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Unified Diff: media/filters/video_renderer_algorithm_unittest.cc

Issue 2452523004: Always count rendered frames; fixes drop flakiness. (Closed)
Patch Set: Revert zero-check from OnLastFrameDropped(). Add test. Created 4 years, 2 months ago
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Index: media/filters/video_renderer_algorithm_unittest.cc
diff --git a/media/filters/video_renderer_algorithm_unittest.cc b/media/filters/video_renderer_algorithm_unittest.cc
index dad8ca29c3855fc91208ed65ad97e5c9d24862ab..d8562eec8bfcd4bd1c80cd9a146be2eb63370e14 100644
--- a/media/filters/video_renderer_algorithm_unittest.cc
+++ b/media/filters/video_renderer_algorithm_unittest.cc
@@ -452,14 +452,14 @@ TEST_F(VideoRendererAlgorithmTest, AccountForMissingIntervals) {
ASSERT_TRUE(frame);
EXPECT_EQ(tg.interval(3), frame->timestamp());
EXPECT_EQ(0u, frames_dropped);
- EXPECT_EQ(1, GetCurrentFrameDisplayCount());
+ EXPECT_EQ(2, GetCurrentFrameDisplayCount());
tg.step(100);
frame = RenderAndStep(&tg, &frames_dropped);
ASSERT_TRUE(frame);
EXPECT_EQ(tg.interval(3), frame->timestamp());
EXPECT_EQ(0u, frames_dropped);
- EXPECT_EQ(1, GetCurrentFrameDisplayCount());
+ EXPECT_EQ(3, GetCurrentFrameDisplayCount());
time_source_.StartTicking();
@@ -468,7 +468,7 @@ TEST_F(VideoRendererAlgorithmTest, AccountForMissingIntervals) {
ASSERT_TRUE(frame);
EXPECT_EQ(tg.interval(3), frame->timestamp());
EXPECT_EQ(0u, frames_dropped);
- EXPECT_EQ(2, GetCurrentFrameDisplayCount());
+ EXPECT_EQ(4, GetCurrentFrameDisplayCount());
algorithm_.set_time_stopped();
tg.step(100);
@@ -476,7 +476,7 @@ TEST_F(VideoRendererAlgorithmTest, AccountForMissingIntervals) {
ASSERT_TRUE(frame);
EXPECT_EQ(tg.interval(3), frame->timestamp());
EXPECT_EQ(0u, frames_dropped);
- EXPECT_EQ(3, GetCurrentFrameDisplayCount());
+ EXPECT_EQ(5, GetCurrentFrameDisplayCount());
}
TEST_F(VideoRendererAlgorithmTest, OnLastFrameDropped) {
@@ -549,6 +549,89 @@ TEST_F(VideoRendererAlgorithmTest, OnLastFrameDropped) {
EXPECT_EQ(0u, frames_dropped);
}
+TEST_F(VideoRendererAlgorithmTest, OnLastFrameDroppedFirstFrame) {
+ TickGenerator frame_tg(base::TimeTicks(), 25);
+ TickGenerator display_tg(tick_clock_->NowTicks(), 50);
+ time_source_.StartTicking();
+
+ // Disable hysteresis since OnLastFrameDropped() only affects cadence based
+ // rendering.
+ disable_cadence_hysteresis();
+
+ // Use frames in the future to simulate cases where the first frame may be
+ // renderered many times.
+ algorithm_.EnqueueFrame(CreateFrame(frame_tg.interval(5)));
+ algorithm_.EnqueueFrame(CreateFrame(frame_tg.interval(6)));
+ algorithm_.EnqueueFrame(CreateFrame(frame_tg.interval(7)));
+
+ size_t frames_dropped = 0;
+ scoped_refptr<VideoFrame> frame =
+ algorithm_.Render(base::TimeTicks(), base::TimeTicks(), &frames_dropped);
+ ASSERT_TRUE(frame);
+ EXPECT_EQ(frame_tg.interval(5), frame->timestamp());
+ EXPECT_EQ(0u, frames_dropped);
+
+ // The frame should have its drop count updated once it's reported as dropped.
+ ASSERT_EQ(1, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(0, GetCurrentFrameDropCount());
+ algorithm_.OnLastFrameDropped();
+ ASSERT_EQ(1, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(1, GetCurrentFrameDropCount());
+
+ // Render the frame and check counts at each step.
+ const int kLastValue = 2 * 5 + 2; // Cadence is 2.
+ for (int i = 0; i < kLastValue; ++i) {
+ frame = RenderAndStep(&display_tg, &frames_dropped);
+ ASSERT_TRUE(frame);
+ EXPECT_EQ(frame_tg.interval(5), frame->timestamp());
+ EXPECT_EQ(0u, frames_dropped);
+
+ ASSERT_EQ(i + 2, GetCurrentFrameDisplayCount());
+ if (i == 0) {
+ ASSERT_EQ(i + 1, GetCurrentFrameDropCount());
+ algorithm_.OnLastFrameDropped();
+ ASSERT_EQ(i + 2, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(i + 2, GetCurrentFrameDropCount());
+ }
+ }
+
+ // Ensure the next frame does not pick up the overage.
+ frame = RenderAndStep(&display_tg, &frames_dropped);
+ ASSERT_TRUE(frame);
+ EXPECT_EQ(frame_tg.interval(6), frame->timestamp());
+ EXPECT_EQ(0u, frames_dropped);
+
+ ASSERT_EQ(1, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(0, GetCurrentFrameDropCount());
+ algorithm_.OnLastFrameDropped();
+ ASSERT_EQ(1, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(1, GetCurrentFrameDropCount());
+
+ // Stop time and verify cadence overage isn't accumulated for next frame.
+ time_source_.StopTicking();
+ for (int i = 0; i < 5; ++i) {
+ frame = RenderAndStep(&display_tg, &frames_dropped);
+ ASSERT_TRUE(frame);
+ EXPECT_EQ(frame_tg.interval(6), frame->timestamp());
+ EXPECT_EQ(0u, frames_dropped);
+
+ ASSERT_EQ(i + 2, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(1, GetCurrentFrameDropCount());
+ }
+
+ time_source_.StartTicking();
+ frame = RenderAndStep(&display_tg, &frames_dropped);
+ ASSERT_TRUE(frame);
+ EXPECT_EQ(frame_tg.interval(7), frame->timestamp());
+ EXPECT_EQ(0u, frames_dropped);
+
+ ASSERT_EQ(1, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(0, GetCurrentFrameDropCount());
+ algorithm_.OnLastFrameDropped();
+ ASSERT_EQ(1, GetCurrentFrameDisplayCount());
+ ASSERT_EQ(1, GetCurrentFrameDropCount());
+}
+
TEST_F(VideoRendererAlgorithmTest, EffectiveFramesQueued) {
TickGenerator frame_tg(base::TimeTicks(), 50);
TickGenerator display_tg(tick_clock_->NowTicks(), 25);
@@ -1124,6 +1207,9 @@ TEST_F(VideoRendererAlgorithmTest, RemoveExpiredFrames) {
// Two frames are removed, one displayed frame (which should not be counted as
// dropped) and one undisplayed one.
ASSERT_EQ(1u, algorithm_.RemoveExpiredFrames(tg.current()));
+ // Since we just removed the last rendered frame, OnLastFrameDropped() should
+ // be ignored.
+ algorithm_.OnLastFrameDropped();
frame = RenderAndStep(&tg, &frames_dropped);
EXPECT_EQ(1u, frames_dropped);
EXPECT_EQ(2u, frames_queued());
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