LCOV - code coverage report
Current view: top level - media/webrtc/trunk/webrtc/modules/video_coding/utility - frame_dropper.cc (source / functions) Hit Total Coverage
Test: output.info Lines: 0 137 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 10 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /*
       2             :  *  Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
       3             :  *
       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
       6             :  *  tree. An additional intellectual property rights grant can be found
       7             :  *  in the file PATENTS.  All contributing project authors may
       8             :  *  be found in the AUTHORS file in the root of the source tree.
       9             :  */
      10             : 
      11             : #include "webrtc/modules/video_coding/utility/frame_dropper.h"
      12             : 
      13             : #include <algorithm>
      14             : 
      15             : #include "webrtc/base/logging.h"
      16             : #include "webrtc/system_wrappers/include/trace.h"
      17             : 
      18             : namespace webrtc {
      19             : 
      20             : namespace {
      21             : 
      22             : const float kDefaultFrameSizeAlpha = 0.9f;
      23             : const float kDefaultKeyFrameRatioAlpha = 0.99f;
      24             : // 1 key frame every 10th second in 30 fps.
      25             : const float kDefaultKeyFrameRatioValue = 1 / 300.0f;
      26             : 
      27             : const float kDefaultDropRatioAlpha = 0.9f;
      28             : const float kDefaultDropRatioValue = 0.96f;
      29             : // Maximum duration over which frames are continuously dropped.
      30             : const float kDefaultMaxDropDurationSecs = 4.0f;
      31             : 
      32             : // Default target bitrate.
      33             : // TODO(isheriff): Should this be higher to avoid dropping too many packets when
      34             : // the bandwidth is unknown at the start ?
      35             : const float kDefaultTargetBitrateKbps = 300.0f;
      36             : const float kDefaultIncomingFrameRate = 30;
      37             : const float kLeakyBucketSizeSeconds = 0.5f;
      38             : 
      39             : // A delta frame that is bigger than |kLargeDeltaFactor| times the average
      40             : // delta frame is a large frame that is spread out for accumulation.
      41             : const int kLargeDeltaFactor = 3;
      42             : 
      43             : // Cap on the frame size accumulator to prevent excessive drops.
      44             : const float kAccumulatorCapBufferSizeSecs = 3.0f;
      45             : }  // namespace
      46             : 
      47           0 : FrameDropper::FrameDropper()
      48             :     : key_frame_ratio_(kDefaultKeyFrameRatioAlpha),
      49             :       delta_frame_size_avg_kbits_(kDefaultFrameSizeAlpha),
      50             :       drop_ratio_(kDefaultDropRatioAlpha, kDefaultDropRatioValue),
      51             :       enabled_(true),
      52           0 :       max_drop_duration_secs_(kDefaultMaxDropDurationSecs) {
      53           0 :   Reset();
      54           0 : }
      55             : 
      56           0 : FrameDropper::FrameDropper(float max_drop_duration_secs)
      57             :     : key_frame_ratio_(kDefaultKeyFrameRatioAlpha),
      58             :       delta_frame_size_avg_kbits_(kDefaultFrameSizeAlpha),
      59             :       drop_ratio_(kDefaultDropRatioAlpha, kDefaultDropRatioValue),
      60             :       enabled_(true),
      61           0 :       max_drop_duration_secs_(max_drop_duration_secs) {
      62           0 :   Reset();
      63           0 : }
      64             : 
      65           0 : void FrameDropper::Reset() {
      66           0 :   key_frame_ratio_.Reset(kDefaultKeyFrameRatioAlpha);
      67           0 :   key_frame_ratio_.Apply(1.0f, kDefaultKeyFrameRatioValue);
      68           0 :   delta_frame_size_avg_kbits_.Reset(kDefaultFrameSizeAlpha);
      69             : 
      70           0 :   accumulator_ = 0.0f;
      71           0 :   accumulator_max_ = kDefaultTargetBitrateKbps / 2;
      72           0 :   target_bitrate_ = kDefaultTargetBitrateKbps;
      73           0 :   incoming_frame_rate_ = kDefaultIncomingFrameRate;
      74             : 
      75           0 :   large_frame_accumulation_count_ = 0;
      76           0 :   large_frame_accumulation_chunk_size_ = 0;
      77           0 :   large_frame_accumulation_spread_ = 0.5 * kDefaultIncomingFrameRate;
      78             : 
      79           0 :   drop_next_ = false;
      80           0 :   drop_ratio_.Reset(0.9f);
      81           0 :   drop_ratio_.Apply(0.0f, 0.0f);
      82           0 :   drop_count_ = 0;
      83           0 :   was_below_max_ = true;
      84           0 : }
      85             : 
      86           0 : void FrameDropper::Enable(bool enable) {
      87           0 :   enabled_ = enable;
      88           0 : }
      89             : 
      90           0 : void FrameDropper::Fill(size_t framesize_bytes, bool delta_frame) {
      91           0 :   if (!enabled_) {
      92           0 :     return;
      93             :   }
      94           0 :   float framesize_kbits = 8.0f * static_cast<float>(framesize_bytes) / 1000.0f;
      95           0 :   if (!delta_frame) {
      96           0 :     key_frame_ratio_.Apply(1.0, 1.0);
      97             :     // Do not spread if we are already doing it (or we risk dropping bits that
      98             :     // need accumulation). Given we compute the key
      99             :     // frame ratio and spread based on that, this should not normally happen.
     100           0 :     if (large_frame_accumulation_count_ == 0) {
     101           0 :       if (key_frame_ratio_.filtered() > 1e-5 &&
     102           0 :           1 / key_frame_ratio_.filtered() < large_frame_accumulation_spread_) {
     103           0 :         large_frame_accumulation_count_ =
     104           0 :             static_cast<int32_t>(1 / key_frame_ratio_.filtered() + 0.5);
     105             :       } else {
     106           0 :         large_frame_accumulation_count_ =
     107           0 :             static_cast<int32_t>(large_frame_accumulation_spread_ + 0.5);
     108             :       }
     109           0 :       large_frame_accumulation_chunk_size_ =
     110           0 :           framesize_kbits / large_frame_accumulation_count_;
     111           0 :       framesize_kbits = 0;
     112             :     }
     113             :   } else {
     114             :     // Identify if it is an unusually large delta frame and spread accumulation
     115             :     // if that is the case.
     116           0 :     if (delta_frame_size_avg_kbits_.filtered() != -1 &&
     117             :         (framesize_kbits >
     118           0 :          kLargeDeltaFactor * delta_frame_size_avg_kbits_.filtered()) &&
     119           0 :         large_frame_accumulation_count_ == 0) {
     120           0 :       large_frame_accumulation_count_ =
     121           0 :           static_cast<int32_t>(large_frame_accumulation_spread_ + 0.5);
     122           0 :       large_frame_accumulation_chunk_size_ =
     123           0 :           framesize_kbits / large_frame_accumulation_count_;
     124           0 :       framesize_kbits = 0;
     125             :     } else {
     126           0 :       delta_frame_size_avg_kbits_.Apply(1, framesize_kbits);
     127             :     }
     128           0 :     key_frame_ratio_.Apply(1.0, 0.0);
     129             :   }
     130             :   // Change the level of the accumulator (bucket)
     131           0 :   accumulator_ += framesize_kbits;
     132           0 :   CapAccumulator();
     133             : }
     134             : 
     135           0 : void FrameDropper::Leak(uint32_t input_framerate) {
     136           0 :   if (!enabled_) {
     137           0 :     return;
     138             :   }
     139           0 :   if (input_framerate < 1) {
     140           0 :     return;
     141             :   }
     142           0 :   if (target_bitrate_ < 0.0f) {
     143           0 :     return;
     144             :   }
     145             :   // Add lower bound for large frame accumulation spread.
     146           0 :   large_frame_accumulation_spread_ = std::max(0.5 * input_framerate, 5.0);
     147             :   // Expected bits per frame based on current input frame rate.
     148           0 :   float expected_bits_per_frame = target_bitrate_ / input_framerate;
     149           0 :   if (large_frame_accumulation_count_ > 0) {
     150           0 :     expected_bits_per_frame -= large_frame_accumulation_chunk_size_;
     151           0 :     --large_frame_accumulation_count_;
     152             :   }
     153           0 :   accumulator_ -= expected_bits_per_frame;
     154           0 :   if (accumulator_ < 0.0f) {
     155           0 :     accumulator_ = 0.0f;
     156             :   }
     157           0 :   UpdateRatio();
     158             : }
     159             : 
     160           0 : void FrameDropper::UpdateRatio() {
     161           0 :   if (accumulator_ > 1.3f * accumulator_max_) {
     162             :     // Too far above accumulator max, react faster
     163           0 :     drop_ratio_.UpdateBase(0.8f);
     164             :   } else {
     165             :     // Go back to normal reaction
     166           0 :     drop_ratio_.UpdateBase(0.9f);
     167             :   }
     168           0 :   if (accumulator_ > accumulator_max_) {
     169             :     // We are above accumulator max, and should ideally
     170             :     // drop a frame. Increase the dropRatio and drop
     171             :     // the frame later.
     172           0 :     if (was_below_max_) {
     173           0 :       drop_next_ = true;
     174             :     }
     175           0 :     drop_ratio_.Apply(1.0f, 1.0f);
     176           0 :     drop_ratio_.UpdateBase(0.9f);
     177             :   } else {
     178           0 :     drop_ratio_.Apply(1.0f, 0.0f);
     179             :   }
     180           0 :   was_below_max_ = accumulator_ < accumulator_max_;
     181           0 : }
     182             : 
     183             : // This function signals when to drop frames to the caller. It makes use of the
     184             : // dropRatio
     185             : // to smooth out the drops over time.
     186           0 : bool FrameDropper::DropFrame() {
     187           0 :   if (!enabled_) {
     188           0 :     return false;
     189             :   }
     190           0 :   if (drop_next_) {
     191           0 :     drop_next_ = false;
     192           0 :     drop_count_ = 0;
     193             :   }
     194             : 
     195           0 :   if (drop_ratio_.filtered() >= 0.5f) {  // Drops per keep
     196             :     // limit is the number of frames we should drop between each kept frame
     197             :     // to keep our drop ratio. limit is positive in this case.
     198           0 :     float denom = 1.0f - drop_ratio_.filtered();
     199           0 :     if (denom < 1e-5) {
     200           0 :       denom = 1e-5f;
     201             :     }
     202           0 :     int32_t limit = static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
     203             :     // Put a bound on the max amount of dropped frames between each kept
     204             :     // frame, in terms of frame rate and window size (secs).
     205             :     int max_limit =
     206           0 :         static_cast<int>(incoming_frame_rate_ * max_drop_duration_secs_);
     207           0 :     if (limit > max_limit) {
     208           0 :       limit = max_limit;
     209             :     }
     210           0 :     if (drop_count_ < 0) {
     211             :       // Reset the drop_count_ since it was negative and should be positive.
     212           0 :       drop_count_ = -drop_count_;
     213             :     }
     214           0 :     if (drop_count_ < limit) {
     215             :       // As long we are below the limit we should drop frames.
     216           0 :       drop_count_++;
     217           0 :       return true;
     218             :     } else {
     219             :       // Only when we reset drop_count_ a frame should be kept.
     220           0 :       drop_count_ = 0;
     221           0 :       return false;
     222             :     }
     223           0 :   } else if (drop_ratio_.filtered() > 0.0f &&
     224           0 :              drop_ratio_.filtered() < 0.5f) {  // Keeps per drop
     225             :     // limit is the number of frames we should keep between each drop
     226             :     // in order to keep the drop ratio. limit is negative in this case,
     227             :     // and the drop_count_ is also negative.
     228           0 :     float denom = drop_ratio_.filtered();
     229           0 :     if (denom < 1e-5) {
     230           0 :       denom = 1e-5f;
     231             :     }
     232           0 :     int32_t limit = -static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
     233           0 :     if (drop_count_ > 0) {
     234             :       // Reset the drop_count_ since we have a positive
     235             :       // drop_count_, and it should be negative.
     236           0 :       drop_count_ = -drop_count_;
     237             :     }
     238           0 :     if (drop_count_ > limit) {
     239           0 :       if (drop_count_ == 0) {
     240             :         // Drop frames when we reset drop_count_.
     241           0 :         drop_count_--;
     242           0 :         return true;
     243             :       } else {
     244             :         // Keep frames as long as we haven't reached limit.
     245           0 :         drop_count_--;
     246           0 :         return false;
     247             :       }
     248             :     } else {
     249           0 :       drop_count_ = 0;
     250           0 :       return false;
     251             :     }
     252             :   }
     253           0 :   drop_count_ = 0;
     254           0 :   return false;
     255             : }
     256             : 
     257           0 : void FrameDropper::SetRates(float bitrate, float incoming_frame_rate) {
     258             :   // Bit rate of -1 means infinite bandwidth.
     259           0 :   accumulator_max_ = bitrate * kLeakyBucketSizeSeconds;
     260           0 :   if (target_bitrate_ > 0.0f && bitrate < target_bitrate_ &&
     261           0 :       accumulator_ > accumulator_max_) {
     262             :     // Rescale the accumulator level if the accumulator max decreases
     263           0 :     accumulator_ = bitrate / target_bitrate_ * accumulator_;
     264             :   }
     265           0 :   target_bitrate_ = bitrate;
     266           0 :   CapAccumulator();
     267           0 :   incoming_frame_rate_ = incoming_frame_rate;
     268           0 : }
     269             : 
     270             : // Put a cap on the accumulator, i.e., don't let it grow beyond some level.
     271             : // This is a temporary fix for screencasting where very large frames from
     272             : // encoder will cause very slow response (too many frame drops).
     273             : // TODO(isheriff): Remove this now that large delta frames are also spread out ?
     274           0 : void FrameDropper::CapAccumulator() {
     275           0 :   float max_accumulator = target_bitrate_ * kAccumulatorCapBufferSizeSecs;
     276           0 :   if (accumulator_ > max_accumulator) {
     277           0 :     accumulator_ = max_accumulator;
     278             :   }
     279           0 : }
     280             : }  // namespace webrtc

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