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..c95048c074359171e3c34e10b234df60440166d3 100644 |
--- a/webrtc/modules/video_coding/utility/frame_dropper.cc |
+++ b/webrtc/modules/video_coding/utility/frame_dropper.cc |
@@ -10,286 +10,283 @@ |
#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; |
+ |
+// A delta frame that is bigger than |kLargeDeltaFactor| times the average |
+// delta frame is a large frame that is spread out for accumulation. |
+const int kLargeDeltaFactor = 3; |
+ |
+// 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_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_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); |
+ 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()) { |
- // Remove the average key frame size since we |
- // compensate for key frames when adding delta |
- // frames. |
- frameSizeKbits -= _keyFrameSizeAvgKbits.filtered(); |
- } else { |
- // Shouldn't be negative, so zero is the lower bound. |
- frameSizeKbits = 0; |
+ float framesize_kbits = 8.0f * static_cast<float>(framesize_bytes) / 1000.0f; |
+ if (!delta_frame) { |
+ key_frame_ratio_.Apply(1.0, 1.0); |
+ // Do not spread if we are already doing it (or we risk dropping bits that |
+ // need accumulation). Given we compute the key |
+ // frame ratio and spread based on that, this should not normally happen. |
+ if (large_frame_accumulation_count_ == 0) { |
+ 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 { |
+ 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; |
} |
- 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); |
+ } else { |
+ // Identify if it is an unusually large delta frame and spread accumulation |
+ // if that is the case. |
+ if (delta_frame_size_avg_kbits_.filtered() != -1 && |
+ (framesize_kbits > |
+ kLargeDeltaFactor * delta_frame_size_avg_kbits_.filtered()) && |
+ 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 { |
- // Compensate for the key frame the following frames |
- _keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5); |
+ delta_frame_size_avg_kbits_.Apply(1, framesize_kbits); |
} |
- } else { |
- // Decrease the keyFrameRatio |
- _keyFrameRatio.Apply(1.0, 0.0); |
+ 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_ << " delta avg " |
+ << delta_frame_size_avg_kbits_.filtered() << " SIZE " |
+ << framesize_kbits << "key frame ratio " |
+ << key_frame_ratio_.filtered(); |
} |
-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_; |
} |
- _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_ |
+ << " count " << large_frame_accumulation_count_ << " spread " |
+ << large_frame_accumulation_spread_ << " 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 |