98 lines
3.5 KiB
C++
98 lines
3.5 KiB
C++
/*
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* Copyright (C) 2022 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <atomic>
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#include <memory>
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#include <string>
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#include <thread>
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#include <android-base/thread_annotations.h>
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#include <fmq/EventFlag.h>
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#include <system/thread_defs.h>
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#include "effect-impl/EffectContext.h"
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#include "effect-impl/EffectTypes.h"
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namespace aidl::android::hardware::audio::effect {
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class EffectThread {
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public:
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// default priority is same as HIDL: ANDROID_PRIORITY_URGENT_AUDIO
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EffectThread();
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virtual ~EffectThread();
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// called by effect implementation.
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RetCode createThread(std::shared_ptr<EffectContext> context, const std::string& name,
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int priority = ANDROID_PRIORITY_URGENT_AUDIO);
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RetCode destroyThread();
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RetCode startThread();
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RetCode stopThread();
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// Will call process() in a loop if the thread is running.
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void threadLoop();
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/**
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* @brief effectProcessImpl is running in worker thread which created in EffectThread.
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*
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* Effect implementation should think about concurrency in the implementation if necessary.
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* Parameter setting usually implemented in context (derived from EffectContext), and some
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* parameter maybe used in the processing, then effect implementation should consider using a
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* mutex to protect these parameter.
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*
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* EffectThread will make sure effectProcessImpl only be called after startThread() successful
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* and before stopThread() successful.
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*
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* effectProcessImpl implementation must not call any EffectThread interface, otherwise it will
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* cause deadlock.
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*
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* @param in address of input float buffer.
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* @param out address of output float buffer.
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* @param samples number of samples to process.
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* @return IEffect::Status
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*/
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virtual IEffect::Status effectProcessImpl(float* in, float* out, int samples) = 0;
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/**
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* process() call effectProcessImpl() for effect data processing, it is necessary for the
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* processing to be called under Effect thread mutex mThreadMutex, to avoid the effect state
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* change before/during data processing, and keep the thread and effect state consistent.
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*/
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virtual void process_l() REQUIRES(mThreadMutex);
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private:
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static constexpr int kMaxTaskNameLen = 15;
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std::mutex mThreadMutex;
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std::condition_variable mCv;
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bool mStop GUARDED_BY(mThreadMutex) = true;
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bool mExit GUARDED_BY(mThreadMutex) = false;
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std::shared_ptr<EffectContext> mThreadContext GUARDED_BY(mThreadMutex);
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struct EventFlagDeleter {
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void operator()(::android::hardware::EventFlag* flag) const {
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if (flag) {
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::android::hardware::EventFlag::deleteEventFlag(&flag);
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}
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}
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};
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std::unique_ptr<::android::hardware::EventFlag, EventFlagDeleter> mEfGroup;
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std::thread mThread;
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int mPriority;
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std::string mName;
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};
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} // namespace aidl::android::hardware::audio::effect
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