• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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/frame_dropper.h"
12 
13 #include "webrtc/system_wrappers/include/trace.h"
14 
15 namespace webrtc {
16 
17 const float kDefaultKeyFrameSizeAvgKBits = 0.9f;
18 const float kDefaultKeyFrameRatio = 0.99f;
19 const float kDefaultDropRatioAlpha = 0.9f;
20 const float kDefaultDropRatioMax = 0.96f;
21 const float kDefaultMaxTimeToDropFrames = 4.0f;  // In seconds.
22 
FrameDropper()23 FrameDropper::FrameDropper()
24     : _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
25       _keyFrameRatio(kDefaultKeyFrameRatio),
26       _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
27       _enabled(true),
28       _max_time_drops(kDefaultMaxTimeToDropFrames) {
29   Reset();
30 }
31 
FrameDropper(float max_time_drops)32 FrameDropper::FrameDropper(float max_time_drops)
33     : _keyFrameSizeAvgKbits(kDefaultKeyFrameSizeAvgKBits),
34       _keyFrameRatio(kDefaultKeyFrameRatio),
35       _dropRatio(kDefaultDropRatioAlpha, kDefaultDropRatioMax),
36       _enabled(true),
37       _max_time_drops(max_time_drops) {
38   Reset();
39 }
40 
Reset()41 void FrameDropper::Reset() {
42   _keyFrameRatio.Reset(0.99f);
43   _keyFrameRatio.Apply(
44       1.0f, 1.0f / 300.0f);  // 1 key frame every 10th second in 30 fps
45   _keyFrameSizeAvgKbits.Reset(0.9f);
46   _keyFrameCount = 0;
47   _accumulator = 0.0f;
48   _accumulatorMax = 150.0f;  // assume 300 kb/s and 0.5 s window
49   _targetBitRate = 300.0f;
50   _incoming_frame_rate = 30;
51   _keyFrameSpreadFrames = 0.5f * _incoming_frame_rate;
52   _dropNext = false;
53   _dropRatio.Reset(0.9f);
54   _dropRatio.Apply(0.0f, 0.0f);  // Initialize to 0
55   _dropCount = 0;
56   _windowSize = 0.5f;
57   _wasBelowMax = true;
58   _fastMode = false;  // start with normal (non-aggressive) mode
59   // Cap for the encoder buffer level/accumulator, in secs.
60   _cap_buffer_size = 3.0f;
61   // Cap on maximum amount of dropped frames between kept frames, in secs.
62   _max_time_drops = 4.0f;
63 }
64 
Enable(bool enable)65 void FrameDropper::Enable(bool enable) {
66   _enabled = enable;
67 }
68 
Fill(size_t frameSizeBytes,bool deltaFrame)69 void FrameDropper::Fill(size_t frameSizeBytes, bool deltaFrame) {
70   if (!_enabled) {
71     return;
72   }
73   float frameSizeKbits = 8.0f * static_cast<float>(frameSizeBytes) / 1000.0f;
74   if (!deltaFrame &&
75       !_fastMode) {  // fast mode does not treat key-frames any different
76     _keyFrameSizeAvgKbits.Apply(1, frameSizeKbits);
77     _keyFrameRatio.Apply(1.0, 1.0);
78     if (frameSizeKbits > _keyFrameSizeAvgKbits.filtered()) {
79       // Remove the average key frame size since we
80       // compensate for key frames when adding delta
81       // frames.
82       frameSizeKbits -= _keyFrameSizeAvgKbits.filtered();
83     } else {
84       // Shouldn't be negative, so zero is the lower bound.
85       frameSizeKbits = 0;
86     }
87     if (_keyFrameRatio.filtered() > 1e-5 &&
88         1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) {
89       // We are sending key frames more often than our upper bound for
90       // how much we allow the key frame compensation to be spread
91       // out in time. Therefor we must use the key frame ratio rather
92       // than keyFrameSpreadFrames.
93       _keyFrameCount =
94           static_cast<int32_t>(1 / _keyFrameRatio.filtered() + 0.5);
95     } else {
96       // Compensate for the key frame the following frames
97       _keyFrameCount = static_cast<int32_t>(_keyFrameSpreadFrames + 0.5);
98     }
99   } else {
100     // Decrease the keyFrameRatio
101     _keyFrameRatio.Apply(1.0, 0.0);
102   }
103   // Change the level of the accumulator (bucket)
104   _accumulator += frameSizeKbits;
105   CapAccumulator();
106 }
107 
Leak(uint32_t inputFrameRate)108 void FrameDropper::Leak(uint32_t inputFrameRate) {
109   if (!_enabled) {
110     return;
111   }
112   if (inputFrameRate < 1) {
113     return;
114   }
115   if (_targetBitRate < 0.0f) {
116     return;
117   }
118   _keyFrameSpreadFrames = 0.5f * inputFrameRate;
119   // T is the expected bits per frame (target). If all frames were the same
120   // size,
121   // we would get T bits per frame. Notice that T is also weighted to be able to
122   // force a lower frame rate if wanted.
123   float T = _targetBitRate / inputFrameRate;
124   if (_keyFrameCount > 0) {
125     // Perform the key frame compensation
126     if (_keyFrameRatio.filtered() > 0 &&
127         1 / _keyFrameRatio.filtered() < _keyFrameSpreadFrames) {
128       T -= _keyFrameSizeAvgKbits.filtered() * _keyFrameRatio.filtered();
129     } else {
130       T -= _keyFrameSizeAvgKbits.filtered() / _keyFrameSpreadFrames;
131     }
132     _keyFrameCount--;
133   }
134   _accumulator -= T;
135   if (_accumulator < 0.0f) {
136     _accumulator = 0.0f;
137   }
138   UpdateRatio();
139 }
140 
UpdateNack(uint32_t nackBytes)141 void FrameDropper::UpdateNack(uint32_t nackBytes) {
142   if (!_enabled) {
143     return;
144   }
145   _accumulator += static_cast<float>(nackBytes) * 8.0f / 1000.0f;
146 }
147 
FillBucket(float inKbits,float outKbits)148 void FrameDropper::FillBucket(float inKbits, float outKbits) {
149   _accumulator += (inKbits - outKbits);
150 }
151 
UpdateRatio()152 void FrameDropper::UpdateRatio() {
153   if (_accumulator > 1.3f * _accumulatorMax) {
154     // Too far above accumulator max, react faster
155     _dropRatio.UpdateBase(0.8f);
156   } else {
157     // Go back to normal reaction
158     _dropRatio.UpdateBase(0.9f);
159   }
160   if (_accumulator > _accumulatorMax) {
161     // We are above accumulator max, and should ideally
162     // drop a frame. Increase the dropRatio and drop
163     // the frame later.
164     if (_wasBelowMax) {
165       _dropNext = true;
166     }
167     if (_fastMode) {
168       // always drop in aggressive mode
169       _dropNext = true;
170     }
171 
172     _dropRatio.Apply(1.0f, 1.0f);
173     _dropRatio.UpdateBase(0.9f);
174   } else {
175     _dropRatio.Apply(1.0f, 0.0f);
176   }
177   _wasBelowMax = _accumulator < _accumulatorMax;
178 }
179 
180 // This function signals when to drop frames to the caller. It makes use of the
181 // dropRatio
182 // to smooth out the drops over time.
DropFrame()183 bool FrameDropper::DropFrame() {
184   if (!_enabled) {
185     return false;
186   }
187   if (_dropNext) {
188     _dropNext = false;
189     _dropCount = 0;
190   }
191 
192   if (_dropRatio.filtered() >= 0.5f) {  // Drops per keep
193     // limit is the number of frames we should drop between each kept frame
194     // to keep our drop ratio. limit is positive in this case.
195     float denom = 1.0f - _dropRatio.filtered();
196     if (denom < 1e-5) {
197       denom = 1e-5f;
198     }
199     int32_t limit = static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
200     // Put a bound on the max amount of dropped frames between each kept
201     // frame, in terms of frame rate and window size (secs).
202     int max_limit = static_cast<int>(_incoming_frame_rate * _max_time_drops);
203     if (limit > max_limit) {
204       limit = max_limit;
205     }
206     if (_dropCount < 0) {
207       // Reset the _dropCount since it was negative and should be positive.
208       if (_dropRatio.filtered() > 0.4f) {
209         _dropCount = -_dropCount;
210       } else {
211         _dropCount = 0;
212       }
213     }
214     if (_dropCount < limit) {
215       // As long we are below the limit we should drop frames.
216       _dropCount++;
217       return true;
218     } else {
219       // Only when we reset _dropCount a frame should be kept.
220       _dropCount = 0;
221       return false;
222     }
223   } else if (_dropRatio.filtered() > 0.0f &&
224              _dropRatio.filtered() < 0.5f) {  // Keeps per drop
225     // limit is the number of frames we should keep between each drop
226     // in order to keep the drop ratio. limit is negative in this case,
227     // and the _dropCount is also negative.
228     float denom = _dropRatio.filtered();
229     if (denom < 1e-5) {
230       denom = 1e-5f;
231     }
232     int32_t limit = -static_cast<int32_t>(1.0f / denom - 1.0f + 0.5f);
233     if (_dropCount > 0) {
234       // Reset the _dropCount since we have a positive
235       // _dropCount, and it should be negative.
236       if (_dropRatio.filtered() < 0.6f) {
237         _dropCount = -_dropCount;
238       } else {
239         _dropCount = 0;
240       }
241     }
242     if (_dropCount > limit) {
243       if (_dropCount == 0) {
244         // Drop frames when we reset _dropCount.
245         _dropCount--;
246         return true;
247       } else {
248         // Keep frames as long as we haven't reached limit.
249         _dropCount--;
250         return false;
251       }
252     } else {
253       _dropCount = 0;
254       return false;
255     }
256   }
257   _dropCount = 0;
258   return false;
259 
260   // A simpler version, unfiltered and quicker
261   // bool dropNext = _dropNext;
262   // _dropNext = false;
263   // return dropNext;
264 }
265 
SetRates(float bitRate,float incoming_frame_rate)266 void FrameDropper::SetRates(float bitRate, float incoming_frame_rate) {
267   // Bit rate of -1 means infinite bandwidth.
268   _accumulatorMax = bitRate * _windowSize;  // bitRate * windowSize (in seconds)
269   if (_targetBitRate > 0.0f && bitRate < _targetBitRate &&
270       _accumulator > _accumulatorMax) {
271     // Rescale the accumulator level if the accumulator max decreases
272     _accumulator = bitRate / _targetBitRate * _accumulator;
273   }
274   _targetBitRate = bitRate;
275   CapAccumulator();
276   _incoming_frame_rate = incoming_frame_rate;
277 }
278 
ActualFrameRate(uint32_t inputFrameRate) const279 float FrameDropper::ActualFrameRate(uint32_t inputFrameRate) const {
280   if (!_enabled) {
281     return static_cast<float>(inputFrameRate);
282   }
283   return inputFrameRate * (1.0f - _dropRatio.filtered());
284 }
285 
286 // Put a cap on the accumulator, i.e., don't let it grow beyond some level.
287 // This is a temporary fix for screencasting where very large frames from
288 // encoder will cause very slow response (too many frame drops).
CapAccumulator()289 void FrameDropper::CapAccumulator() {
290   float max_accumulator = _targetBitRate * _cap_buffer_size;
291   if (_accumulator > max_accumulator) {
292     _accumulator = max_accumulator;
293   }
294 }
295 }  // namespace webrtc
296