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1 /*
2  *  Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
3  *
4  *  Use of this source code is governed by a BSD-style license
5  *  that can be found in the LICENSE file in the root of the source
6  *  tree. An additional intellectual property rights grant can be found
7  *  in the file PATENTS.  All contributing project authors may
8  *  be found in the AUTHORS file in the root of the source tree.
9  */
10 
11 #include "webrtc/modules/video_coding/utility/include/frame_dropper.h"
12 
13 #include "webrtc/system_wrappers/interface/trace.h"
14 
15 namespace webrtc
16 {
17 
18 const float kDefaultKeyFrameSizeAvgKBits = 0.9f;
19 const float kDefaultKeyFrameRatio = 0.99f;
20 const float kDefaultDropRatioAlpha = 0.9f;
21 const float kDefaultDropRatioMax = 0.96f;
22 const float kDefaultMaxTimeToDropFrames = 4.0f;  // In seconds.
23 
FrameDropper()24 FrameDropper::FrameDropper()
25 :
26 _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
27 _keyFrameRatio(kDefaultKeyFrameRatio),
28 _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
29 _enabled(true),
30 _max_time_drops(kDefaultMaxTimeToDropFrames)
31 {
32     Reset();
33 }
34 
FrameDropper(float max_time_drops)35 FrameDropper::FrameDropper(float max_time_drops)
36 :
37 _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
38 _keyFrameRatio(kDefaultKeyFrameRatio),
39 _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
40 _enabled(true),
41 _max_time_drops(max_time_drops)
42 {
43     Reset();
44 }
45 
46 void
Reset()47 FrameDropper::Reset()
48 {
49     _keyFrameRatio.Reset(0.99f);
50     _keyFrameRatio.Apply(1.0f, 1.0f/300.0f); // 1 key frame every 10th second in 30 fps
51     _keyFrameSizeAvgKbits.Reset(0.9f);
52     _keyFrameCount = 0;
53     _accumulator = 0.0f;
54     _accumulatorMax = 150.0f; // assume 300 kb/s and 0.5 s window
55     _targetBitRate = 300.0f;
56     _incoming_frame_rate = 30;
57     _keyFrameSpreadFrames = 0.5f * _incoming_frame_rate;
58     _dropNext = false;
59     _dropRatio.Reset(0.9f);
60     _dropRatio.Apply(0.0f, 0.0f); // Initialize to 0
61     _dropCount = 0;
62     _windowSize = 0.5f;
63     _wasBelowMax = true;
64     _fastMode = false; // start with normal (non-aggressive) mode
65     // Cap for the encoder buffer level/accumulator, in secs.
66     _cap_buffer_size = 3.0f;
67     // Cap on maximum amount of dropped frames between kept frames, in secs.
68     _max_time_drops = 4.0f;
69 }
70 
71 void
Enable(bool enable)72 FrameDropper::Enable(bool enable)
73 {
74     _enabled = enable;
75 }
76 
77 void
Fill(uint32_t frameSizeBytes,bool deltaFrame)78 FrameDropper::Fill(uint32_t frameSizeBytes, bool deltaFrame)
79 {
80     if (!_enabled)
81     {
82         return;
83     }
84     float frameSizeKbits = 8.0f * static_cast<float>(frameSizeBytes) / 1000.0f;
85     if (!deltaFrame && !_fastMode) // fast mode does not treat key-frames any different
86     {
87         _keyFrameSizeAvgKbits.Apply(1, frameSizeKbits);
88         _keyFrameRatio.Apply(1.0, 1.0);
89         if (frameSizeKbits > _keyFrameSizeAvgKbits.filtered())
90         {
91             // Remove the average key frame size since we
92             // compensate for key frames when adding delta
93             // frames.
94             frameSizeKbits -= _keyFrameSizeAvgKbits.filtered();
95         }
96         else
97         {
98             // Shouldn't be negative, so zero is the lower bound.
99             frameSizeKbits = 0;
100         }
101         if (_keyFrameRatio.filtered() > 1e-5 &&
102             1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames)
103         {
104             // We are sending key frames more often than our upper bound for
105             // how much we allow the key frame compensation to be spread
106             // out in time. Therefor we must use the key frame ratio rather
107             // than keyFrameSpreadFrames.
108             _keyFrameCount =
109                 static_cast<int32_t>(1 / _keyFrameRatio.filtered() + 0.5);
110         }
111         else
112         {
113             // Compensate for the key frame the following frames
114             _keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5);
115         }
116     }
117     else
118     {
119         // Decrease the keyFrameRatio
120         _keyFrameRatio.Apply(1.0, 0.0);
121     }
122     // Change the level of the accumulator (bucket)
123     _accumulator += frameSizeKbits;
124     CapAccumulator();
125 }
126 
127 void
Leak(uint32_t inputFrameRate)128 FrameDropper::Leak(uint32_t inputFrameRate)
129 {
130     if (!_enabled)
131     {
132         return;
133     }
134     if (inputFrameRate < 1)
135     {
136         return;
137     }
138     if (_targetBitRate < 0.0f)
139     {
140         return;
141     }
142     _keyFrameSpreadFrames = 0.5f * inputFrameRate;
143     // T is the expected bits per frame (target). If all frames were the same size,
144     // we would get T bits per frame. Notice that T is also weighted to be able to
145     // force a lower frame rate if wanted.
146     float T = _targetBitRate / inputFrameRate;
147     if (_keyFrameCount > 0)
148     {
149         // Perform the key frame compensation
150         if (_keyFrameRatio.filtered() > 0 &&
151             1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames)
152         {
153             T -= _keyFrameSizeAvgKbits.filtered() * _keyFrameRatio.filtered();
154         }
155         else
156         {
157             T -= _keyFrameSizeAvgKbits.filtered() / _keyFrameSpreadFrames;
158         }
159         _keyFrameCount--;
160     }
161     _accumulator -= T;
162     if (_accumulator < 0.0f)
163     {
164         _accumulator = 0.0f;
165     }
166     UpdateRatio();
167 }
168 
169 void
UpdateNack(uint32_t nackBytes)170 FrameDropper::UpdateNack(uint32_t nackBytes)
171 {
172     if (!_enabled)
173     {
174         return;
175     }
176     _accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
177 }
178 
179 void
FillBucket(float inKbits,float outKbits)180 FrameDropper::FillBucket(float inKbits, float outKbits)
181 {
182     _accumulator += (inKbits - outKbits);
183 }
184 
185 void
UpdateRatio()186 FrameDropper::UpdateRatio()
187 {
188     if (_accumulator > 1.3f * _accumulatorMax)
189     {
190         // Too far above accumulator max, react faster
191         _dropRatio.UpdateBase(0.8f);
192     }
193     else
194     {
195         // Go back to normal reaction
196         _dropRatio.UpdateBase(0.9f);
197     }
198     if (_accumulator > _accumulatorMax)
199     {
200         // We are above accumulator max, and should ideally
201         // drop a frame. Increase the dropRatio and drop
202         // the frame later.
203         if (_wasBelowMax)
204         {
205             _dropNext = true;
206         }
207         if (_fastMode)
208         {
209             // always drop in aggressive mode
210             _dropNext = true;
211         }
212 
213         _dropRatio.Apply(1.0f, 1.0f);
214         _dropRatio.UpdateBase(0.9f);
215     }
216     else
217     {
218         _dropRatio.Apply(1.0f, 0.0f);
219     }
220     _wasBelowMax = _accumulator < _accumulatorMax;
221 }
222 
223 // This function signals when to drop frames to the caller. It makes use of the dropRatio
224 // to smooth out the drops over time.
225 bool
DropFrame()226 FrameDropper::DropFrame()
227 {
228     if (!_enabled)
229     {
230         return false;
231     }
232     if (_dropNext)
233     {
234         _dropNext = false;
235         _dropCount = 0;
236     }
237 
238     if (_dropRatio.filtered() >= 0.5f) // Drops per keep
239     {
240         // limit is the number of frames we should drop between each kept frame
241         // to keep our drop ratio. limit is positive in this case.
242         float denom = 1.0f - _dropRatio.filtered();
243         if (denom < 1e-5)
244         {
245             denom = (float)1e-5;
246         }
247         int32_t limit = static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
248         // Put a bound on the max amount of dropped frames between each kept
249         // frame, in terms of frame rate and window size (secs).
250         int max_limit = static_cast<int>(_incoming_frame_rate *
251                                          _max_time_drops);
252         if (limit > max_limit) {
253           limit = max_limit;
254         }
255         if (_dropCount < 0)
256         {
257             // Reset the _dropCount since it was negative and should be positive.
258             if (_dropRatio.filtered() > 0.4f)
259             {
260                 _dropCount = -_dropCount;
261             }
262             else
263             {
264                 _dropCount = 0;
265             }
266         }
267         if (_dropCount < limit)
268         {
269             // As long we are below the limit we should drop frames.
270             _dropCount++;
271             return true;
272         }
273         else
274         {
275             // Only when we reset _dropCount a frame should be kept.
276             _dropCount = 0;
277             return false;
278         }
279     }
280     else if (_dropRatio.filtered() > 0.0f &&
281         _dropRatio.filtered() < 0.5f) // Keeps per drop
282     {
283         // limit is the number of frames we should keep between each drop
284         // in order to keep the drop ratio. limit is negative in this case,
285         // and the _dropCount is also negative.
286         float denom = _dropRatio.filtered();
287         if (denom < 1e-5)
288         {
289             denom = (float)1e-5;
290         }
291         int32_t limit = -static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
292         if (_dropCount > 0)
293         {
294             // Reset the _dropCount since we have a positive
295             // _dropCount, and it should be negative.
296             if (_dropRatio.filtered() < 0.6f)
297             {
298                 _dropCount = -_dropCount;
299             }
300             else
301             {
302                 _dropCount = 0;
303             }
304         }
305         if (_dropCount > limit)
306         {
307             if (_dropCount == 0)
308             {
309                 // Drop frames when we reset _dropCount.
310                 _dropCount--;
311                 return true;
312             }
313             else
314             {
315                 // Keep frames as long as we haven't reached limit.
316                 _dropCount--;
317                 return false;
318             }
319         }
320         else
321         {
322             _dropCount = 0;
323             return false;
324         }
325     }
326     _dropCount = 0;
327     return false;
328 
329     // A simpler version, unfiltered and quicker
330     //bool dropNext = _dropNext;
331     //_dropNext = false;
332     //return dropNext;
333 }
334 
335 void
SetRates(float bitRate,float incoming_frame_rate)336 FrameDropper::SetRates(float bitRate, float incoming_frame_rate)
337 {
338     // Bit rate of -1 means infinite bandwidth.
339     _accumulatorMax = bitRate * _windowSize; // bitRate * windowSize (in seconds)
340     if (_targetBitRate > 0.0f && bitRate < _targetBitRate && _accumulator > _accumulatorMax)
341     {
342         // Rescale the accumulator level if the accumulator max decreases
343         _accumulator = bitRate / _targetBitRate * _accumulator;
344     }
345     _targetBitRate = bitRate;
346     CapAccumulator();
347     _incoming_frame_rate = incoming_frame_rate;
348 }
349 
350 float
ActualFrameRate(uint32_t inputFrameRate) const351 FrameDropper::ActualFrameRate(uint32_t inputFrameRate) const
352 {
353     if (!_enabled)
354     {
355         return static_cast<float>(inputFrameRate);
356     }
357     return inputFrameRate * (1.0f - _dropRatio.filtered());
358 }
359 
360 // Put a cap on the accumulator, i.e., don't let it grow beyond some level.
361 // This is a temporary fix for screencasting where very large frames from
362 // encoder will cause very slow response (too many frame drops).
CapAccumulator()363 void FrameDropper::CapAccumulator() {
364   float max_accumulator = _targetBitRate * _cap_buffer_size;
365   if (_accumulator > max_accumulator) {
366     _accumulator = max_accumulator;
367   }
368 }
369 
370 }
371