webrtc/modules/video_coding/main/source/frame_dropper.cc

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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 "frame_dropper.h"
#include "internal_defines.h"
#include "trace.h"
namespace webrtc
{
VCMFrameDropper::VCMFrameDropper(WebRtc_Word32 vcmId)
:
_vcmId(vcmId),
_keyFrameSizeAvgKbits(0.9f),
_keyFrameRatio(0.99f),
_dropRatio(0.9f, 0.96f)
{
Reset();
}
void
VCMFrameDropper::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;
_userFrameRate = 30;
_keyFrameSpreadFrames = 0.5f * _userFrameRate;
_dropNext = false;
_dropRatio.Reset(0.9f);
_dropRatio.Apply(0.0f, 0.0f); // Initialize to 0
_dropCount = 0;
_windowSize = 0.5f;
_wasBelowMax = true;
_enabled = true;
_fastMode = false; // start with normal (non-aggressive) mode
}
void
VCMFrameDropper::Enable(bool enable)
{
_enabled = enable;
}
void
VCMFrameDropper::Fill(WebRtc_UWord32 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.Value())
{
// Remove the average key frame size since we
// compensate for key frames when adding delta
// frames.
frameSizeKbits -= _keyFrameSizeAvgKbits.Value();
}
else
{
// Shouldn't be negative, so zero is the lower bound.
frameSizeKbits = 0;
}
if (_keyFrameRatio.Value() > 1e-5 && 1 / _keyFrameRatio.Value() < _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<WebRtc_Word32>(1 / _keyFrameRatio.Value() + 0.5);
}
else
{
// Compensate for the key frame the following frames
_keyFrameCount = static_cast<WebRtc_Word32>(_keyFrameSpreadFrames + 0.5);
}
}
else
{
// Decrease the keyFrameRatio
_keyFrameRatio.Apply(1.0, 0.0);
}
// Change the level of the accumulator (bucket)
_accumulator += frameSizeKbits;
}
void
VCMFrameDropper::Leak(WebRtc_UWord32 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.Value() > 0 && 1 / _keyFrameRatio.Value() < _keyFrameSpreadFrames)
{
T -= _keyFrameSizeAvgKbits.Value() * _keyFrameRatio.Value();
}
else
{
T -= _keyFrameSizeAvgKbits.Value() / _keyFrameSpreadFrames;
}
_keyFrameCount--;
}
_accumulator -= T;
UpdateRatio();
}
void
VCMFrameDropper::UpdateNack(WebRtc_UWord32 nackBytes)
{
if (!_enabled)
{
return;
}
_accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
}
void
VCMFrameDropper::FillBucket(float inKbits, float outKbits)
{
_accumulator += (inKbits - outKbits);
}
void
VCMFrameDropper::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);
}
if (_accumulator < 0.0f)
{
_accumulator = 0.0f;
}
_wasBelowMax = _accumulator < _accumulatorMax;
WEBRTC_TRACE(webrtc::kTraceDebug, webrtc::kTraceVideoCoding, VCMId(_vcmId), "FrameDropper: dropRatio = %f accumulator = %f, accumulatorMax = %f", _dropRatio.Value(), _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
VCMFrameDropper::DropFrame()
{
if (!_enabled)
{
return false;
}
if (_dropNext)
{
_dropNext = false;
_dropCount = 0;
}
if (_dropRatio.Value() >= 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.Value();
if (denom < 1e-5)
{
denom = (float)1e-5;
}
WebRtc_Word32 limit = static_cast<WebRtc_Word32>(1.0f / denom - 1.0f + 0.5f);
if (_dropCount < 0)
{
// Reset the _dropCount since it was negative and should be positive.
if (_dropRatio.Value() > 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.Value() > 0.0f && _dropRatio.Value() < 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.Value();
if (denom < 1e-5)
{
denom = (float)1e-5;
}
WebRtc_Word32 limit = -static_cast<WebRtc_Word32>(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.Value() < 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
VCMFrameDropper::SetRates(float bitRate, float userFrameRate)
{
// 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;
if (userFrameRate > 0.0f)
{
_userFrameRate = userFrameRate;
}
}
float
VCMFrameDropper::ActualFrameRate(WebRtc_UWord32 inputFrameRate) const
{
if (!_enabled)
{
return static_cast<float>(inputFrameRate);
}
return inputFrameRate * (1.0f - _dropRatio.Value());
}
}