| /* |
| * 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/frame_dropper.h" |
| |
| #include <algorithm> |
| |
| #include "webrtc/base/logging.h" |
| #include "webrtc/system_wrappers/include/trace.h" |
| |
| namespace webrtc { |
| |
| 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 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() |
| : 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_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() { |
| 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_chunk_size_ = 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; |
| } |
| |
| void FrameDropper::Fill(size_t framesize_bytes, bool delta_frame) { |
| if (!enabled_) { |
| return; |
| } |
| 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; |
| } |
| } 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 { |
| 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_ += framesize_kbits; |
| CapAccumulator(); |
| } |
| |
| void FrameDropper::Leak(uint32_t input_framerate) { |
| if (!enabled_) { |
| return; |
| } |
| if (input_framerate < 1) { |
| return; |
| } |
| if (target_bitrate_ < 0.0f) { |
| return; |
| } |
| // 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_ -= expected_bits_per_frame; |
| if (accumulator_ < 0.0f) { |
| accumulator_ = 0.0f; |
| } |
| UpdateRatio(); |
| } |
| |
| void FrameDropper::UpdateRatio() { |
| if (accumulator_ > 1.3f * accumulator_max_) { |
| // Too far above accumulator max, react faster |
| drop_ratio_.UpdateBase(0.8f); |
| } else { |
| // Go back to normal reaction |
| drop_ratio_.UpdateBase(0.9f); |
| } |
| if (accumulator_ > accumulator_max_) { |
| // We are above accumulator max, and should ideally |
| // drop a frame. Increase the dropRatio and drop |
| // the frame later. |
| if (was_below_max_) { |
| drop_next_ = true; |
| } |
| drop_ratio_.Apply(1.0f, 1.0f); |
| drop_ratio_.UpdateBase(0.9f); |
| } else { |
| drop_ratio_.Apply(1.0f, 0.0f); |
| } |
| 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_) { |
| return false; |
| } |
| if (drop_next_) { |
| drop_next_ = false; |
| drop_count_ = 0; |
| } |
| |
| 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 - 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_drop_duration_secs_); |
| if (limit > max_limit) { |
| limit = max_limit; |
| } |
| if (drop_count_ < 0) { |
| // Reset the drop_count_ since it was negative and should be positive. |
| drop_count_ = -drop_count_; |
| } |
| if (drop_count_ < limit) { |
| // As long we are below the limit we should drop frames. |
| drop_count_++; |
| return true; |
| } else { |
| // Only when we reset drop_count_ a frame should be kept. |
| drop_count_ = 0; |
| return false; |
| } |
| } 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 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 (drop_count_ > 0) { |
| // Reset the drop_count_ since we have a positive |
| // drop_count_, and it should be negative. |
| drop_count_ = -drop_count_; |
| } |
| 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. |
| drop_count_--; |
| return false; |
| } |
| } else { |
| drop_count_ = 0; |
| return false; |
| } |
| } |
| drop_count_ = 0; |
| return false; |
| } |
| |
| void FrameDropper::SetRates(float bitrate, float incoming_frame_rate) { |
| // Bit rate of -1 means infinite bandwidth. |
| 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 / target_bitrate_ * accumulator_; |
| } |
| target_bitrate_ = bitrate; |
| CapAccumulator(); |
| 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 = target_bitrate_ * kAccumulatorCapBufferSizeSecs; |
| if (accumulator_ > max_accumulator) { |
| accumulator_ = max_accumulator; |
| } |
| } |
| } // namespace webrtc |