until their read indices reach the input
    223    // buffer's write index
    224    int writeIndex = m_inputBuffer.writeIndex();
    225 
    226    // Even though it doesn't seem like every stage needs to maintain its own
    227    // version of readIndex we do this in case we want to run in more than one
    228    // background thread.
    229    int readIndex;
    230 
    231    while ((readIndex = m_backgroundStages[0]->inputReadIndex()) !=
    232           writeIndex) {  // FIXME: do better to detect buffer overrun...
    233      // Accumulate contributions from each stage
    234      for (size_t i = 0; i < m_backgroundStages.Length(); ++i)
    235        m_backgroundStages[i]->processInBackground(this);
    236    }
    237  }
    238 }
    239 
    240 void ReverbConvolver::process(const float* sourceChannelData,
    241                              float* destinationChannelData) {
    242  const float* source = sourceChannelData;
    243  float* destination = destinationChannelData;
    244  bool isDataSafe = source && destination;
    245  MOZ_ASSERT(isDataSafe);
    246  if (!isDataSafe) return;
    247 
    248  // Feed input buffer (read by all threads)
    249  m_inputBuffer.write(source, WEBAUDIO_BLOCK_SIZE);
    250 
    251  // Accumulate contributions from each stage
    252  for (size_t i = 0; i < m_stages.Length(); ++i) m_stages[i]->process(source);
    253 
    254  // Finally read from accumulation buffer
    255  m_accumulationBuffer.readAndClear(destination, WEBAUDIO_BLOCK_SIZE);
    256 
    257  // Now that we've buffered more input, wake up our background thread.
    258 
    259  // Not using a MonitorAutoLock looks strange, but we use a TryLock() instead
    260  // because this is run on the real-time thread where it is a disaster for the
    261  // lock to be contended (causes audio glitching).  It's OK if we fail to
    262  // signal from time to time, since we'll get to it the next time we're called.
    263  // We're called repeatedly and frequently (around every 3ms).  The background
    264  // thread is processing well into the future and has a considerable amount of
    265  // leeway here...
    266  if (m_backgroundThreadMonitor.TryLock()) {
    267    m_moreInputBuffered = true;
    268    m_backgroundThreadMonitor.Notify();
    269    m_backgroundThreadMonitor.Unlock();
    270  }
    271 }
    272 
    273 }  // namespace WebCore