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Side by Side Diff: webrtc/modules/video_coding/utility/frame_dropper.cc

Issue 1528503003: Lint enabled for webrtc/modules/video_coding folder. (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Created 5 years ago
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1 /* 1 /*
2 * Copyright (c) 2011 The WebRTC project authors. All Rights Reserved. 2 * Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license 4 * Use of this source code is governed by a BSD-style license
5 * that can be found in the LICENSE file in the root of the source 5 * that can be found in the LICENSE file in the root of the source
6 * tree. An additional intellectual property rights grant can be found 6 * tree. An additional intellectual property rights grant can be found
7 * in the file PATENTS. All contributing project authors may 7 * in the file PATENTS. All contributing project authors may
8 * be found in the AUTHORS file in the root of the source tree. 8 * be found in the AUTHORS file in the root of the source tree.
9 */ 9 */
10 10
11 #include "webrtc/modules/video_coding/utility/frame_dropper.h" 11 #include "webrtc/modules/video_coding/utility/frame_dropper.h"
12 12
13 #include "webrtc/system_wrappers/include/trace.h" 13 #include "webrtc/system_wrappers/include/trace.h"
14 14
15 namespace webrtc 15 namespace webrtc {
16 {
17 16
18 const float kDefaultKeyFrameSizeAvgKBits = 0.9f; 17 const float kDefaultKeyFrameSizeAvgKBits = 0.9f;
19 const float kDefaultKeyFrameRatio = 0.99f; 18 const float kDefaultKeyFrameRatio = 0.99f;
20 const float kDefaultDropRatioAlpha = 0.9f; 19 const float kDefaultDropRatioAlpha = 0.9f;
21 const float kDefaultDropRatioMax = 0.96f; 20 const float kDefaultDropRatioMax = 0.96f;
22 const float kDefaultMaxTimeToDropFrames = 4.0f; // In seconds. 21 const float kDefaultMaxTimeToDropFrames = 4.0f; // In seconds.
23 22
24 FrameDropper::FrameDropper() 23 FrameDropper::FrameDropper()
25 : 24 : _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
26 _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits), 25 _keyFrameRatio(kDefaultKeyFrameRatio),
27 _keyFrameRatio(kDefaultKeyFrameRatio), 26 _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
28 _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax), 27 _enabled(true),
29 _enabled(true), 28 _max_time_drops(kDefaultMaxTimeToDropFrames) {
30 _max_time_drops(kDefaultMaxTimeToDropFrames) 29 Reset();
31 {
32 Reset();
33 } 30 }
34 31
35 FrameDropper::FrameDropper(float max_time_drops) 32 FrameDropper::FrameDropper(float max_time_drops)
36 : 33 : _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
37 _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits), 34 _keyFrameRatio(kDefaultKeyFrameRatio),
38 _keyFrameRatio(kDefaultKeyFrameRatio), 35 _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
39 _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax), 36 _enabled(true),
40 _enabled(true), 37 _max_time_drops(max_time_drops) {
41 _max_time_drops(max_time_drops) 38 Reset();
42 { 39 }
43 Reset(); 40
44 } 41 void FrameDropper::Reset() {
45 42 _keyFrameRatio.Reset(0.99f);
46 void 43 _keyFrameRatio.Apply(
47 FrameDropper::Reset() 44 1.0f, 1.0f / 300.0f); // 1 key frame every 10th second in 30 fps
48 { 45 _keyFrameSizeAvgKbits.Reset(0.9f);
49 _keyFrameRatio.Reset(0.99f); 46 _keyFrameCount = 0;
50 _keyFrameRatio.Apply(1.0f, 1.0f/300.0f); // 1 key frame every 10th second in 30 fps 47 _accumulator = 0.0f;
51 _keyFrameSizeAvgKbits.Reset(0.9f); 48 _accumulatorMax = 150.0f; // assume 300 kb/s and 0.5 s window
52 _keyFrameCount = 0; 49 _targetBitRate = 300.0f;
50 _incoming_frame_rate = 30;
51 _keyFrameSpreadFrames = 0.5f * _incoming_frame_rate;
52 _dropNext = false;
53 _dropRatio.Reset(0.9f);
54 _dropRatio.Apply(0.0f, 0.0f); // Initialize to 0
55 _dropCount = 0;
56 _windowSize = 0.5f;
57 _wasBelowMax = true;
58 _fastMode = false; // start with normal (non-aggressive) mode
59 // Cap for the encoder buffer level/accumulator, in secs.
60 _cap_buffer_size = 3.0f;
61 // Cap on maximum amount of dropped frames between kept frames, in secs.
62 _max_time_drops = 4.0f;
63 }
64
65 void FrameDropper::Enable(bool enable) {
66 _enabled = enable;
67 }
68
69 void FrameDropper::Fill(size_t frameSizeBytes, bool deltaFrame) {
70 if (!_enabled) {
71 return;
72 }
73 float frameSizeKbits = 8.0f * static_cast<float>(frameSizeBytes) / 1000.0f;
74 if (!deltaFrame &&
75 !_fastMode) { // fast mode does not treat key-frames any different
76 _keyFrameSizeAvgKbits.Apply(1, frameSizeKbits);
77 _keyFrameRatio.Apply(1.0, 1.0);
78 if (frameSizeKbits > _keyFrameSizeAvgKbits.filtered()) {
79 // Remove the average key frame size since we
80 // compensate for key frames when adding delta
81 // frames.
82 frameSizeKbits -= _keyFrameSizeAvgKbits.filtered();
83 } else {
84 // Shouldn't be negative, so zero is the lower bound.
85 frameSizeKbits = 0;
86 }
87 if (_keyFrameRatio.filtered() > 1e-5 &&
88 1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) {
89 // We are sending key frames more often than our upper bound for
90 // how much we allow the key frame compensation to be spread
91 // out in time. Therefor we must use the key frame ratio rather
92 // than keyFrameSpreadFrames.
93 _keyFrameCount =
94 static_cast<int32_t>(1 / _keyFrameRatio.filtered() + 0.5);
95 } else {
96 // Compensate for the key frame the following frames
97 _keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5);
98 }
99 } else {
100 // Decrease the keyFrameRatio
101 _keyFrameRatio.Apply(1.0, 0.0);
102 }
103 // Change the level of the accumulator (bucket)
104 _accumulator += frameSizeKbits;
105 CapAccumulator();
106 }
107
108 void FrameDropper::Leak(uint32_t inputFrameRate) {
109 if (!_enabled) {
110 return;
111 }
112 if (inputFrameRate < 1) {
113 return;
114 }
115 if (_targetBitRate < 0.0f) {
116 return;
117 }
118 _keyFrameSpreadFrames = 0.5f * inputFrameRate;
119 // T is the expected bits per frame (target). If all frames were the same
120 // size,
121 // we would get T bits per frame. Notice that T is also weighted to be able to
122 // force a lower frame rate if wanted.
123 float T = _targetBitRate / inputFrameRate;
124 if (_keyFrameCount > 0) {
125 // Perform the key frame compensation
126 if (_keyFrameRatio.filtered() > 0 &&
127 1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) {
128 T -= _keyFrameSizeAvgKbits.filtered() * _keyFrameRatio.filtered();
129 } else {
130 T -= _keyFrameSizeAvgKbits.filtered() / _keyFrameSpreadFrames;
131 }
132 _keyFrameCount--;
133 }
134 _accumulator -= T;
135 if (_accumulator < 0.0f) {
53 _accumulator = 0.0f; 136 _accumulator = 0.0f;
54 _accumulatorMax = 150.0f; // assume 300 kb/s and 0.5 s window 137 }
55 _targetBitRate = 300.0f; 138 UpdateRatio();
56 _incoming_frame_rate = 30; 139 }
57 _keyFrameSpreadFrames = 0.5f * _incoming_frame_rate; 140
141 void FrameDropper::UpdateNack(uint32_t nackBytes) {
142 if (!_enabled) {
143 return;
144 }
145 _accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
146 }
147
148 void FrameDropper::FillBucket(float inKbits, float outKbits) {
149 _accumulator += (inKbits - outKbits);
150 }
151
152 void FrameDropper::UpdateRatio() {
153 if (_accumulator > 1.3f * _accumulatorMax) {
154 // Too far above accumulator max, react faster
155 _dropRatio.UpdateBase(0.8f);
156 } else {
157 // Go back to normal reaction
158 _dropRatio.UpdateBase(0.9f);
159 }
160 if (_accumulator > _accumulatorMax) {
161 // We are above accumulator max, and should ideally
162 // drop a frame. Increase the dropRatio and drop
163 // the frame later.
164 if (_wasBelowMax) {
165 _dropNext = true;
166 }
167 if (_fastMode) {
168 // always drop in aggressive mode
169 _dropNext = true;
170 }
171
172 _dropRatio.Apply(1.0f, 1.0f);
173 _dropRatio.UpdateBase(0.9f);
174 } else {
175 _dropRatio.Apply(1.0f, 0.0f);
176 }
177 _wasBelowMax = _accumulator < _accumulatorMax;
178 }
179
180 // This function signals when to drop frames to the caller. It makes use of the
181 // dropRatio
182 // to smooth out the drops over time.
183 bool FrameDropper::DropFrame() {
184 if (!_enabled) {
185 return false;
186 }
187 if (_dropNext) {
58 _dropNext = false; 188 _dropNext = false;
59 _dropRatio.Reset(0.9f);
60 _dropRatio.Apply(0.0f, 0.0f); // Initialize to 0
61 _dropCount = 0; 189 _dropCount = 0;
62 _windowSize = 0.5f; 190 }
63 _wasBelowMax = true; 191
64 _fastMode = false; // start with normal (non-aggressive) mode 192 if (_dropRatio.filtered() >= 0.5f) { // Drops per keep
65 // Cap for the encoder buffer level/accumulator, in secs. 193 // limit is the number of frames we should drop between each kept frame
66 _cap_buffer_size = 3.0f; 194 // to keep our drop ratio. limit is positive in this case.
67 // Cap on maximum amount of dropped frames between kept frames, in secs. 195 float denom = 1.0f - _dropRatio.filtered();
68 _max_time_drops = 4.0f; 196 if (denom < 1e-5) {
69 } 197 denom = 1e-5;
70 198 }
71 void 199 int32_t limit = static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
72 FrameDropper::Enable(bool enable) 200 // Put a bound on the max amount of dropped frames between each kept
73 { 201 // frame, in terms of frame rate and window size (secs).
74 _enabled = enable; 202 int max_limit = static_cast<int>(_incoming_frame_rate * _max_time_drops);
75 } 203 if (limit > max_limit) {
76 204 limit = max_limit;
77 void 205 }
78 FrameDropper::Fill(size_t frameSizeBytes, bool deltaFrame) 206 if (_dropCount < 0) {
79 { 207 // Reset the _dropCount since it was negative and should be positive.
80 if (!_enabled) 208 if (_dropRatio.filtered() > 0.4f) {
81 { 209 _dropCount = -_dropCount;
82 return; 210 } else {
83 } 211 _dropCount = 0;
84 float frameSizeKbits = 8.0f * static_cast<float>(frameSizeBytes) / 1000.0f; 212 }
85 if (!deltaFrame && !_fastMode) // fast mode does not treat key-frames any di fferent 213 }
86 { 214 if (_dropCount < limit) {
87 _keyFrameSizeAvgKbits.Apply(1, frameSizeKbits); 215 // As long we are below the limit we should drop frames.
88 _keyFrameRatio.Apply(1.0, 1.0); 216 _dropCount++;
89 if (frameSizeKbits > _keyFrameSizeAvgKbits.filtered()) 217 return true;
90 { 218 } else {
91 // Remove the average key frame size since we 219 // Only when we reset _dropCount a frame should be kept.
92 // compensate for key frames when adding delta 220 _dropCount = 0;
93 // frames. 221 return false;
94 frameSizeKbits -= _keyFrameSizeAvgKbits.filtered(); 222 }
95 } 223 } else if (_dropRatio.filtered() > 0.0f &&
96 else 224 _dropRatio.filtered() < 0.5f) { // Keeps per drop
97 { 225 // limit is the number of frames we should keep between each drop
98 // Shouldn't be negative, so zero is the lower bound. 226 // in order to keep the drop ratio. limit is negative in this case,
99 frameSizeKbits = 0; 227 // and the _dropCount is also negative.
100 } 228 float denom = _dropRatio.filtered();
101 if (_keyFrameRatio.filtered() > 1e-5 && 229 if (denom < 1e-5) {
102 1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) 230 denom = 1e-5;
103 { 231 }
104 // We are sending key frames more often than our upper bound for 232 int32_t limit = -static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
105 // how much we allow the key frame compensation to be spread 233 if (_dropCount > 0) {
106 // out in time. Therefor we must use the key frame ratio rather 234 // Reset the _dropCount since we have a positive
107 // than keyFrameSpreadFrames. 235 // _dropCount, and it should be negative.
108 _keyFrameCount = 236 if (_dropRatio.filtered() < 0.6f) {
109 static_cast<int32_t>(1 / _keyFrameRatio.filtered() + 0.5); 237 _dropCount = -_dropCount;
110 } 238 } else {
111 else 239 _dropCount = 0;
112 { 240 }
113 // Compensate for the key frame the following frames 241 }
114 _keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5); 242 if (_dropCount > limit) {
115 } 243 if (_dropCount == 0) {
116 } 244 // Drop frames when we reset _dropCount.
117 else 245 _dropCount--;
118 { 246 return true;
119 // Decrease the keyFrameRatio 247 } else {
120 _keyFrameRatio.Apply(1.0, 0.0); 248 // Keep frames as long as we haven't reached limit.
121 } 249 _dropCount--;
122 // Change the level of the accumulator (bucket)
123 _accumulator += frameSizeKbits;
124 CapAccumulator();
125 }
126
127 void
128 FrameDropper::Leak(uint32_t inputFrameRate)
129 {
130 if (!_enabled)
131 {
132 return;
133 }
134 if (inputFrameRate < 1)
135 {
136 return;
137 }
138 if (_targetBitRate < 0.0f)
139 {
140 return;
141 }
142 _keyFrameSpreadFrames = 0.5f * inputFrameRate;
143 // T is the expected bits per frame (target). If all frames were the same si ze,
144 // we would get T bits per frame. Notice that T is also weighted to be able to
145 // force a lower frame rate if wanted.
146 float T = _targetBitRate / inputFrameRate;
147 if (_keyFrameCount > 0)
148 {
149 // Perform the key frame compensation
150 if (_keyFrameRatio.filtered() > 0 &&
151 1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames)
152 {
153 T -= _keyFrameSizeAvgKbits.filtered() * _keyFrameRatio.filtered();
154 }
155 else
156 {
157 T -= _keyFrameSizeAvgKbits.filtered() / _keyFrameSpreadFrames;
158 }
159 _keyFrameCount--;
160 }
161 _accumulator -= T;
162 if (_accumulator < 0.0f)
163 {
164 _accumulator = 0.0f;
165 }
166 UpdateRatio();
167 }
168
169 void
170 FrameDropper::UpdateNack(uint32_t nackBytes)
171 {
172 if (!_enabled)
173 {
174 return;
175 }
176 _accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
177 }
178
179 void
180 FrameDropper::FillBucket(float inKbits, float outKbits)
181 {
182 _accumulator += (inKbits - outKbits);
183 }
184
185 void
186 FrameDropper::UpdateRatio()
187 {
188 if (_accumulator > 1.3f * _accumulatorMax)
189 {
190 // Too far above accumulator max, react faster
191 _dropRatio.UpdateBase(0.8f);
192 }
193 else
194 {
195 // Go back to normal reaction
196 _dropRatio.UpdateBase(0.9f);
197 }
198 if (_accumulator > _accumulatorMax)
199 {
200 // We are above accumulator max, and should ideally
201 // drop a frame. Increase the dropRatio and drop
202 // the frame later.
203 if (_wasBelowMax)
204 {
205 _dropNext = true;
206 }
207 if (_fastMode)
208 {
209 // always drop in aggressive mode
210 _dropNext = true;
211 }
212
213 _dropRatio.Apply(1.0f, 1.0f);
214 _dropRatio.UpdateBase(0.9f);
215 }
216 else
217 {
218 _dropRatio.Apply(1.0f, 0.0f);
219 }
220 _wasBelowMax = _accumulator < _accumulatorMax;
221 }
222
223 // This function signals when to drop frames to the caller. It makes use of the dropRatio
224 // to smooth out the drops over time.
225 bool
226 FrameDropper::DropFrame()
227 {
228 if (!_enabled)
229 {
230 return false; 250 return false;
231 } 251 }
232 if (_dropNext) 252 } else {
233 { 253 _dropCount = 0;
234 _dropNext = false; 254 return false;
235 _dropCount = 0; 255 }
236 } 256 }
237 257 _dropCount = 0;
238 if (_dropRatio.filtered() >= 0.5f) // Drops per keep 258 return false;
239 { 259
240 // limit is the number of frames we should drop between each kept frame 260 // A simpler version, unfiltered and quicker
241 // to keep our drop ratio. limit is positive in this case. 261 // bool dropNext = _dropNext;
242 float denom = 1.0f - _dropRatio.filtered(); 262 // _dropNext = false;
243 if (denom < 1e-5) 263 // return dropNext;
244 { 264 }
245 denom = (float)1e-5; 265
246 } 266 void FrameDropper::SetRates(float bitRate, float incoming_frame_rate) {
247 int32_t limit = static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f); 267 // Bit rate of -1 means infinite bandwidth.
248 // Put a bound on the max amount of dropped frames between each kept 268 _accumulatorMax = bitRate * _windowSize; // bitRate * windowSize (in seconds)
249 // frame, in terms of frame rate and window size (secs). 269 if (_targetBitRate > 0.0f && bitRate < _targetBitRate &&
250 int max_limit = static_cast<int>(_incoming_frame_rate * 270 _accumulator > _accumulatorMax) {
251 _max_time_drops); 271 // Rescale the accumulator level if the accumulator max decreases
252 if (limit > max_limit) { 272 _accumulator = bitRate / _targetBitRate * _accumulator;
253 limit = max_limit; 273 }
254 } 274 _targetBitRate = bitRate;
255 if (_dropCount < 0) 275 CapAccumulator();
256 { 276 _incoming_frame_rate = incoming_frame_rate;
257 // Reset the _dropCount since it was negative and should be positive . 277 }
258 if (_dropRatio.filtered() > 0.4f) 278
259 { 279 float FrameDropper::ActualFrameRate(uint32_t inputFrameRate) const {
260 _dropCount = -_dropCount; 280 if (!_enabled) {
261 } 281 return static_cast<float>(inputFrameRate);
262 else 282 }
263 { 283 return inputFrameRate * (1.0f - _dropRatio.filtered());
264 _dropCount = 0;
265 }
266 }
267 if (_dropCount < limit)
268 {
269 // As long we are below the limit we should drop frames.
270 _dropCount++;
271 return true;
272 }
273 else
274 {
275 // Only when we reset _dropCount a frame should be kept.
276 _dropCount = 0;
277 return false;
278 }
279 }
280 else if (_dropRatio.filtered() > 0.0f &&
281 _dropRatio.filtered() < 0.5f) // Keeps per drop
282 {
283 // limit is the number of frames we should keep between each drop
284 // in order to keep the drop ratio. limit is negative in this case,
285 // and the _dropCount is also negative.
286 float denom = _dropRatio.filtered();
287 if (denom < 1e-5)
288 {
289 denom = (float)1e-5;
290 }
291 int32_t limit = -static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
292 if (_dropCount > 0)
293 {
294 // Reset the _dropCount since we have a positive
295 // _dropCount, and it should be negative.
296 if (_dropRatio.filtered() < 0.6f)
297 {
298 _dropCount = -_dropCount;
299 }
300 else
301 {
302 _dropCount = 0;
303 }
304 }
305 if (_dropCount > limit)
306 {
307 if (_dropCount == 0)
308 {
309 // Drop frames when we reset _dropCount.
310 _dropCount--;
311 return true;
312 }
313 else
314 {
315 // Keep frames as long as we haven't reached limit.
316 _dropCount--;
317 return false;
318 }
319 }
320 else
321 {
322 _dropCount = 0;
323 return false;
324 }
325 }
326 _dropCount = 0;
327 return false;
328
329 // A simpler version, unfiltered and quicker
330 //bool dropNext = _dropNext;
331 //_dropNext = false;
332 //return dropNext;
333 }
334
335 void
336 FrameDropper::SetRates(float bitRate, float incoming_frame_rate)
337 {
338 // Bit rate of -1 means infinite bandwidth.
339 _accumulatorMax = bitRate * _windowSize; // bitRate * windowSize (in seconds )
340 if (_targetBitRate > 0.0f && bitRate < _targetBitRate && _accumulator > _acc umulatorMax)
341 {
342 // Rescale the accumulator level if the accumulator max decreases
343 _accumulator = bitRate / _targetBitRate * _accumulator;
344 }
345 _targetBitRate = bitRate;
346 CapAccumulator();
347 _incoming_frame_rate = incoming_frame_rate;
348 }
349
350 float
351 FrameDropper::ActualFrameRate(uint32_t inputFrameRate) const
352 {
353 if (!_enabled)
354 {
355 return static_cast<float>(inputFrameRate);
356 }
357 return inputFrameRate * (1.0f - _dropRatio.filtered());
358 } 284 }
359 285
360 // Put a cap on the accumulator, i.e., don't let it grow beyond some level. 286 // Put a cap on the accumulator, i.e., don't let it grow beyond some level.
361 // This is a temporary fix for screencasting where very large frames from 287 // This is a temporary fix for screencasting where very large frames from
362 // encoder will cause very slow response (too many frame drops). 288 // encoder will cause very slow response (too many frame drops).
363 void FrameDropper::CapAccumulator() { 289 void FrameDropper::CapAccumulator() {
364 float max_accumulator = _targetBitRate * _cap_buffer_size; 290 float max_accumulator = _targetBitRate * _cap_buffer_size;
365 if (_accumulator > max_accumulator) { 291 if (_accumulator > max_accumulator) {
366 _accumulator = max_accumulator; 292 _accumulator = max_accumulator;
367 } 293 }
368 } 294 }
369 295 } // namespace webrtc
370 }
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