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https://github.com/LadybirdBrowser/ladybird.git
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c0d7f748ed
This commit introduces a WEB_SET_PROTOTYPE_FOR_INTERFACE macro that caches the interface name in a local static FlyString. This means that we only pay for FlyString-from-literal lookup once per browser lifetime instead of every time the interface is instantiated.
306 lines
13 KiB
C++
306 lines
13 KiB
C++
/*
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* Copyright (c) 2023, Luke Wilde <lukew@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/DOM/Event.h>
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#include <LibWeb/HTML/HTMLMediaElement.h>
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#include <LibWeb/WebAudio/AudioContext.h>
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#include <LibWeb/WebIDL/Promise.h>
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namespace Web::WebAudio {
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JS_DEFINE_ALLOCATOR(AudioContext);
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// https://webaudio.github.io/web-audio-api/#dom-audiocontext-audiocontext
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WebIDL::ExceptionOr<JS::NonnullGCPtr<AudioContext>> AudioContext::construct_impl(JS::Realm& realm, AudioContextOptions const& context_options)
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{
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return realm.heap().allocate<AudioContext>(realm, realm, context_options);
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}
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AudioContext::AudioContext(JS::Realm& realm, AudioContextOptions const& context_options)
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: BaseAudioContext(realm)
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{
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// FIXME: If the current settings object’s responsible document is NOT fully active, throw an InvalidStateError and abort these steps.
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// 1: Set a [[control thread state]] to suspended on the AudioContext.
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BaseAudioContext::set_control_state(Bindings::AudioContextState::Suspended);
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// 2: Set a [[rendering thread state]] to suspended on the AudioContext.
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BaseAudioContext::set_rendering_state(Bindings::AudioContextState::Suspended);
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// 3: Let [[pending resume promises]] be a slot on this AudioContext, that is an initially empty ordered list of promises.
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// 4: If contextOptions is given, apply the options:
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// 4.1: Set the internal latency of this AudioContext according to contextOptions.latencyHint, as described in latencyHint.
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switch (context_options.latency_hint) {
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case Bindings::AudioContextLatencyCategory::Balanced:
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// FIXME: Determine optimal settings for balanced.
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break;
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case Bindings::AudioContextLatencyCategory::Interactive:
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// FIXME: Determine optimal settings for interactive.
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break;
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case Bindings::AudioContextLatencyCategory::Playback:
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// FIXME: Determine optimal settings for playback.
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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// 4.2: If contextOptions.sampleRate is specified, set the sampleRate of this AudioContext to this value. Otherwise,
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// use the sample rate of the default output device. If the selected sample rate differs from the sample rate of the output device,
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// this AudioContext MUST resample the audio output to match the sample rate of the output device.
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if (context_options.sample_rate.has_value()) {
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BaseAudioContext::set_sample_rate(context_options.sample_rate.value());
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} else {
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// FIXME: This would ideally be coming from the default output device, but we can only get this on Serenity
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// For now we'll just have to resample
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BaseAudioContext::set_sample_rate(44100);
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}
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// FIXME: 5: If the context is allowed to start, send a control message to start processing.
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// FIXME: Implement control message queue to run following steps on the rendering thread
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if (m_allowed_to_start) {
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// FIXME: 5.1: Attempt to acquire system resources. In case of failure, abort the following steps.
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// 5.2: Set the [[rendering thread state]] to "running" on the AudioContext.
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BaseAudioContext::set_rendering_state(Bindings::AudioContextState::Running);
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// 5.3: queue a media element task to execute the following steps:
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queue_a_media_element_task([&realm, this]() {
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// 5.3.1: Set the state attribute of the AudioContext to "running".
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BaseAudioContext::set_control_state(Bindings::AudioContextState::Running);
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// 5.3.2: queue a media element task to fire an event named statechange at the AudioContext.
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this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange));
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});
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}
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}
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AudioContext::~AudioContext() = default;
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void AudioContext::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(AudioContext);
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}
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void AudioContext::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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for (auto& promise : m_pending_promises)
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visitor.visit(promise);
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for (auto& promise : m_pending_resume_promises)
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visitor.visit(promise);
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}
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// https://www.w3.org/TR/webaudio/#dom-audiocontext-getoutputtimestamp
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AudioTimestamp AudioContext::get_output_timestamp()
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{
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dbgln("(STUBBED) getOutputTimestamp()");
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return {};
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}
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// https://www.w3.org/TR/webaudio/#dom-audiocontext-resume
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WebIDL::ExceptionOr<JS::NonnullGCPtr<JS::Promise>> AudioContext::resume()
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{
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auto& realm = this->realm();
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auto& vm = realm.vm();
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// FIXME: 1. If this's relevant global object's associated Document is not fully active then return a promise rejected with "InvalidStateError" DOMException.
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// 2. Let promise be a new Promise.
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auto promise = WebIDL::create_promise(realm);
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// 3. If the [[control thread state]] on the AudioContext is closed reject the promise with InvalidStateError, abort these steps, returning promise.
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if (state() == Bindings::AudioContextState::Closed) {
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WebIDL::reject_promise(realm, promise, WebIDL::InvalidStateError::create(realm, "Audio context is already closed."_fly_string));
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return JS::NonnullGCPtr { verify_cast<JS::Promise>(*promise->promise()) };
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}
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// 4. Set [[suspended by user]] to true.
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m_suspended_by_user = true;
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// 5. If the context is not allowed to start, append promise to [[pending promises]] and [[pending resume promises]] and abort these steps, returning promise.
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if (m_allowed_to_start) {
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TRY_OR_THROW_OOM(vm, m_pending_promises.try_append(promise));
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TRY_OR_THROW_OOM(vm, m_pending_resume_promises.try_append(promise));
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}
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// 6. Set the [[control thread state]] on the AudioContext to running.
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set_control_state(Bindings::AudioContextState::Running);
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// 7. Queue a control message to resume the AudioContext.
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// FIXME: Implement control message queue to run following steps on the rendering thread
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// FIXME: 7.1: Attempt to acquire system resources.
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// 7.2: Set the [[rendering thread state]] on the AudioContext to running.
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set_rendering_state(Bindings::AudioContextState::Running);
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// 7.3: Start rendering the audio graph.
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if (!start_rendering_audio_graph()) {
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// 7.4: In case of failure, queue a media element task to execute the following steps:
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queue_a_media_element_task([&realm, this]() {
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// 7.4.1: Reject all promises from [[pending resume promises]] in order, then clear [[pending resume promises]].
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for (auto const& promise : m_pending_resume_promises) {
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WebIDL::reject_promise(realm, promise, JS::js_null());
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}
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m_pending_resume_promises.clear();
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// FIXME: 7.4.2: Additionally, remove those promises from [[pending promises]].
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});
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}
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// 7.5: queue a media element task to execute the following steps:
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queue_a_media_element_task([&realm, &promise, this]() {
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// 7.5.1: Resolve all promises from [[pending resume promises]] in order.
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for (auto const& promise : m_pending_resume_promises) {
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*promise->resolve();
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}
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// 7.5.2: Clear [[pending resume promises]].
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m_pending_resume_promises.clear();
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// FIXME: Additionally, remove those promises from [[pending promises]].
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// 7.5.3: Resolve promise.
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*promise->resolve();
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// 7.5.4: If the state attribute of the AudioContext is not already "running":
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if (state() != Bindings::AudioContextState::Running) {
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// 7.5.4.1: Set the state attribute of the AudioContext to "running".
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set_control_state(Bindings::AudioContextState::Running);
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// 7.5.4.2: queue a media element task to fire an event named statechange at the AudioContext.
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queue_a_media_element_task([&realm, this]() {
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this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange));
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});
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}
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});
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// 8. Return promise.
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return JS::NonnullGCPtr { verify_cast<JS::Promise>(*promise->promise()) };
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}
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// https://www.w3.org/TR/webaudio/#dom-audiocontext-suspend
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WebIDL::ExceptionOr<JS::NonnullGCPtr<JS::Promise>> AudioContext::suspend()
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{
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auto& realm = this->realm();
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auto& vm = realm.vm();
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// FIXME: 1. If this's relevant global object's associated Document is not fully active then return a promise rejected with "InvalidStateError" DOMException.
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// 2. Let promise be a new Promise.
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auto promise = WebIDL::create_promise(realm);
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// 3. If the [[control thread state]] on the AudioContext is closed reject the promise with InvalidStateError, abort these steps, returning promise.
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if (state() == Bindings::AudioContextState::Closed) {
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WebIDL::reject_promise(realm, promise, WebIDL::InvalidStateError::create(realm, "Audio context is already closed."_fly_string));
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return JS::NonnullGCPtr { verify_cast<JS::Promise>(*promise->promise()) };
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}
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// 4. Append promise to [[pending promises]].
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TRY_OR_THROW_OOM(vm, m_pending_promises.try_append(promise));
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// 5. Set [[suspended by user]] to true.
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m_suspended_by_user = true;
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// 6. Set the [[control thread state]] on the AudioContext to suspended.
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set_control_state(Bindings::AudioContextState::Suspended);
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// 7. Queue a control message to suspend the AudioContext.
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// FIXME: Implement control message queue to run following steps on the rendering thread
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// FIXME: 7.1: Attempt to release system resources.
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// 7.2: Set the [[rendering thread state]] on the AudioContext to suspended.
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set_rendering_state(Bindings::AudioContextState::Suspended);
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// 7.3: queue a media element task to execute the following steps:
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queue_a_media_element_task([&realm, &promise, this]() {
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// 7.3.1: Resolve promise.
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*promise->resolve();
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// 7.3.2: If the state attribute of the AudioContext is not already "suspended":
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if (state() != Bindings::AudioContextState::Suspended) {
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// 7.3.2.1: Set the state attribute of the AudioContext to "suspended".
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set_control_state(Bindings::AudioContextState::Suspended);
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// 7.3.2.2: queue a media element task to fire an event named statechange at the AudioContext.
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queue_a_media_element_task([&realm, this]() {
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this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange));
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});
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}
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});
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// 8. Return promise.
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return JS::NonnullGCPtr { verify_cast<JS::Promise>(*promise->promise()) };
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}
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// https://www.w3.org/TR/webaudio/#dom-audiocontext-close
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WebIDL::ExceptionOr<JS::NonnullGCPtr<JS::Promise>> AudioContext::close()
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{
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auto& realm = this->realm();
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// FIXME: 1. If this's relevant global object's associated Document is not fully active then return a promise rejected with "InvalidStateError" DOMException.
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// 2. Let promise be a new Promise.
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auto promise = WebIDL::create_promise(realm);
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// 3. If the [[control thread state]] flag on the AudioContext is closed reject the promise with InvalidStateError, abort these steps, returning promise.
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if (state() == Bindings::AudioContextState::Closed) {
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WebIDL::reject_promise(realm, promise, WebIDL::InvalidStateError::create(realm, "Audio context is already closed."_fly_string));
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return JS::NonnullGCPtr { verify_cast<JS::Promise>(*promise->promise()) };
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}
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// 4. Set the [[control thread state]] flag on the AudioContext to closed.
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set_control_state(Bindings::AudioContextState::Closed);
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// 5. Queue a control message to close the AudioContext.
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// FIXME: Implement control message queue to run following steps on the rendering thread
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// FIXME: 5.1: Attempt to release system resources.
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// 5.2: Set the [[rendering thread state]] to "suspended".
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set_rendering_state(Bindings::AudioContextState::Suspended);
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// FIXME: 5.3: If this control message is being run in a reaction to the document being unloaded, abort this algorithm.
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// 5.4: queue a media element task to execute the following steps:
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queue_a_media_element_task([&realm, &promise, this]() {
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// 5.4.1: Resolve promise.
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*promise->resolve();
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// 5.4.2: If the state attribute of the AudioContext is not already "closed":
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if (state() != Bindings::AudioContextState::Closed) {
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// 5.4.2.1: Set the state attribute of the AudioContext to "closed".
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set_control_state(Bindings::AudioContextState::Closed);
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}
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// 5.4.2.2: queue a media element task to fire an event named statechange at the AudioContext.
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// FIXME: Attempting to queue another task in here causes an assertion fail at Vector.h:148
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this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange));
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});
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// 6. Return promise
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return JS::NonnullGCPtr { verify_cast<JS::Promise>(*promise->promise()) };
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}
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void AudioContext::queue_a_media_element_task(JS::SafeFunction<void()> steps)
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{
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auto task = HTML::Task::create(m_media_element_event_task_source.source, HTML::current_settings_object().responsible_document(), move(steps));
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HTML::main_thread_event_loop().task_queue().add(move(task));
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}
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// FIXME: Actually implement the rendering thread
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bool AudioContext::start_rendering_audio_graph()
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{
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bool render_result = true;
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return render_result;
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}
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}
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