| /* |
| * 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/timing.h" |
| #include "system_wrappers/include/clock.h" |
| #include "test/gtest.h" |
| |
| namespace webrtc { |
| namespace { |
| const int kFps = 25; |
| } // namespace |
| |
| TEST(ReceiverTiming, Tests) { |
| SimulatedClock clock(0); |
| VCMTiming timing(&clock); |
| timing.Reset(); |
| |
| uint32_t timestamp = 0; |
| timing.UpdateCurrentDelay(timestamp); |
| |
| timing.Reset(); |
| |
| timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds()); |
| uint32_t jitter_delay_ms = 20; |
| timing.SetJitterDelay(jitter_delay_ms); |
| timing.UpdateCurrentDelay(timestamp); |
| timing.set_render_delay(0); |
| uint32_t wait_time_ms = timing.MaxWaitingTime( |
| timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), |
| clock.TimeInMilliseconds()); |
| // First update initializes the render time. Since we have no decode delay |
| // we get wait_time_ms = renderTime - now - renderDelay = jitter. |
| EXPECT_EQ(jitter_delay_ms, wait_time_ms); |
| |
| jitter_delay_ms += VCMTiming::kDelayMaxChangeMsPerS + 10; |
| timestamp += 90000; |
| clock.AdvanceTimeMilliseconds(1000); |
| timing.SetJitterDelay(jitter_delay_ms); |
| timing.UpdateCurrentDelay(timestamp); |
| wait_time_ms = timing.MaxWaitingTime( |
| timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), |
| clock.TimeInMilliseconds()); |
| // Since we gradually increase the delay we only get 100 ms every second. |
| EXPECT_EQ(jitter_delay_ms - 10, wait_time_ms); |
| |
| timestamp += 90000; |
| clock.AdvanceTimeMilliseconds(1000); |
| timing.UpdateCurrentDelay(timestamp); |
| wait_time_ms = timing.MaxWaitingTime( |
| timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), |
| clock.TimeInMilliseconds()); |
| EXPECT_EQ(jitter_delay_ms, wait_time_ms); |
| |
| // Insert frames without jitter, verify that this gives the exact wait time. |
| const int kNumFrames = 300; |
| for (int i = 0; i < kNumFrames; i++) { |
| clock.AdvanceTimeMilliseconds(1000 / kFps); |
| timestamp += 90000 / kFps; |
| timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds()); |
| } |
| timing.UpdateCurrentDelay(timestamp); |
| wait_time_ms = timing.MaxWaitingTime( |
| timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), |
| clock.TimeInMilliseconds()); |
| EXPECT_EQ(jitter_delay_ms, wait_time_ms); |
| |
| // Add decode time estimates for 1 second. |
| const uint32_t kDecodeTimeMs = 10; |
| for (int i = 0; i < kFps; i++) { |
| clock.AdvanceTimeMilliseconds(kDecodeTimeMs); |
| timing.StopDecodeTimer(kDecodeTimeMs, clock.TimeInMilliseconds()); |
| timestamp += 90000 / kFps; |
| clock.AdvanceTimeMilliseconds(1000 / kFps - kDecodeTimeMs); |
| timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds()); |
| } |
| timing.UpdateCurrentDelay(timestamp); |
| wait_time_ms = timing.MaxWaitingTime( |
| timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), |
| clock.TimeInMilliseconds()); |
| EXPECT_EQ(jitter_delay_ms, wait_time_ms); |
| |
| const int kMinTotalDelayMs = 200; |
| timing.set_min_playout_delay(kMinTotalDelayMs); |
| clock.AdvanceTimeMilliseconds(5000); |
| timestamp += 5 * 90000; |
| timing.UpdateCurrentDelay(timestamp); |
| const int kRenderDelayMs = 10; |
| timing.set_render_delay(kRenderDelayMs); |
| wait_time_ms = timing.MaxWaitingTime( |
| timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), |
| clock.TimeInMilliseconds()); |
| // We should at least have kMinTotalDelayMs - decodeTime (10) - renderTime |
| // (10) to wait. |
| EXPECT_EQ(kMinTotalDelayMs - kDecodeTimeMs - kRenderDelayMs, wait_time_ms); |
| // The total video delay should be equal to the min total delay. |
| EXPECT_EQ(kMinTotalDelayMs, timing.TargetVideoDelay()); |
| |
| // Reset playout delay. |
| timing.set_min_playout_delay(0); |
| clock.AdvanceTimeMilliseconds(5000); |
| timestamp += 5 * 90000; |
| timing.UpdateCurrentDelay(timestamp); |
| } |
| |
| TEST(ReceiverTiming, WrapAround) { |
| SimulatedClock clock(0); |
| VCMTiming timing(&clock); |
| // Provoke a wrap-around. The fifth frame will have wrapped at 25 fps. |
| uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFps; |
| for (int i = 0; i < 5; ++i) { |
| timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds()); |
| clock.AdvanceTimeMilliseconds(1000 / kFps); |
| timestamp += 90000 / kFps; |
| EXPECT_EQ(3 * 1000 / kFps, |
| timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds())); |
| EXPECT_EQ(3 * 1000 / kFps + 1, |
| timing.RenderTimeMs(89u, // One ms later in 90 kHz. |
| clock.TimeInMilliseconds())); |
| } |
| } |
| |
| } // namespace webrtc |