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diff --git a/third_party/libwebrtc/modules/video_coding/utility/frame_dropper.cc b/third_party/libwebrtc/modules/video_coding/utility/frame_dropper.cc
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+/*
+ * 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