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/*
* Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
* tree. An additional intellectual property rights grant can be found
* in the file PATENTS. All contributing project authors may
* be found in the AUTHORS file in the root of the source tree.
*/
#include "webrtc/modules/video_coding/utility/include/frame_dropper.h"
#include "webrtc/system_wrappers/include/trace.h"
namespace webrtc
{
const float kDefaultKeyFrameSizeAvgKBits = 0.9f;
const float kDefaultKeyFrameRatio = 0.99f;
const float kDefaultDropRatioAlpha = 0.9f;
const float kDefaultDropRatioMax = 0.96f;
const float kDefaultMaxTimeToDropFrames = 4.0f; // In seconds.
FrameDropper::FrameDropper()
:
_keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
_keyFrameRatio(kDefaultKeyFrameRatio),
_dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
_enabled(true),
_max_time_drops(kDefaultMaxTimeToDropFrames)
{
Reset();
}
FrameDropper::FrameDropper(float max_time_drops)
:
_keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
_keyFrameRatio(kDefaultKeyFrameRatio),
_dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
_enabled(true),
_max_time_drops(max_time_drops)
{
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;
}
void
FrameDropper::Enable(bool enable)
{
_enabled = enable;
}
void
FrameDropper::Fill(size_t frameSizeBytes, bool deltaFrame)
{
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;
}
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
{
// Compensate for the key frame the following frames
_keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5);
}
}
else
{
// Decrease the keyFrameRatio
_keyFrameRatio.Apply(1.0, 0.0);
}
// Change the level of the accumulator (bucket)
_accumulator += frameSizeKbits;
CapAccumulator();
}
void
FrameDropper::Leak(uint32_t inputFrameRate)
{
if (!_enabled)
{
return;
}
if (inputFrameRate < 1)
{
return;
}
if (_targetBitRate < 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--;
}
_accumulator -= T;
if (_accumulator < 0.0f)
{
_accumulator = 0.0f;
}
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)
{
// Too far above accumulator max, react faster
_dropRatio.UpdateBase(0.8f);
}
else
{
// Go back to normal reaction
_dropRatio.UpdateBase(0.9f);
}
if (_accumulator > _accumulatorMax)
{
// We are above accumulator max, and should ideally
// drop a frame. Increase the dropRatio and drop
// the frame later.
if (_wasBelowMax)
{
_dropNext = true;
}
if (_fastMode)
{
// always drop in aggressive mode
_dropNext = true;
}
_dropRatio.Apply(1.0f, 1.0f);
_dropRatio.UpdateBase(0.9f);
}
else
{
_dropRatio.Apply(1.0f, 0.0f);
}
_wasBelowMax = _accumulator < _accumulatorMax;
}
// 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)
{
return false;
}
if (_dropNext)
{
_dropNext = false;
_dropCount = 0;
}
if (_dropRatio.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();
if (denom < 1e-5)
{
denom = (float)1e-5;
}
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);
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 (_dropCount < limit)
{
// As long we are below the limit we should drop frames.
_dropCount++;
return true;
}
else
{
// Only when we reset _dropCount a frame should be kept.
_dropCount = 0;
return false;
}
}
else if (_dropRatio.filtered() > 0.0f &&
_dropRatio.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();
if (denom < 1e-5)
{
denom = (float)1e-5;
}
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 (_dropCount > limit)
{
if (_dropCount == 0)
{
// Drop frames when we reset _dropCount.
_dropCount--;
return true;
}
else
{
// Keep frames as long as we haven't reached limit.
_dropCount--;
return false;
}
}
else
{
_dropCount = 0;
return false;
}
}
_dropCount = 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)
{
// Bit rate of -1 means infinite bandwidth.
_accumulatorMax = bitRate * _windowSize; // bitRate * windowSize (in seconds)
if (_targetBitRate > 0.0f && bitRate < _targetBitRate && _accumulator > _accumulatorMax)
{
// Rescale the accumulator level if the accumulator max decreases
_accumulator = bitRate / _targetBitRate * _accumulator;
}
_targetBitRate = 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());
}
// 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).
void FrameDropper::CapAccumulator() {
float max_accumulator = _targetBitRate * _cap_buffer_size;
if (_accumulator > max_accumulator) {
_accumulator = max_accumulator;
}
}
}