Refactoring temporal layers implementation and adding VideoCodecMode for easier control of codec settings.

Review URL: https://webrtc-codereview.appspot.com/1105007

git-svn-id: http://webrtc.googlecode.com/svn/trunk@3528 4adac7df-926f-26a2-2b94-8c16560cd09d
diff --git a/webrtc/modules/video_coding/utility/frame_dropper.cc b/webrtc/modules/video_coding/utility/frame_dropper.cc
new file mode 100644
index 0000000..b871022
--- /dev/null
+++ b/webrtc/modules/video_coding/utility/frame_dropper.cc
@@ -0,0 +1,348 @@
+/*
+ *  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/include/frame_dropper.h"
+
+#include "webrtc/system_wrappers/interface/trace.h"
+
+namespace webrtc
+{
+
+FrameDropper::FrameDropper()
+:
+_keyFrameSizeAvgKbits(0.9f),
+_keyFrameRatio(0.99f),
+_dropRatio(0.9f, 0.96f),
+_enabled(true)
+{
+    Reset();
+}
+
+void
+FrameDropper::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;
+    _incoming_frame_rate = 30;
+    _keyFrameSpreadFrames = 0.5f * _incoming_frame_rate;
+    _dropNext = false;
+    _dropRatio.Reset(0.9f);
+    _dropRatio.Apply(0.0f, 0.0f); // Initialize to 0
+    _dropCount = 0;
+    _windowSize = 0.5f;
+    _wasBelowMax = true;
+    _fastMode = false; // start with normal (non-aggressive) mode
+    // Cap for the encoder buffer level/accumulator, in secs.
+    _cap_buffer_size = 3.0f;
+    // Cap on maximum amount of dropped frames between kept frames, in secs.
+    _max_time_drops = 4.0f;
+}
+
+void
+FrameDropper::Enable(bool enable)
+{
+    _enabled = enable;
+}
+
+void
+FrameDropper::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;
+    CapAccumulator();
+}
+
+void
+FrameDropper::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
+FrameDropper::UpdateNack(WebRtc_UWord32 nackBytes)
+{
+    if (!_enabled)
+    {
+        return;
+    }
+    _accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
+}
+
+void
+FrameDropper::FillBucket(float inKbits, float outKbits)
+{
+    _accumulator += (inKbits - outKbits);
+}
+
+void
+FrameDropper::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;
+}
+
+// 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 (_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);
+        // 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_time_drops);
+        if (limit > max_limit) {
+          limit = max_limit;
+        }
+        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
+FrameDropper::SetRates(float bitRate, float incoming_frame_rate)
+{
+    // 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;
+    CapAccumulator();
+    _incoming_frame_rate = incoming_frame_rate;
+}
+
+float
+FrameDropper::ActualFrameRate(WebRtc_UWord32 inputFrameRate) const
+{
+    if (!_enabled)
+    {
+        return static_cast<float>(inputFrameRate);
+    }
+    return inputFrameRate * (1.0f - _dropRatio.Value());
+}
+
+// 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).
+void FrameDropper::CapAccumulator() {
+  float max_accumulator = _targetBitRate * _cap_buffer_size;
+  if (_accumulator > max_accumulator) {
+    _accumulator = max_accumulator;
+  }
+}
+
+}