| /* | |
| * 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 |