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In https://webrtc-review.googlesource.com/c/src/+/1560 we moved WebRTC from src/webrtc to src/ (in order to preserve an healthy git history). This CL takes care of fixing header guards, #include paths, etc... NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true TBR=tommi@webrtc.org Bug: chromium:611808 Change-Id: Iea91618212bee0af16aa3f05071eab8f93706578 Reviewed-on: https://webrtc-review.googlesource.com/1561 Reviewed-by: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Henrik Kjellander <kjellander@webrtc.org> Commit-Queue: Mirko Bonadei <mbonadei@webrtc.org> Cr-Commit-Position: refs/heads/master@{#19846}
146 lines
5.2 KiB
C++
146 lines
5.2 KiB
C++
/*
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* Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "modules/video_coding/include/video_coding.h"
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#include "modules/video_coding/internal_defines.h"
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#include "modules/video_coding/timing.h"
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#include "system_wrappers/include/clock.h"
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#include "test/gtest.h"
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#include "test/testsupport/fileutils.h"
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namespace webrtc {
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TEST(ReceiverTiming, Tests) {
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SimulatedClock clock(0);
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VCMTiming timing(&clock);
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uint32_t waitTime = 0;
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uint32_t jitterDelayMs = 0;
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uint32_t requiredDecodeTimeMs = 0;
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uint32_t timeStamp = 0;
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timing.Reset();
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timing.UpdateCurrentDelay(timeStamp);
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timing.Reset();
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timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
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jitterDelayMs = 20;
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timing.SetJitterDelay(jitterDelayMs);
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timing.UpdateCurrentDelay(timeStamp);
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timing.set_render_delay(0);
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waitTime = timing.MaxWaitingTime(
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
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clock.TimeInMilliseconds());
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// First update initializes the render time. Since we have no decode delay
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// we get waitTime = renderTime - now - renderDelay = jitter.
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EXPECT_EQ(jitterDelayMs, waitTime);
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jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10;
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timeStamp += 90000;
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clock.AdvanceTimeMilliseconds(1000);
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timing.SetJitterDelay(jitterDelayMs);
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timing.UpdateCurrentDelay(timeStamp);
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waitTime = timing.MaxWaitingTime(
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
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clock.TimeInMilliseconds());
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// Since we gradually increase the delay we only get 100 ms every second.
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EXPECT_EQ(jitterDelayMs - 10, waitTime);
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timeStamp += 90000;
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clock.AdvanceTimeMilliseconds(1000);
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timing.UpdateCurrentDelay(timeStamp);
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waitTime = timing.MaxWaitingTime(
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
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clock.TimeInMilliseconds());
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EXPECT_EQ(waitTime, jitterDelayMs);
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// 300 incoming frames without jitter, verify that this gives the exact wait
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// time.
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for (int i = 0; i < 300; i++) {
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clock.AdvanceTimeMilliseconds(1000 / 25);
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timeStamp += 90000 / 25;
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timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
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}
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timing.UpdateCurrentDelay(timeStamp);
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waitTime = timing.MaxWaitingTime(
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
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clock.TimeInMilliseconds());
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EXPECT_EQ(waitTime, jitterDelayMs);
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// Add decode time estimates.
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for (int i = 0; i < 10; i++) {
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int64_t startTimeMs = clock.TimeInMilliseconds();
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clock.AdvanceTimeMilliseconds(10);
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timing.StopDecodeTimer(
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timeStamp, clock.TimeInMilliseconds() - startTimeMs,
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clock.TimeInMilliseconds(),
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()));
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timeStamp += 90000 / 25;
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clock.AdvanceTimeMilliseconds(1000 / 25 - 10);
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timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
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}
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requiredDecodeTimeMs = 10;
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timing.SetJitterDelay(jitterDelayMs);
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clock.AdvanceTimeMilliseconds(1000);
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timeStamp += 90000;
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timing.UpdateCurrentDelay(timeStamp);
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waitTime = timing.MaxWaitingTime(
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
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clock.TimeInMilliseconds());
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EXPECT_EQ(waitTime, jitterDelayMs);
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int minTotalDelayMs = 200;
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timing.set_min_playout_delay(minTotalDelayMs);
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clock.AdvanceTimeMilliseconds(5000);
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timeStamp += 5 * 90000;
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timing.UpdateCurrentDelay(timeStamp);
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const int kRenderDelayMs = 10;
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timing.set_render_delay(kRenderDelayMs);
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waitTime = timing.MaxWaitingTime(
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timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
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clock.TimeInMilliseconds());
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// We should at least have minTotalDelayMs - decodeTime (10) - renderTime
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// (10) to wait.
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EXPECT_EQ(waitTime, minTotalDelayMs - requiredDecodeTimeMs - kRenderDelayMs);
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// The total video delay should be equal to the min total delay.
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EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay());
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// Reset playout delay.
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timing.set_min_playout_delay(0);
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clock.AdvanceTimeMilliseconds(5000);
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timeStamp += 5 * 90000;
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timing.UpdateCurrentDelay(timeStamp);
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}
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TEST(ReceiverTiming, WrapAround) {
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const int kFramerate = 25;
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SimulatedClock clock(0);
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VCMTiming timing(&clock);
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// Provoke a wrap-around. The forth frame will have wrapped at 25 fps.
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uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFramerate;
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for (int i = 0; i < 4; ++i) {
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timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
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clock.AdvanceTimeMilliseconds(1000 / kFramerate);
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timestamp += 90000 / kFramerate;
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int64_t render_time =
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timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds());
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EXPECT_EQ(3 * 1000 / kFramerate, render_time);
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render_time = timing.RenderTimeMs(89u, // One second later in 90 kHz.
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clock.TimeInMilliseconds());
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EXPECT_EQ(3 * 1000 / kFramerate + 1, render_time);
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}
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}
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} // namespace webrtc
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