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