| /* | |
| * 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 "modules/video_coding/utility/frame_dropper.h" | |
| #include <algorithm> | |
| 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() = default; | |
| 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 drop_ratio_ 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 | |
| // drop_ratio_ 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 |