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-rw-r--r--webrtc/modules/video_coding/timing_unittest.cc149
1 files changed, 149 insertions, 0 deletions
diff --git a/webrtc/modules/video_coding/timing_unittest.cc b/webrtc/modules/video_coding/timing_unittest.cc
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+++ b/webrtc/modules/video_coding/timing_unittest.cc
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+/*
+ * Copyright (c) 2011 The WebRTC project authors. All Rights Reserved.
+ *
+ * Use of this source code is governed by a BSD-style license
+ * that can be found in the LICENSE file in the root of the source
+ * tree. An additional intellectual property rights grant can be found
+ * in the file PATENTS. All contributing project authors may
+ * be found in the AUTHORS file in the root of the source tree.
+ */
+
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "testing/gtest/include/gtest/gtest.h"
+
+#include "webrtc/modules/video_coding/include/video_coding.h"
+#include "webrtc/modules/video_coding/internal_defines.h"
+#include "webrtc/modules/video_coding/timing.h"
+#include "webrtc/modules/video_coding/test/test_util.h"
+#include "webrtc/system_wrappers/include/clock.h"
+#include "webrtc/system_wrappers/include/trace.h"
+#include "webrtc/test/testsupport/fileutils.h"
+
+namespace webrtc {
+
+TEST(ReceiverTiming, Tests) {
+ SimulatedClock clock(0);
+ VCMTiming timing(&clock);
+ uint32_t waitTime = 0;
+ uint32_t jitterDelayMs = 0;
+ uint32_t maxDecodeTimeMs = 0;
+ uint32_t timeStamp = 0;
+
+ timing.Reset();
+
+ timing.UpdateCurrentDelay(timeStamp);
+
+ timing.Reset();
+
+ timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
+ jitterDelayMs = 20;
+ timing.SetJitterDelay(jitterDelayMs);
+ timing.UpdateCurrentDelay(timeStamp);
+ timing.set_render_delay(0);
+ waitTime = timing.MaxWaitingTime(
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+ clock.TimeInMilliseconds());
+ // First update initializes the render time. Since we have no decode delay
+ // we get waitTime = renderTime - now - renderDelay = jitter.
+ EXPECT_EQ(jitterDelayMs, waitTime);
+
+ jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10;
+ timeStamp += 90000;
+ clock.AdvanceTimeMilliseconds(1000);
+ timing.SetJitterDelay(jitterDelayMs);
+ timing.UpdateCurrentDelay(timeStamp);
+ waitTime = timing.MaxWaitingTime(
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+ clock.TimeInMilliseconds());
+ // Since we gradually increase the delay we only get 100 ms every second.
+ EXPECT_EQ(jitterDelayMs - 10, waitTime);
+
+ timeStamp += 90000;
+ clock.AdvanceTimeMilliseconds(1000);
+ timing.UpdateCurrentDelay(timeStamp);
+ waitTime = timing.MaxWaitingTime(
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+ clock.TimeInMilliseconds());
+ EXPECT_EQ(waitTime, jitterDelayMs);
+
+ // 300 incoming frames without jitter, verify that this gives the exact wait
+ // time.
+ for (int i = 0; i < 300; i++) {
+ clock.AdvanceTimeMilliseconds(1000 / 25);
+ timeStamp += 90000 / 25;
+ timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
+ }
+ timing.UpdateCurrentDelay(timeStamp);
+ waitTime = timing.MaxWaitingTime(
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+ clock.TimeInMilliseconds());
+ EXPECT_EQ(waitTime, jitterDelayMs);
+
+ // Add decode time estimates.
+ for (int i = 0; i < 10; i++) {
+ int64_t startTimeMs = clock.TimeInMilliseconds();
+ clock.AdvanceTimeMilliseconds(10);
+ timing.StopDecodeTimer(
+ timeStamp, clock.TimeInMilliseconds() - startTimeMs,
+ clock.TimeInMilliseconds(),
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()));
+ timeStamp += 90000 / 25;
+ clock.AdvanceTimeMilliseconds(1000 / 25 - 10);
+ timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
+ }
+ maxDecodeTimeMs = 10;
+ timing.SetJitterDelay(jitterDelayMs);
+ clock.AdvanceTimeMilliseconds(1000);
+ timeStamp += 90000;
+ timing.UpdateCurrentDelay(timeStamp);
+ waitTime = timing.MaxWaitingTime(
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+ clock.TimeInMilliseconds());
+ EXPECT_EQ(waitTime, jitterDelayMs);
+
+ uint32_t minTotalDelayMs = 200;
+ timing.set_min_playout_delay(minTotalDelayMs);
+ clock.AdvanceTimeMilliseconds(5000);
+ timeStamp += 5 * 90000;
+ timing.UpdateCurrentDelay(timeStamp);
+ const int kRenderDelayMs = 10;
+ timing.set_render_delay(kRenderDelayMs);
+ waitTime = timing.MaxWaitingTime(
+ timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+ clock.TimeInMilliseconds());
+ // We should at least have minTotalDelayMs - decodeTime (10) - renderTime
+ // (10) to wait.
+ EXPECT_EQ(waitTime, minTotalDelayMs - maxDecodeTimeMs - kRenderDelayMs);
+ // The total video delay should be equal to the min total delay.
+ EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay());
+
+ // Reset playout delay.
+ timing.set_min_playout_delay(0);
+ clock.AdvanceTimeMilliseconds(5000);
+ timeStamp += 5 * 90000;
+ timing.UpdateCurrentDelay(timeStamp);
+}
+
+TEST(ReceiverTiming, WrapAround) {
+ const int kFramerate = 25;
+ SimulatedClock clock(0);
+ VCMTiming timing(&clock);
+ // Provoke a wrap-around. The forth frame will have wrapped at 25 fps.
+ uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFramerate;
+ for (int i = 0; i < 4; ++i) {
+ timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
+ clock.AdvanceTimeMilliseconds(1000 / kFramerate);
+ timestamp += 90000 / kFramerate;
+ int64_t render_time =
+ timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds());
+ EXPECT_EQ(3 * 1000 / kFramerate, render_time);
+ render_time = timing.RenderTimeMs(89u, // One second later in 90 kHz.
+ clock.TimeInMilliseconds());
+ EXPECT_EQ(3 * 1000 / kFramerate + 1, render_time);
+ }
+}
+
+} // namespace webrtc