From 8368d1a0311dfdfb9b0a3a1b094f5b53f0b930c5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=C3=85sa=20Persson?= Date: Fri, 5 Jan 2018 12:44:45 +0100 Subject: [PATCH] Remove unused functions in VCMTiming. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Remove VCMTiming::EnoughTimeToDecode, VCMTiming::ResetDecodeTime. Make VCMTiming::StopDecodeTimer void (always returning zero). Update ReceiverTiming.WrapAround test to insert timestamp that wraps. Bug: none Change-Id: I85a8bfd6be18371810b638284b4af73a46894be7 Reviewed-on: https://webrtc-review.googlesource.com/36060 Reviewed-by: Rasmus Brandt Commit-Queue: Åsa Persson Cr-Commit-Position: refs/heads/master@{#21660} --- modules/video_coding/timing.cc | 42 ++----- modules/video_coding/timing.h | 26 ++-- modules/video_coding/timing_unittest.cc | 157 +++++++++++------------- 3 files changed, 87 insertions(+), 138 deletions(-) diff --git a/modules/video_coding/timing.cc b/modules/video_coding/timing.cc index f991a7f496..8df86dcd63 100644 --- a/modules/video_coding/timing.cc +++ b/modules/video_coding/timing.cc @@ -12,8 +12,6 @@ #include -#include "modules/video_coding/internal_defines.h" -#include "modules/video_coding/jitter_buffer_common.h" #include "system_wrappers/include/clock.h" #include "system_wrappers/include/metrics.h" #include "system_wrappers/include/timestamp_extrapolator.h" @@ -86,11 +84,6 @@ void VCMTiming::Reset() { prev_frame_timestamp_ = 0; } -void VCMTiming::ResetDecodeTime() { - rtc::CritScope cs(&crit_sect_); - codec_timer_.reset(new VCMCodecTimer()); -} - void VCMTiming::set_render_delay(int render_delay_ms) { rtc::CritScope cs(&crit_sect_); render_delay_ms_ = render_delay_ms; @@ -155,9 +148,8 @@ void VCMTiming::UpdateCurrentDelay(uint32_t frame_timestamp) { } if (max_change_ms <= 0) { - // Any changes less than 1 ms are truncated and - // will be postponed. Negative change will be due - // to reordering and should be ignored. + // Any changes less than 1 ms are truncated and will be postponed. + // Negative change will be due to reordering and should be ignored. return; } delay_diff_ms = std::max(delay_diff_ms, -max_change_ms); @@ -185,10 +177,10 @@ void VCMTiming::UpdateCurrentDelay(int64_t render_time_ms, } } -int32_t VCMTiming::StopDecodeTimer(uint32_t time_stamp, - int32_t decode_time_ms, - int64_t now_ms, - int64_t render_time_ms) { +void VCMTiming::StopDecodeTimer(uint32_t time_stamp, + int32_t decode_time_ms, + int64_t now_ms, + int64_t render_time_ms) { rtc::CritScope cs(&crit_sect_); codec_timer_->AddTiming(decode_time_ms, now_ms); assert(decode_time_ms >= 0); @@ -204,7 +196,6 @@ int32_t VCMTiming::StopDecodeTimer(uint32_t time_stamp, sum_missed_render_deadline_ms_ += -time_until_rendering_ms; ++num_delayed_decoded_frames_; } - return 0; } void VCMTiming::IncomingTimestamp(uint32_t time_stamp, int64_t now_ms) { @@ -228,7 +219,7 @@ int64_t VCMTiming::RenderTimeMsInternal(uint32_t frame_timestamp, } if (min_playout_delay_ms_ == 0 && max_playout_delay_ms_ == 0) { - // Render as soon as possible + // Render as soon as possible. return now_ms; } @@ -239,7 +230,6 @@ int64_t VCMTiming::RenderTimeMsInternal(uint32_t frame_timestamp, return estimated_complete_time_ms + actual_delay; } -// Must be called from inside a critical section. int VCMTiming::RequiredDecodeTimeMs() const { const int decode_time_ms = codec_timer_->RequiredDecodeTimeMs(); assert(decode_time_ms >= 0); @@ -259,24 +249,6 @@ uint32_t VCMTiming::MaxWaitingTime(int64_t render_time_ms, return static_cast(max_wait_time_ms); } -bool VCMTiming::EnoughTimeToDecode( - uint32_t available_processing_time_ms) const { - rtc::CritScope cs(&crit_sect_); - int64_t required_decode_time_ms = RequiredDecodeTimeMs(); - if (required_decode_time_ms < 0) { - // Haven't decoded any frames yet, try decoding one to get an estimate - // of the decode time. - return true; - } else if (required_decode_time_ms == 0) { - // Decode time is less than 1, set to 1 for now since - // we don't have any better precision. Count ticks later? - required_decode_time_ms = 1; - } - return static_cast(available_processing_time_ms) - - required_decode_time_ms > - 0; -} - int VCMTiming::TargetVideoDelay() const { rtc::CritScope cs(&crit_sect_); return TargetDelayInternal(); diff --git a/modules/video_coding/timing.h b/modules/video_coding/timing.h index 12fa0c2798..97f61b5880 100644 --- a/modules/video_coding/timing.h +++ b/modules/video_coding/timing.h @@ -32,7 +32,6 @@ class VCMTiming { // Resets the timing to the initial state. void Reset(); - void ResetDecodeTime(); // Set the amount of time needed to render an image. Defaults to 10 ms. void set_render_delay(int render_delay_ms); @@ -41,16 +40,12 @@ class VCMTiming { // get the desired jitter buffer level. void SetJitterDelay(int required_delay_ms); - // Set the minimum playout delay from capture to render in ms. + // Set/get the minimum playout delay from capture to render in ms. void set_min_playout_delay(int min_playout_delay_ms); - - // Returns the minimum playout delay from capture to render in ms. int min_playout_delay(); - // Set the maximum playout delay from capture to render in ms. + // Set/get the maximum playout delay from capture to render in ms. void set_max_playout_delay(int max_playout_delay_ms); - - // Returns the maximum playout delay from capture to render in ms. int max_playout_delay(); // Increases or decreases the current delay to get closer to the target delay. @@ -67,17 +62,18 @@ class VCMTiming { // Stops the decoder timer, should be called when the decoder returns a frame // or when the decoded frame callback is called. - int32_t StopDecodeTimer(uint32_t time_stamp, - int32_t decode_time_ms, - int64_t now_ms, - int64_t render_time_ms); + void StopDecodeTimer(uint32_t time_stamp, + int32_t decode_time_ms, + int64_t now_ms, + int64_t render_time_ms); // Used to report that a frame is passed to decoding. Updates the timestamp // filter which is used to map between timestamps and receiver system time. void IncomingTimestamp(uint32_t time_stamp, int64_t last_packet_time_ms); + // Returns the receiver system time when the frame with timestamp - // frame_timestamp should be rendered, assuming that the system time currently - // is now_ms. + // |frame_timestamp| should be rendered, assuming that the system time + // currently is |now_ms|. virtual int64_t RenderTimeMs(uint32_t frame_timestamp, int64_t now_ms) const; // Returns the maximum time in ms that we can wait for a frame to become @@ -88,10 +84,6 @@ class VCMTiming { // render delay. int TargetVideoDelay() const; - // Calculates whether or not there is enough time to decode a frame given a - // certain amount of processing time. - bool EnoughTimeToDecode(uint32_t available_processing_time_ms) const; - // Return current timing information. Returns true if the first frame has been // decoded, false otherwise. virtual bool GetTimings(int* decode_ms, diff --git a/modules/video_coding/timing_unittest.cc b/modules/video_coding/timing_unittest.cc index 40c9f1f38d..b9397ea005 100644 --- a/modules/video_coding/timing_unittest.cc +++ b/modules/video_coding/timing_unittest.cc @@ -8,138 +8,123 @@ * be found in the AUTHORS file in the root of the source tree. */ -#include -#include -#include - -#include "modules/video_coding/include/video_coding.h" -#include "modules/video_coding/internal_defines.h" #include "modules/video_coding/timing.h" #include "system_wrappers/include/clock.h" #include "test/gtest.h" -#include "test/testsupport/fileutils.h" namespace webrtc { +namespace { +const int kFps = 25; +} // namespace TEST(ReceiverTiming, Tests) { SimulatedClock clock(0); VCMTiming timing(&clock); - uint32_t waitTime = 0; - uint32_t jitterDelayMs = 0; - uint32_t requiredDecodeTimeMs = 0; - uint32_t timeStamp = 0; + timing.Reset(); + + uint32_t timestamp = 0; + timing.UpdateCurrentDelay(timestamp); timing.Reset(); - timing.UpdateCurrentDelay(timeStamp); - - timing.Reset(); - - timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds()); - jitterDelayMs = 20; - timing.SetJitterDelay(jitterDelayMs); - timing.UpdateCurrentDelay(timeStamp); + timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds()); + uint32_t jitter_delay_ms = 20; + timing.SetJitterDelay(jitter_delay_ms); + timing.UpdateCurrentDelay(timestamp); timing.set_render_delay(0); - waitTime = timing.MaxWaitingTime( - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()), + 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 waitTime = renderTime - now - renderDelay = jitter. - EXPECT_EQ(jitterDelayMs, waitTime); + // we get wait_time_ms = renderTime - now - renderDelay = jitter. + EXPECT_EQ(jitter_delay_ms, wait_time_ms); - jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10; - timeStamp += 90000; + jitter_delay_ms += VCMTiming::kDelayMaxChangeMsPerS + 10; + timestamp += 90000; clock.AdvanceTimeMilliseconds(1000); - timing.SetJitterDelay(jitterDelayMs); - timing.UpdateCurrentDelay(timeStamp); - waitTime = timing.MaxWaitingTime( - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()), + 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(jitterDelayMs - 10, waitTime); + EXPECT_EQ(jitter_delay_ms - 10, wait_time_ms); - timeStamp += 90000; + timestamp += 90000; clock.AdvanceTimeMilliseconds(1000); - timing.UpdateCurrentDelay(timeStamp); - waitTime = timing.MaxWaitingTime( - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()), + timing.UpdateCurrentDelay(timestamp); + wait_time_ms = timing.MaxWaitingTime( + timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), clock.TimeInMilliseconds()); - EXPECT_EQ(waitTime, jitterDelayMs); + EXPECT_EQ(jitter_delay_ms, wait_time_ms); - // 300 incoming frames without jitter, verify that this gives the exact wait - // time. - for (int i = 0; i < 300; i++) { - clock.AdvanceTimeMilliseconds(1000 / 25); - timeStamp += 90000 / 25; - timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds()); + // 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); - waitTime = timing.MaxWaitingTime( - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()), + timing.UpdateCurrentDelay(timestamp); + wait_time_ms = timing.MaxWaitingTime( + timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), clock.TimeInMilliseconds()); - EXPECT_EQ(waitTime, jitterDelayMs); + EXPECT_EQ(jitter_delay_ms, wait_time_ms); - // Add decode time estimates. - for (int i = 0; i < 10; i++) { - int64_t startTimeMs = clock.TimeInMilliseconds(); - clock.AdvanceTimeMilliseconds(10); + // Add decode time estimates for 1 second. + const uint32_t kDecodeTimeMs = 10; + for (int i = 0; i < kFps; i++) { + clock.AdvanceTimeMilliseconds(kDecodeTimeMs); timing.StopDecodeTimer( - timeStamp, clock.TimeInMilliseconds() - startTimeMs, - clock.TimeInMilliseconds(), - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds())); - timeStamp += 90000 / 25; - clock.AdvanceTimeMilliseconds(1000 / 25 - 10); - timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds()); + timestamp, kDecodeTimeMs, clock.TimeInMilliseconds(), + timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds())); + timestamp += 90000 / kFps; + clock.AdvanceTimeMilliseconds(1000 / kFps - kDecodeTimeMs); + timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds()); } - requiredDecodeTimeMs = 10; - timing.SetJitterDelay(jitterDelayMs); - clock.AdvanceTimeMilliseconds(1000); - timeStamp += 90000; - timing.UpdateCurrentDelay(timeStamp); - waitTime = timing.MaxWaitingTime( - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()), + timing.UpdateCurrentDelay(timestamp); + wait_time_ms = timing.MaxWaitingTime( + timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), clock.TimeInMilliseconds()); - EXPECT_EQ(waitTime, jitterDelayMs); + EXPECT_EQ(jitter_delay_ms, wait_time_ms); - int minTotalDelayMs = 200; - timing.set_min_playout_delay(minTotalDelayMs); + const int kMinTotalDelayMs = 200; + timing.set_min_playout_delay(kMinTotalDelayMs); clock.AdvanceTimeMilliseconds(5000); - timeStamp += 5 * 90000; - timing.UpdateCurrentDelay(timeStamp); + timestamp += 5 * 90000; + timing.UpdateCurrentDelay(timestamp); const int kRenderDelayMs = 10; timing.set_render_delay(kRenderDelayMs); - waitTime = timing.MaxWaitingTime( - timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()), + wait_time_ms = timing.MaxWaitingTime( + timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()), clock.TimeInMilliseconds()); - // We should at least have minTotalDelayMs - decodeTime (10) - renderTime + // We should at least have kMinTotalDelayMs - decodeTime (10) - renderTime // (10) to wait. - EXPECT_EQ(waitTime, minTotalDelayMs - requiredDecodeTimeMs - kRenderDelayMs); + EXPECT_EQ(kMinTotalDelayMs - kDecodeTimeMs - kRenderDelayMs, wait_time_ms); // The total video delay should be equal to the min total delay. - EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay()); + EXPECT_EQ(kMinTotalDelayMs, timing.TargetVideoDelay()); // Reset playout delay. timing.set_min_playout_delay(0); clock.AdvanceTimeMilliseconds(5000); - timeStamp += 5 * 90000; - timing.UpdateCurrentDelay(timeStamp); + timestamp += 5 * 90000; + timing.UpdateCurrentDelay(timestamp); } TEST(ReceiverTiming, WrapAround) { - const int kFramerate = 25; SimulatedClock clock(0); VCMTiming timing(&clock); - // Provoke a wrap-around. The forth frame will have wrapped at 25 fps. - uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFramerate; - for (int i = 0; i < 4; ++i) { + // 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 / kFramerate); - timestamp += 90000 / kFramerate; - int64_t render_time = - timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds()); - EXPECT_EQ(3 * 1000 / kFramerate, render_time); - render_time = timing.RenderTimeMs(89u, // One second later in 90 kHz. - clock.TimeInMilliseconds()); - EXPECT_EQ(3 * 1000 / kFramerate + 1, render_time); + 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())); } }