/* * Copyright 2019 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.
*/ #ifndef TEST_SCENARIO_PERFORMANCE_STATS_H_ #define TEST_SCENARIO_PERFORMANCE_STATS_H_
struct VideoFramePair {
rtc::scoped_refptr<VideoFrameBuffer> captured;
rtc::scoped_refptr<VideoFrameBuffer> decoded;
Timestamp capture_time = Timestamp::MinusInfinity();
Timestamp decoded_time = Timestamp::PlusInfinity();
Timestamp render_time = Timestamp::PlusInfinity(); // A unique identifier for the spatial/temporal layer the decoded frame // belongs to. Note that this does not reflect the id as defined by the // underlying layer setup. int layer_id = 0; int capture_id = 0; int decode_id = 0; // Indicates the repeat count for the decoded frame. Meaning that the same // decoded frame has matched differend captured frames. int repeated = 0;
};
struct VideoQualityStats { int lost_count = 0; int freeze_count = 0;
VideoFramesStats capture;
VideoFramesStats render; // Time from frame was captured on device to time frame was delivered from // decoder.
SampleStats<TimeDelta> capture_to_decoded_delay; // Time from frame was captured on device to time frame was displayed on // device.
SampleStats<TimeDelta> end_to_end_delay; // PSNR for delivered frames. Note that this might go up for a worse // connection due to frame dropping.
SampleStats<double> psnr; // PSNR for all frames, dropped or lost frames are compared to the last // successfully delivered frame
SampleStats<double> psnr_with_freeze; // Frames skipped between two nearest.
SampleStats<double> skipped_between_rendered; // In the next 2 metrics freeze is a pause that is longer, than maximum: // 1. 150ms // 2. 3 * average time between two sequential frames. // Item 1 will cover high fps video and is a duration, that is noticeable by // human eye. Item 2 will cover low fps video like screen sharing.
SampleStats<TimeDelta> freeze_duration; // Mean time between one freeze end and next freeze start.
SampleStats<TimeDelta> time_between_freezes; void AddStats(const VideoQualityStats& other);
};
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