Esempio n. 1
0
void AudioContext::handlePostRenderTasks()
{
    ASSERT(isAudioThread());

    // Must use a tryLock() here too. Don't worry, the lock will very rarely be contended and this method is called frequently.
    // The worst that can happen is that there will be some nodes which will take slightly longer than usual to be deleted or removed
    // from the render graph (in which case they'll render silence).
    bool mustReleaseLock;
    if (tryLock(mustReleaseLock)) {
        // Take care of finishing any derefs where the tryLock() failed previously.
        handleDeferredFinishDerefs();

        // Dynamically clean up nodes which are no longer needed.
        derefFinishedSourceNodes();

        // Don't delete in the real-time thread. Let the main thread do it.
        // Ref-counted objects held by certain AudioNodes may not be thread-safe.
        scheduleNodeDeletion();

        // Fixup the state of any dirty AudioSummingJunctions and AudioNodeOutputs.
        handleDirtyAudioSummingJunctions();
        handleDirtyAudioNodeOutputs();

        updateAutomaticPullNodes();

        if (mustReleaseLock)
            unlock();
    }
}
void AudioContext::handlePostRenderTasks()
{
    ASSERT(isAudioThread());
 
    // Must use a tryLock() here too.  Don't worry, the lock will very rarely be contended and this method is called frequently.
    // The worst that can happen is that there will be some nodes which will take slightly longer than usual to be deleted or removed
    // from the render graph (in which case they'll render silence).
    bool mustReleaseLock;
    if (tryLock(mustReleaseLock)) {
        // Take care of finishing any derefs where the tryLock() failed previously.
        handleDeferredFinishDerefs();

        // Dynamically clean up nodes which are no longer needed.
        derefFinishedSourceNodes();

        // Finally actually delete.
        deleteMarkedNodes();

        // Fixup the state of any dirty AudioNodeInputs and AudioNodeOutputs.
        handleDirtyAudioNodeInputs();
        handleDirtyAudioNodeOutputs();
        
        if (mustReleaseLock)
            unlock();
    }
}
Esempio n. 3
0
void AudioContext::handlePostRenderTasks()
{
    ASSERT(isAudioThread());

    // Must use a tryLock() here too.  Don't worry, the lock will very rarely be contended and this method is called frequently.
    // The worst that can happen is that there will be some nodes which will take slightly longer than usual to be deleted or removed
    // from the render graph (in which case they'll render silence).
    if (tryLock()) {
        // Take care of AudioNode tasks where the tryLock() failed previously.
        handler().breakConnections();

        // Dynamically clean up nodes which are no longer needed.
        derefFinishedSourceNodes();

        handler().handleDeferredTasks();

        resolvePromisesForSuspend();

        unlock();
    }
}