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Unified Diff: media/filters/video_cadence_estimator.h

Issue 1021943002: Introduce cadence based VideoRendererAlgorithm. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fix evaluation order. Created 5 years, 8 months ago
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Index: media/filters/video_cadence_estimator.h
diff --git a/media/filters/video_cadence_estimator.h b/media/filters/video_cadence_estimator.h
new file mode 100644
index 0000000000000000000000000000000000000000..efd1febd180656f5436e12c72ab6c009f5cae401
--- /dev/null
+++ b/media/filters/video_cadence_estimator.h
@@ -0,0 +1,154 @@
+// 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 "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 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.
+//
+// Clamped integer cadence means we round the actual cadence (~2.0029 in the
+// pending example) to the nearest integer value (2 in this case). 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.
+//
+// Obviously clamping cadence like that leads to drift over time of the actual
+// VideoFrame timestamp relative to its rendered time, so we perform some
+// calculations to ensure we only clamp cadence when it will take some time to
+// drift an undesirable amount; see CalculateCadence() for details on how this
+// calculation is made.
+//
+// Notably, this concept can be extended to include fractional cadence when the
+// frame duration is shorter than the render interval; e.g. 120fps in 60Hz. In
+// this case, the first frame in each group of N frames is displayed once, while
+// the next N - 1 frames are dropped; where N is the fractional cadence of the
+// frame group. Using the pending example N = 120/60 = 2. See implementations
+// of CalculateCadence() and UpdateCadenceEstimate() for more details.
+//
+// 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 60Hz, ~21ms max drift => exhausted in ~0.15 seconds.
+// 25fps 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:
+ // 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_glitch|.
+ explicit VideoCadenceEstimator(base::TimeDelta minimum_time_until_glitch);
+ ~VideoCadenceEstimator();
+
+ // Clears stored cadence information.
+ void Reset();
+
+ // Updates the estimates for |cadence_| and |fractional_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.
+ //
+ // 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 max_acceptable_drift);
+
+ // Returns true if a useful cadence was found.
+ bool has_cadence() const { return cadence_ > 0; }
+
+ // Given a frame |index|, where zero is the most recently rendered frame,
+ // returns the ideal cadence for that frame.
+ int GetCadenceForFrame(int index) const;
+
+ void set_cadence_hysteresis_threshold_for_testing(base::TimeDelta threshold) {
+ cadence_hysteresis_threshold_ = threshold;
+ }
+
+ int get_cadence_for_testing() const {
+ return cadence_ && fractional_cadence_ ? fractional_cadence_ : cadence_;
+ }
+
+ private:
+ // Calculates the clamped cadence for the given |render_interval| and
+ // |frame_duration|, then calculates how long that cadence can be used before
+ // exhausting |max_acceptable_drift|. If the time until exhaustion is greater
+ // than |minimum_time_until_glitch_|, returns true and sets |cadence| to the
+ // clamped cadence. If the clamped cadence is unusable, |cadence| will be set
+ // to zero.
+ //
+ // If |fractional| is true, GetCadence() will calculate the clamped cadence
+ // using the ratio of the |render_interval| to |frame_duration| instead of
+ // vice versa.
+ //
+ // Sets |time_until_glitch| to the computed glitch time. Set to zero if the
+ // clamped cadence is unusable.
+ bool CalculateCadence(base::TimeDelta render_interval,
+ base::TimeDelta frame_duration,
+ base::TimeDelta max_acceptable_drift,
+ bool fractional,
+ int* cadence,
+ base::TimeDelta* time_until_glitch);
+
+ // The idealized cadence for all frames seen thus far; updated based upon the
+ // ratio of |frame_duration| to |render_interval|, or vice versa, as given to
+ // UpdateCadenceEstimate(). Zero if no integer cadence could be detected.
+ //
+ // Fractional cadences are handled by strongly preferring the first frame in
+ // a series if it fits within acceptable drift. E.g., with 120fps content on
+ // a 60Hz monitor we'll strongly prefer the first frame of every 2 frames.
+ //
+ // |fractional_cadence_| is the number of frames per render interval; the
+ // first of which would be rendered and the rest dropped.
+ int cadence_;
+ int fractional_cadence_;
+
+ // Used as hysteresis to prevent oscillation between cadence and coverage
+ // based rendering methods. Pending values are updated upon each new cadence
+ // detected by UpdateCadenceEstimate().
+ //
+ // Once a new cadence is detected, |render_intervals_cadence_held_| is
+ // incremented for each UpdateCadenceEstimate() call where the cadence matches
+ // one of the pending values. |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_| and |fractional_cadence_|.
+ int pending_cadence_;
+ int pending_fractional_cadence_;
+ int render_intervals_cadence_held_;
+ base::TimeDelta cadence_hysteresis_threshold_;
+
+ // 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_glitch_;
+
+ DISALLOW_COPY_AND_ASSIGN(VideoCadenceEstimator);
+};
+
+} // namespace media
+
+#endif // MEDIA_FILTERS_VIDEO_CADENCE_ESTIMATOR_H_
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