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Unified Diff: webrtc/modules/video_coding/utility/frame_dropper.cc

Issue 1750493002: Frame dropper improvements & cleanup (Closed) Base URL: https://chromium.googlesource.com/external/webrtc.git@master
Patch Set: Created 4 years, 10 months ago
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Index: webrtc/modules/video_coding/utility/frame_dropper.cc
diff --git a/webrtc/modules/video_coding/utility/frame_dropper.cc b/webrtc/modules/video_coding/utility/frame_dropper.cc
index a0aa67be4e3caf50c7e20319ef237ff5379b58a2..52afcc2d56706f80cc7fbf4043b86f573e9f77e8 100644
--- a/webrtc/modules/video_coding/utility/frame_dropper.cc
+++ b/webrtc/modules/video_coding/utility/frame_dropper.cc
@@ -10,286 +10,286 @@
#include "webrtc/modules/video_coding/utility/frame_dropper.h"
+#include <algorithm>
+
+#include "webrtc/base/logging.h"
#include "webrtc/system_wrappers/include/trace.h"
namespace webrtc {
-const float kDefaultKeyFrameSizeAvgKBits = 0.9f;
-const float kDefaultKeyFrameRatio = 0.99f;
+namespace {
+
+const float kDefaultFrameSizeAlpha = 0.9f;
+const float kDefaultKeyFrameRatioAlpha = 0.99f;
+// 1 key frame every 10th second in 30 fps.
+const float kDefaultKeyFrameRatioValue = 1 / 300.0f;
+
const float kDefaultDropRatioAlpha = 0.9f;
-const float kDefaultDropRatioMax = 0.96f;
-const float kDefaultMaxTimeToDropFrames = 4.0f; // In seconds.
+const float kDefaultDropRatioValue = 0.96f;
+// Maximum duration over which frames are continuously dropped.
+const float kDefaultMaxDropDurationSecs = 4.0f;
+
+// Default target bitrate.
+// TODO(isheriff): Should this be higher to avoid dropping too many packets when
+// the bandwidth is unknown at the start ?
+const float kDefaultTargetBitrateKbps = 300.0f;
+const float kDefaultIncomingFrameRate = 30;
+const float kLeakyBucketSizeSeconds = 0.5f;
+
+// Cap on the frame size accumulator to prevent excessive drops.
+const float kAccumulatorCapBufferSizeSecs = 3.0f;
+} // namespace
FrameDropper::FrameDropper()
- : _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
- _keyFrameRatio(kDefaultKeyFrameRatio),
- _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
- _enabled(true),
- _max_time_drops(kDefaultMaxTimeToDropFrames) {
+ : key_frame_size_avg_kbits_(kDefaultFrameSizeAlpha),
+ key_frame_ratio_(kDefaultKeyFrameRatioAlpha),
+ delta_frame_size_avg_kbits_(kDefaultFrameSizeAlpha),
+ drop_ratio_(kDefaultDropRatioAlpha, kDefaultDropRatioValue),
+ enabled_(true),
+ max_drop_duration_secs_(kDefaultMaxDropDurationSecs) {
Reset();
}
-FrameDropper::FrameDropper(float max_time_drops)
- : _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
- _keyFrameRatio(kDefaultKeyFrameRatio),
- _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
- _enabled(true),
- _max_time_drops(max_time_drops) {
+FrameDropper::FrameDropper(float max_drop_duration_secs)
+ : key_frame_size_avg_kbits_(kDefaultFrameSizeAlpha),
+ key_frame_ratio_(kDefaultKeyFrameRatioAlpha),
+ delta_frame_size_avg_kbits_(kDefaultFrameSizeAlpha),
+ drop_ratio_(kDefaultDropRatioAlpha, kDefaultDropRatioValue),
+ enabled_(true),
+ max_drop_duration_secs_(max_drop_duration_secs) {
Reset();
}
void FrameDropper::Reset() {
- _keyFrameRatio.Reset(0.99f);
- _keyFrameRatio.Apply(
- 1.0f, 1.0f / 300.0f); // 1 key frame every 10th second in 30 fps
- _keyFrameSizeAvgKbits.Reset(0.9f);
- _keyFrameCount = 0;
- _accumulator = 0.0f;
- _accumulatorMax = 150.0f; // assume 300 kb/s and 0.5 s window
- _targetBitRate = 300.0f;
- _incoming_frame_rate = 30;
- _keyFrameSpreadFrames = 0.5f * _incoming_frame_rate;
- _dropNext = false;
- _dropRatio.Reset(0.9f);
- _dropRatio.Apply(0.0f, 0.0f); // Initialize to 0
- _dropCount = 0;
- _windowSize = 0.5f;
- _wasBelowMax = true;
- _fastMode = false; // start with normal (non-aggressive) mode
- // Cap for the encoder buffer level/accumulator, in secs.
- _cap_buffer_size = 3.0f;
- // Cap on maximum amount of dropped frames between kept frames, in secs.
- _max_time_drops = 4.0f;
+ key_frame_ratio_.Reset(kDefaultKeyFrameRatioAlpha);
+ key_frame_ratio_.Apply(1.0f, kDefaultKeyFrameRatioValue);
+ key_frame_size_avg_kbits_.Reset(kDefaultFrameSizeAlpha);
+ delta_frame_size_avg_kbits_.Reset(kDefaultFrameSizeAlpha);
+
+ accumulator_ = 0.0f;
+ accumulator_max_ = kDefaultTargetBitrateKbps / 2;
+ target_bitrate_ = kDefaultTargetBitrateKbps;
+ incoming_frame_rate_ = kDefaultIncomingFrameRate;
+
+ large_frame_accumulation_count_ = 0;
+ large_frame_accumulation_spread_ = 0.5 * kDefaultIncomingFrameRate;
+
+ drop_next_ = false;
+ drop_ratio_.Reset(0.9f);
+ drop_ratio_.Apply(0.0f, 0.0f);
+ drop_count_ = 0;
+ was_below_max_ = true;
}
void FrameDropper::Enable(bool enable) {
- _enabled = enable;
+ enabled_ = enable;
}
-void FrameDropper::Fill(size_t frameSizeBytes, bool deltaFrame) {
- if (!_enabled) {
+void FrameDropper::Fill(size_t framesize_bytes, bool delta_frame) {
+ if (!enabled_) {
return;
}
- float frameSizeKbits = 8.0f * static_cast<float>(frameSizeBytes) / 1000.0f;
- if (!deltaFrame &&
- !_fastMode) { // fast mode does not treat key-frames any different
- _keyFrameSizeAvgKbits.Apply(1, frameSizeKbits);
- _keyFrameRatio.Apply(1.0, 1.0);
- if (frameSizeKbits > _keyFrameSizeAvgKbits.filtered()) {
+ float framesize_kbits = 8.0f * static_cast<float>(framesize_bytes) / 1000.0f;
+ if (!delta_frame) {
+ key_frame_size_avg_kbits_.Apply(1, framesize_kbits);
+ key_frame_ratio_.Apply(1.0, 1.0);
+ if (framesize_kbits > key_frame_size_avg_kbits_.filtered()) {
// Remove the average key frame size since we
// compensate for key frames when adding delta
// frames.
- frameSizeKbits -= _keyFrameSizeAvgKbits.filtered();
+ framesize_kbits -= key_frame_size_avg_kbits_.filtered();
} else {
// Shouldn't be negative, so zero is the lower bound.
- frameSizeKbits = 0;
+ framesize_kbits = 0;
}
- if (_keyFrameRatio.filtered() > 1e-5 &&
- 1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) {
- // We are sending key frames more often than our upper bound for
- // how much we allow the key frame compensation to be spread
- // out in time. Therefor we must use the key frame ratio rather
- // than keyFrameSpreadFrames.
- _keyFrameCount =
- static_cast<int32_t>(1 / _keyFrameRatio.filtered() + 0.5);
+ if (key_frame_ratio_.filtered() > 1e-5 &&
+ 1 / key_frame_ratio_.filtered() < large_frame_accumulation_spread_) {
+ large_frame_accumulation_count_ =
+ static_cast<int32_t>(1 / key_frame_ratio_.filtered() + 0.5);
} else {
- // Compensate for the key frame the following frames
- _keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5);
+ large_frame_accumulation_count_ =
+ static_cast<int32_t>(large_frame_accumulation_spread_ + 0.5);
}
+ large_frame_accumulation_chunk_size_ =
+ key_frame_size_avg_kbits_.filtered() / large_frame_accumulation_count_;
} else {
- // Decrease the keyFrameRatio
- _keyFrameRatio.Apply(1.0, 0.0);
+ // Identify if it is a unusually large delta frame and spread accumulation
+ // if that is the case.
+ if (delta_frame_size_avg_kbits_.filtered() != -1 &&
+ framesize_kbits > 3 * delta_frame_size_avg_kbits_.filtered() &&
sprang_webrtc 2016/03/03 11:50:26 Named constant for 3.
+ large_frame_accumulation_count_ == 0) {
+ large_frame_accumulation_count_ =
+ static_cast<int32_t>(large_frame_accumulation_spread_ + 0.5);
+ large_frame_accumulation_chunk_size_ =
+ framesize_kbits / large_frame_accumulation_count_;
+ framesize_kbits = 0;
+ } else {
+ delta_frame_size_avg_kbits_.Apply(1, framesize_kbits);
+ key_frame_ratio_.Apply(1.0, 0.0);
+ }
}
// Change the level of the accumulator (bucket)
- _accumulator += frameSizeKbits;
+ accumulator_ += framesize_kbits;
CapAccumulator();
+ LOG(LS_VERBOSE) << "FILL acc " << accumulator_ << " max " << accumulator_max_
+ << " count " << large_frame_accumulation_count_ << " chunk "
+ << large_frame_accumulation_chunk_size_ << " spread "
+ << large_frame_accumulation_spread_ << " key avg "
+ << key_frame_size_avg_kbits_.filtered() << " delta avg "
+ << delta_frame_size_avg_kbits_.filtered() << " SIZE "
+ << framesize_kbits;
}
-void FrameDropper::Leak(uint32_t inputFrameRate) {
- if (!_enabled) {
+void FrameDropper::Leak(uint32_t input_framerate) {
+ if (!enabled_) {
return;
}
- if (inputFrameRate < 1) {
+ if (input_framerate < 1) {
return;
}
- if (_targetBitRate < 0.0f) {
+ if (target_bitrate_ < 0.0f) {
return;
}
- _keyFrameSpreadFrames = 0.5f * inputFrameRate;
- // T is the expected bits per frame (target). If all frames were the same
- // size,
- // we would get T bits per frame. Notice that T is also weighted to be able to
- // force a lower frame rate if wanted.
- float T = _targetBitRate / inputFrameRate;
- if (_keyFrameCount > 0) {
- // Perform the key frame compensation
- if (_keyFrameRatio.filtered() > 0 &&
- 1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) {
- T -= _keyFrameSizeAvgKbits.filtered() * _keyFrameRatio.filtered();
- } else {
- T -= _keyFrameSizeAvgKbits.filtered() / _keyFrameSpreadFrames;
- }
- _keyFrameCount--;
+ // Add lower bound for large frame accumulation spread.
+ large_frame_accumulation_spread_ = std::max(0.5 * input_framerate, 5.0);
+ // Expected bits per frame based on current input frame rate.
+ float expected_bits_per_frame = target_bitrate_ / input_framerate;
+ if (large_frame_accumulation_count_ > 0) {
+ expected_bits_per_frame -= large_frame_accumulation_chunk_size_;
+ large_frame_accumulation_count_--;
stefan-webrtc 2016/03/01 15:14:34 --large_frame...;
Irfan 2016/03/04 07:58:49 Done.
}
- _accumulator -= T;
- if (_accumulator < 0.0f) {
- _accumulator = 0.0f;
+ accumulator_ -= expected_bits_per_frame;
+ if (accumulator_ < 0.0f) {
+ accumulator_ = 0.0f;
}
+ LOG(LS_VERBOSE) << " LEAK acc " << accumulator_ << " max " << accumulator_max_
stefan-webrtc 2016/03/01 15:14:34 Remove space before LEAK
Irfan 2016/03/04 07:58:49 Done.
+ << " count " << large_frame_accumulation_count_ << " spread "
+ << large_frame_accumulation_spread_ << " key avg "
+ << key_frame_size_avg_kbits_.filtered() << " delta avg "
+ << delta_frame_size_avg_kbits_.filtered();
UpdateRatio();
}
-void FrameDropper::UpdateNack(uint32_t nackBytes) {
- if (!_enabled) {
- return;
- }
- _accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
-}
-
-void FrameDropper::FillBucket(float inKbits, float outKbits) {
- _accumulator += (inKbits - outKbits);
-}
-
void FrameDropper::UpdateRatio() {
- if (_accumulator > 1.3f * _accumulatorMax) {
+ if (accumulator_ > 1.3f * accumulator_max_) {
// Too far above accumulator max, react faster
- _dropRatio.UpdateBase(0.8f);
+ drop_ratio_.UpdateBase(0.8f);
} else {
// Go back to normal reaction
- _dropRatio.UpdateBase(0.9f);
+ drop_ratio_.UpdateBase(0.9f);
}
- if (_accumulator > _accumulatorMax) {
+ if (accumulator_ > accumulator_max_) {
// We are above accumulator max, and should ideally
// drop a frame. Increase the dropRatio and drop
// the frame later.
- if (_wasBelowMax) {
- _dropNext = true;
+ if (was_below_max_) {
+ drop_next_ = true;
}
- if (_fastMode) {
- // always drop in aggressive mode
- _dropNext = true;
- }
-
- _dropRatio.Apply(1.0f, 1.0f);
- _dropRatio.UpdateBase(0.9f);
+ drop_ratio_.Apply(1.0f, 1.0f);
+ drop_ratio_.UpdateBase(0.9f);
} else {
- _dropRatio.Apply(1.0f, 0.0f);
+ drop_ratio_.Apply(1.0f, 0.0f);
}
- _wasBelowMax = _accumulator < _accumulatorMax;
+ was_below_max_ = accumulator_ < accumulator_max_;
}
// This function signals when to drop frames to the caller. It makes use of the
// dropRatio
// to smooth out the drops over time.
bool FrameDropper::DropFrame() {
- if (!_enabled) {
+ if (!enabled_) {
return false;
}
- if (_dropNext) {
- _dropNext = false;
- _dropCount = 0;
+ if (drop_next_) {
+ drop_next_ = false;
+ drop_count_ = 0;
}
+ LOG(LS_VERBOSE) << " drop_ratio_ " << drop_ratio_.filtered()
+ << " drop_count_ " << drop_count_;
- if (_dropRatio.filtered() >= 0.5f) { // Drops per keep
+ if (drop_ratio_.filtered() >= 0.5f) { // Drops per keep
// limit is the number of frames we should drop between each kept frame
// to keep our drop ratio. limit is positive in this case.
- float denom = 1.0f - _dropRatio.filtered();
+ float denom = 1.0f - drop_ratio_.filtered();
if (denom < 1e-5) {
denom = 1e-5f;
}
int32_t limit = static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
// Put a bound on the max amount of dropped frames between each kept
// frame, in terms of frame rate and window size (secs).
- int max_limit = static_cast<int>(_incoming_frame_rate * _max_time_drops);
+ int max_limit =
+ static_cast<int>(incoming_frame_rate_ * max_drop_duration_secs_);
if (limit > max_limit) {
limit = max_limit;
}
- if (_dropCount < 0) {
- // Reset the _dropCount since it was negative and should be positive.
- if (_dropRatio.filtered() > 0.4f) {
- _dropCount = -_dropCount;
- } else {
- _dropCount = 0;
- }
+ if (drop_count_ < 0) {
+ // Reset the drop_count_ since it was negative and should be positive.
+ drop_count_ = -drop_count_;
}
- if (_dropCount < limit) {
+ if (drop_count_ < limit) {
// As long we are below the limit we should drop frames.
- _dropCount++;
+ drop_count_++;
return true;
} else {
- // Only when we reset _dropCount a frame should be kept.
- _dropCount = 0;
+ // Only when we reset drop_count_ a frame should be kept.
+ drop_count_ = 0;
return false;
}
- } else if (_dropRatio.filtered() > 0.0f &&
- _dropRatio.filtered() < 0.5f) { // Keeps per drop
+ } else if (drop_ratio_.filtered() > 0.0f &&
+ drop_ratio_.filtered() < 0.5f) { // Keeps per drop
// limit is the number of frames we should keep between each drop
// in order to keep the drop ratio. limit is negative in this case,
- // and the _dropCount is also negative.
- float denom = _dropRatio.filtered();
+ // and the drop_count_ is also negative.
+ float denom = drop_ratio_.filtered();
if (denom < 1e-5) {
denom = 1e-5f;
}
int32_t limit = -static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
- if (_dropCount > 0) {
- // Reset the _dropCount since we have a positive
- // _dropCount, and it should be negative.
- if (_dropRatio.filtered() < 0.6f) {
- _dropCount = -_dropCount;
- } else {
- _dropCount = 0;
- }
+ if (drop_count_ > 0) {
+ // Reset the drop_count_ since we have a positive
+ // drop_count_, and it should be negative.
+ drop_count_ = -drop_count_;
}
- if (_dropCount > limit) {
- if (_dropCount == 0) {
- // Drop frames when we reset _dropCount.
- _dropCount--;
+ if (drop_count_ > limit) {
+ if (drop_count_ == 0) {
+ // Drop frames when we reset drop_count_.
+ drop_count_--;
return true;
} else {
// Keep frames as long as we haven't reached limit.
- _dropCount--;
+ drop_count_--;
return false;
}
} else {
- _dropCount = 0;
+ drop_count_ = 0;
return false;
}
}
- _dropCount = 0;
+ drop_count_ = 0;
return false;
-
- // A simpler version, unfiltered and quicker
- // bool dropNext = _dropNext;
- // _dropNext = false;
- // return dropNext;
}
-void FrameDropper::SetRates(float bitRate, float incoming_frame_rate) {
+void FrameDropper::SetRates(float bitrate, float incoming_frame_rate) {
// Bit rate of -1 means infinite bandwidth.
- _accumulatorMax = bitRate * _windowSize; // bitRate * windowSize (in seconds)
- if (_targetBitRate > 0.0f && bitRate < _targetBitRate &&
- _accumulator > _accumulatorMax) {
+ accumulator_max_ = bitrate * kLeakyBucketSizeSeconds;
+ if (target_bitrate_ > 0.0f && bitrate < target_bitrate_ &&
+ accumulator_ > accumulator_max_) {
// Rescale the accumulator level if the accumulator max decreases
- _accumulator = bitRate / _targetBitRate * _accumulator;
+ accumulator_ = bitrate / target_bitrate_ * accumulator_;
}
- _targetBitRate = bitRate;
+ target_bitrate_ = bitrate;
CapAccumulator();
- _incoming_frame_rate = incoming_frame_rate;
-}
-
-float FrameDropper::ActualFrameRate(uint32_t inputFrameRate) const {
- if (!_enabled) {
- return static_cast<float>(inputFrameRate);
- }
- return inputFrameRate * (1.0f - _dropRatio.filtered());
+ incoming_frame_rate_ = incoming_frame_rate;
}
// Put a cap on the accumulator, i.e., don't let it grow beyond some level.
// This is a temporary fix for screencasting where very large frames from
// encoder will cause very slow response (too many frame drops).
+// TODO(isheriff): Remove this now that large delta frames are also spread out ?
void FrameDropper::CapAccumulator() {
- float max_accumulator = _targetBitRate * _cap_buffer_size;
- if (_accumulator > max_accumulator) {
- _accumulator = max_accumulator;
+ float max_accumulator = target_bitrate_ * kAccumulatorCapBufferSizeSecs;
+ if (accumulator_ > max_accumulator) {
+ accumulator_ = max_accumulator;
}
}
} // namespace webrtc
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