blob: 3e3b642416c91a460a837f6c727a1be7264fc13b [file] [log] [blame]
/*
* 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 <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "testing/gtest/include/gtest/gtest.h"
#include "webrtc/modules/video_coding/include/video_coding.h"
#include "webrtc/modules/video_coding/internal_defines.h"
#include "webrtc/modules/video_coding/timing.h"
#include "webrtc/modules/video_coding/test/test_util.h"
#include "webrtc/system_wrappers/include/clock.h"
#include "webrtc/system_wrappers/include/trace.h"
#include "webrtc/test/testsupport/fileutils.h"
namespace webrtc {
TEST(ReceiverTiming, Tests) {
SimulatedClock clock(0);
VCMTiming timing(&clock);
uint32_t waitTime = 0;
uint32_t jitterDelayMs = 0;
uint32_t requiredDecodeTimeMs = 0;
uint32_t timeStamp = 0;
timing.Reset();
timing.UpdateCurrentDelay(timeStamp);
timing.Reset();
timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
jitterDelayMs = 20;
timing.SetJitterDelay(jitterDelayMs);
timing.UpdateCurrentDelay(timeStamp);
timing.set_render_delay(0);
waitTime = timing.MaxWaitingTime(
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
clock.TimeInMilliseconds());
// First update initializes the render time. Since we have no decode delay
// we get waitTime = renderTime - now - renderDelay = jitter.
EXPECT_EQ(jitterDelayMs, waitTime);
jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10;
timeStamp += 90000;
clock.AdvanceTimeMilliseconds(1000);
timing.SetJitterDelay(jitterDelayMs);
timing.UpdateCurrentDelay(timeStamp);
waitTime = timing.MaxWaitingTime(
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
clock.TimeInMilliseconds());
// Since we gradually increase the delay we only get 100 ms every second.
EXPECT_EQ(jitterDelayMs - 10, waitTime);
timeStamp += 90000;
clock.AdvanceTimeMilliseconds(1000);
timing.UpdateCurrentDelay(timeStamp);
waitTime = timing.MaxWaitingTime(
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
clock.TimeInMilliseconds());
EXPECT_EQ(waitTime, jitterDelayMs);
// 300 incoming frames without jitter, verify that this gives the exact wait
// time.
for (int i = 0; i < 300; i++) {
clock.AdvanceTimeMilliseconds(1000 / 25);
timeStamp += 90000 / 25;
timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
}
timing.UpdateCurrentDelay(timeStamp);
waitTime = timing.MaxWaitingTime(
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
clock.TimeInMilliseconds());
EXPECT_EQ(waitTime, jitterDelayMs);
// Add decode time estimates.
for (int i = 0; i < 10; i++) {
int64_t startTimeMs = clock.TimeInMilliseconds();
clock.AdvanceTimeMilliseconds(10);
timing.StopDecodeTimer(
timeStamp, clock.TimeInMilliseconds() - startTimeMs,
clock.TimeInMilliseconds(),
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()));
timeStamp += 90000 / 25;
clock.AdvanceTimeMilliseconds(1000 / 25 - 10);
timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
}
requiredDecodeTimeMs = 10;
timing.SetJitterDelay(jitterDelayMs);
clock.AdvanceTimeMilliseconds(1000);
timeStamp += 90000;
timing.UpdateCurrentDelay(timeStamp);
waitTime = timing.MaxWaitingTime(
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
clock.TimeInMilliseconds());
EXPECT_EQ(waitTime, jitterDelayMs);
int minTotalDelayMs = 200;
timing.set_min_playout_delay(minTotalDelayMs);
clock.AdvanceTimeMilliseconds(5000);
timeStamp += 5 * 90000;
timing.UpdateCurrentDelay(timeStamp);
const int kRenderDelayMs = 10;
timing.set_render_delay(kRenderDelayMs);
waitTime = timing.MaxWaitingTime(
timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
clock.TimeInMilliseconds());
// We should at least have minTotalDelayMs - decodeTime (10) - renderTime
// (10) to wait.
EXPECT_EQ(waitTime, minTotalDelayMs - requiredDecodeTimeMs - kRenderDelayMs);
// The total video delay should be equal to the min total delay.
EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay());
// Reset playout delay.
timing.set_min_playout_delay(0);
clock.AdvanceTimeMilliseconds(5000);
timeStamp += 5 * 90000;
timing.UpdateCurrentDelay(timeStamp);
}
TEST(ReceiverTiming, WrapAround) {
const int kFramerate = 25;
SimulatedClock clock(0);
VCMTiming timing(&clock);
// Provoke a wrap-around. The forth frame will have wrapped at 25 fps.
uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFramerate;
for (int i = 0; i < 4; ++i) {
timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
clock.AdvanceTimeMilliseconds(1000 / kFramerate);
timestamp += 90000 / kFramerate;
int64_t render_time =
timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds());
EXPECT_EQ(3 * 1000 / kFramerate, render_time);
render_time = timing.RenderTimeMs(89u, // One second later in 90 kHz.
clock.TimeInMilliseconds());
EXPECT_EQ(3 * 1000 / kFramerate + 1, render_time);
}
}
} // namespace webrtc