// Copyright 2015 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef MEDIA_FILTERS_VIDEO_CADENCE_ESTIMATOR_H_ #define MEDIA_FILTERS_VIDEO_CADENCE_ESTIMATOR_H_ #include #include #include #include "base/macros.h" #include "base/time/time.h" #include "media/base/media_export.h" namespace media { // Estimates whether a given frame duration and render interval length have a // render cadence which would allow for optimal uniformity of displayed frame // durations over time. // // Cadence is the ideal repeating frame pattern for a group of frames; currently // VideoCadenceEstimator supports N-frame ([a1:a2:..:aN]) cadences where N <= 5. // Details on what this means are below. // // The perfect cadence of a set of frames is the ratio of the frame duration to // render interval length. I.e. for 30fps in 60Hz the cadence would be (1/30) / // (1/60) = 60 / 30 = 2. It's common that this is not an exact integer, e.g., // 29.974fps in 60Hz which would have a cadence of (1/29.974) / (1/60) = // ~2.0029. // // The perfect cadence is always a real number. All N-cadences [a1:a2:..:aN] // where aK is an integer are an approximation of the perfect cadence; i.e. the // average of [a1:..:aN] will approximately equal the perfect cadence. When N=1 // we have a 1-frame cadence, when N=2, we have a 2-frame cadence, etc. // // For single frame cadence we just round the perfect cadence (~2.0029 in the // previous example) to the nearest integer value (2 in this case; which is // denoted as a cadence of [2]). If the delta between those values is small we // can choose to render frames for the integer number of render intervals; // shortening or lengthening the actual rendered frame duration. Doing so // ensures each frame gets an optimal amount of display time. // // For N-frame cadence, the idea is similar, we just round the perfect cadence // to some K/N, where K is an integer, and distribute [floor(K/N), floor(K/N)+1] // into the cadence vector as evenly as possible. For example, 23.97fps in // 60Hz, the perfect cadence is 2.50313, we can round it to 2.5 = 5/2, and we // can then construct the cadence vector as [2:3]. // // The delta between the perfect cadence and the rounded cadence leads to drift // over time of the actual VideoFrame timestamp relative to its rendered time, // so we perform some calculations to ensure we only use a cadence when it will // take some time to drift an undesirable amount; see CalculateCadence() for // details on how this calculation is made. // // In practice this works out to the following for common setups if we use // cadence based selection: // // 29.5fps in 60Hz, ~17ms max drift => exhausted in ~1 second. // 29.9fps in 60Hz, ~17ms max drift => exhausted in ~16.4 seconds. // 24fps in 59.9Hz, ~21ms max drift => exhausted in ~12.6 seconds. // 24.9fps in 60Hz, ~20ms max drift => exhausted in ~4.0 seconds. // 59.9fps in 60Hz, ~8.3ms max drift => exhausted in ~8.2 seconds. // 24.9fps in 50Hz, ~20ms max drift => exhausted in ~20.5 seconds. // 120fps in 59.9Hz, ~8.3ms max drift => exhausted in ~8.2 seconds. // class MEDIA_EXPORT VideoCadenceEstimator { public: using Cadence = std::vector; // As mentioned in the introduction, the determination of whether to clamp to // a given cadence is based on how long it takes before a frame would have to // be dropped or repeated to compensate for reaching the maximum acceptable // drift; this time length is controlled by |minimum_time_until_max_drift|. explicit VideoCadenceEstimator(base::TimeDelta minimum_time_until_max_drift); ~VideoCadenceEstimator(); // Clears stored cadence information. void Reset(); // Updates the estimates for |cadence_| based on the given values as described // in the introduction above. // // Clients should call this and then update the cadence for all frames via the // GetCadenceForFrame() method if the cadence changes. // // Cadence changes will not take affect until enough render intervals have // elapsed. For the purposes of hysteresis, each UpdateCadenceEstimate() call // is assumed to elapse one |render_interval| worth of time. // // Returns true if the cadence has changed since the last call. bool UpdateCadenceEstimate(base::TimeDelta render_interval, base::TimeDelta frame_duration, base::TimeDelta frame_duration_deviation, base::TimeDelta max_acceptable_drift); // Returns true if a useful cadence was found. bool has_cadence() const { return !cadence_.empty(); } // Given a |frame_number|, where zero is the most recently rendered frame, // returns the ideal cadence for that frame. // // Note: Callers must track the base |frame_number| relative to all frames // rendered or removed after the first frame for which cadence is detected. // The first frame after cadence is detected has a |frame_number| of 0. // // Frames which come in before the last rendered frame should be ignored in // terms of impact to the base |frame_number|. int GetCadenceForFrame(uint64_t frame_number) const; void set_cadence_hysteresis_threshold_for_testing(base::TimeDelta threshold) { cadence_hysteresis_threshold_ = threshold; } size_t cadence_size_for_testing() const { return cadence_.size(); } std::string GetCadenceForTesting() const { return CadenceToString(cadence_); } private: // Attempts to find an N-frame cadence. Returns the cadence vector if cadence // is found and sets |time_until_max_drift| for the computed cadence. If // multiple cadences satisfying the max drift constraint exist, we are going // to return the one with largest |time_until_max_drift|. // For details on the math and algorithm, see https://goo.gl/QK0vbz Cadence CalculateCadence(base::TimeDelta render_interval, base::TimeDelta frame_duration, base::TimeDelta max_acceptable_drift, base::TimeDelta* time_until_max_drift) const; // Converts a cadence vector into a human readable string of the form // "[a: b: ...: z]". std::string CadenceToString(const Cadence& cadence) const; // The approximate best N-frame cadence for all frames seen thus far; updated // by UpdateCadenceEstimate(). Empty when no cadence has been detected. Cadence cadence_; // Used as hysteresis to prevent oscillation between cadence approximations // for spurious blips in the render interval or frame duration. // // Once a new cadence is detected, |render_intervals_cadence_held_| is // incremented for each UpdateCadenceEstimate() call where |cadence_| matches // |pending_cadence_|. |render_intervals_cadence_held_| is cleared when a // "new" cadence matches |cadence_| or |pending_cadence_|. // // Once |kMinimumCadenceDurationMs| is exceeded in render intervals, the // detected cadence is set in |cadence_|. Cadence pending_cadence_; int render_intervals_cadence_held_; base::TimeDelta cadence_hysteresis_threshold_; // Tracks how many times cadence has switched during a given playback, used to // histogram the number of cadence changes in a playback. bool first_update_call_; int cadence_changes_; // The minimum amount of time allowed before a glitch occurs before confirming // cadence for a given render interval and frame duration. const base::TimeDelta minimum_time_until_max_drift_; bool is_variable_frame_rate_; DISALLOW_COPY_AND_ASSIGN(VideoCadenceEstimator); }; } // namespace media #endif // MEDIA_FILTERS_VIDEO_CADENCE_ESTIMATOR_H_