1 /*
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28 
29 #include "ReverbConvolver.h"
30 #include "ReverbConvolverStage.h"
31 
32 using namespace mozilla;
33 
34 namespace WebCore {
35 
36 const int InputBufferSize = 8 * 16384;
37 
38 // We only process the leading portion of the impulse response in the real-time
39 // thread.  We don't exceed this length. It turns out then, that the background
40 // thread has about 278msec of scheduling slop. Empirically, this has been found
41 // to be a good compromise between giving enough time for scheduling slop, while
42 // still minimizing the amount of processing done in the primary (high-priority)
43 // thread. This was found to be a good value on Mac OS X, and may work well on
44 // other platforms as well, assuming the very rough scheduling latencies are
45 // similar on these time-scales.  Of course, this code may need to be tuned for
46 // individual platforms if this assumption is found to be incorrect.
47 const size_t RealtimeFrameLimit = 8192 + 4096  // ~278msec @ 44.1KHz
48                                   - WEBAUDIO_BLOCK_SIZE;
49 // First stage will have size MinFFTSize - successive stages will double in
50 // size each time until we hit the maximum size.
51 const size_t MinFFTSize = 256;
52 // If we are using background threads then don't exceed this FFT size for the
53 // stages which run in the real-time thread.  This avoids having only one or
54 // two large stages (size 16384 or so) at the end which take a lot of time
55 // every several processing slices.  This way we amortize the cost over more
56 // processing slices.
57 const size_t MaxRealtimeFFTSize = 4096;
58 
ReverbConvolver(const float * impulseResponseData,size_t impulseResponseLength,size_t maxFFTSize,size_t convolverRenderPhase,bool useBackgroundThreads,bool * aAllocationFailure)59 ReverbConvolver::ReverbConvolver(const float* impulseResponseData,
60                                  size_t impulseResponseLength,
61                                  size_t maxFFTSize, size_t convolverRenderPhase,
62                                  bool useBackgroundThreads,
63                                  bool* aAllocationFailure)
64     : m_impulseResponseLength(impulseResponseLength),
65       m_accumulationBuffer(),
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() % ArrayLength(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 
~ReverbConvolver()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 
sizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf) const184 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 
backgroundThreadEntry()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 
process(const float * sourceChannelData,float * destinationChannelData)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
274