1/*
2 *  Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
3 *
4 *  Use of this source code is governed by a BSD-style license
5 *  that can be found in the LICENSE file in the root of the source
6 *  tree. An additional intellectual property rights grant can be found
7 *  in the file PATENTS.  All contributing project authors may
8 *  be found in the AUTHORS file in the root of the source tree.
9 */
10
11#include <math.h>
12#include <stdio.h>
13#include <stdlib.h>
14
15#include "testing/gtest/include/gtest/gtest.h"
16
17#include "webrtc/modules/video_coding/include/video_coding.h"
18#include "webrtc/modules/video_coding/internal_defines.h"
19#include "webrtc/modules/video_coding/timing.h"
20#include "webrtc/modules/video_coding/test/test_util.h"
21#include "webrtc/system_wrappers/include/clock.h"
22#include "webrtc/system_wrappers/include/trace.h"
23#include "webrtc/test/testsupport/fileutils.h"
24
25namespace webrtc {
26
27TEST(ReceiverTiming, Tests) {
28  SimulatedClock clock(0);
29  VCMTiming timing(&clock);
30  uint32_t waitTime = 0;
31  uint32_t jitterDelayMs = 0;
32  uint32_t maxDecodeTimeMs = 0;
33  uint32_t timeStamp = 0;
34
35  timing.Reset();
36
37  timing.UpdateCurrentDelay(timeStamp);
38
39  timing.Reset();
40
41  timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
42  jitterDelayMs = 20;
43  timing.SetJitterDelay(jitterDelayMs);
44  timing.UpdateCurrentDelay(timeStamp);
45  timing.set_render_delay(0);
46  waitTime = timing.MaxWaitingTime(
47      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
48      clock.TimeInMilliseconds());
49  // First update initializes the render time. Since we have no decode delay
50  // we get waitTime = renderTime - now - renderDelay = jitter.
51  EXPECT_EQ(jitterDelayMs, waitTime);
52
53  jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10;
54  timeStamp += 90000;
55  clock.AdvanceTimeMilliseconds(1000);
56  timing.SetJitterDelay(jitterDelayMs);
57  timing.UpdateCurrentDelay(timeStamp);
58  waitTime = timing.MaxWaitingTime(
59      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
60      clock.TimeInMilliseconds());
61  // Since we gradually increase the delay we only get 100 ms every second.
62  EXPECT_EQ(jitterDelayMs - 10, waitTime);
63
64  timeStamp += 90000;
65  clock.AdvanceTimeMilliseconds(1000);
66  timing.UpdateCurrentDelay(timeStamp);
67  waitTime = timing.MaxWaitingTime(
68      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
69      clock.TimeInMilliseconds());
70  EXPECT_EQ(waitTime, jitterDelayMs);
71
72  // 300 incoming frames without jitter, verify that this gives the exact wait
73  // time.
74  for (int i = 0; i < 300; i++) {
75    clock.AdvanceTimeMilliseconds(1000 / 25);
76    timeStamp += 90000 / 25;
77    timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
78  }
79  timing.UpdateCurrentDelay(timeStamp);
80  waitTime = timing.MaxWaitingTime(
81      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
82      clock.TimeInMilliseconds());
83  EXPECT_EQ(waitTime, jitterDelayMs);
84
85  // Add decode time estimates.
86  for (int i = 0; i < 10; i++) {
87    int64_t startTimeMs = clock.TimeInMilliseconds();
88    clock.AdvanceTimeMilliseconds(10);
89    timing.StopDecodeTimer(
90        timeStamp, clock.TimeInMilliseconds() - startTimeMs,
91        clock.TimeInMilliseconds(),
92        timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()));
93    timeStamp += 90000 / 25;
94    clock.AdvanceTimeMilliseconds(1000 / 25 - 10);
95    timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
96  }
97  maxDecodeTimeMs = 10;
98  timing.SetJitterDelay(jitterDelayMs);
99  clock.AdvanceTimeMilliseconds(1000);
100  timeStamp += 90000;
101  timing.UpdateCurrentDelay(timeStamp);
102  waitTime = timing.MaxWaitingTime(
103      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
104      clock.TimeInMilliseconds());
105  EXPECT_EQ(waitTime, jitterDelayMs);
106
107  uint32_t minTotalDelayMs = 200;
108  timing.set_min_playout_delay(minTotalDelayMs);
109  clock.AdvanceTimeMilliseconds(5000);
110  timeStamp += 5 * 90000;
111  timing.UpdateCurrentDelay(timeStamp);
112  const int kRenderDelayMs = 10;
113  timing.set_render_delay(kRenderDelayMs);
114  waitTime = timing.MaxWaitingTime(
115      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
116      clock.TimeInMilliseconds());
117  // We should at least have minTotalDelayMs - decodeTime (10) - renderTime
118  // (10) to wait.
119  EXPECT_EQ(waitTime, minTotalDelayMs - maxDecodeTimeMs - kRenderDelayMs);
120  // The total video delay should be equal to the min total delay.
121  EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay());
122
123  // Reset playout delay.
124  timing.set_min_playout_delay(0);
125  clock.AdvanceTimeMilliseconds(5000);
126  timeStamp += 5 * 90000;
127  timing.UpdateCurrentDelay(timeStamp);
128}
129
130TEST(ReceiverTiming, WrapAround) {
131  const int kFramerate = 25;
132  SimulatedClock clock(0);
133  VCMTiming timing(&clock);
134  // Provoke a wrap-around. The forth frame will have wrapped at 25 fps.
135  uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFramerate;
136  for (int i = 0; i < 4; ++i) {
137    timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
138    clock.AdvanceTimeMilliseconds(1000 / kFramerate);
139    timestamp += 90000 / kFramerate;
140    int64_t render_time =
141        timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds());
142    EXPECT_EQ(3 * 1000 / kFramerate, render_time);
143    render_time = timing.RenderTimeMs(89u,  // One second later in 90 kHz.
144                                      clock.TimeInMilliseconds());
145    EXPECT_EQ(3 * 1000 / kFramerate + 1, render_time);
146  }
147}
148
149}  // namespace webrtc
150