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409 lines
16 KiB
Markdown
409 lines
16 KiB
Markdown
# Latency
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The latency is the time it takes for a sample captured at timestamp 0 to
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reach the sink. This time is measured against the clock in the pipeline.
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For pipelines where the only elements that synchronize against the clock
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are the sinks, the latency is always 0 since no other element is
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delaying the buffer.
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For pipelines with live sources, a latency is introduced, mostly because
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of the way a live source works. Consider an audio source, it will start
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capturing the first sample at time 0. If the source pushes buffers with
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44100 samples at a time at 44100Hz it will have collected the buffer at
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second 1. Since the timestamp of the buffer is 0 and the time of the
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clock is now \>= 1 second, the sink will drop this buffer because it is
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too late. Without any latency compensation in the sink, all buffers will
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be dropped.
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The situation becomes more complex in the presence of:
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- 2 live sources connected to 2 live sinks with different latencies
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- audio/video capture with synchronized live preview.
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- added latencies due to effects (delays, resamplers…)
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- 1 live source connected to 2 live sinks
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- firewire DV
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- RTP, with added latencies because of jitter buffers.
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- mixed live source and non-live source scenarios.
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- synchronized audio capture with non-live playback. (overdubs,..)
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- clock slaving in the sinks due to the live sources providing their
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own clocks.
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To perform the needed latency corrections in the above scenarios, we
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must develop an algorithm to calculate a global latency for the
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pipeline. The algorithm must be extensible so that it can optimize the
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latency at runtime. It must also be possible to disable or tune the
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algorithm based on specific application needs (required minimal
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latency).
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## Pipelines without latency compensation
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We show some examples to demonstrate the problem of latency in typical
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capture pipelines.
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### Example 1
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An audio capture/playback pipeline.
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* asrc: audio source, provides a clock
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* asink audio sink, provides a clock
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.--------------------------.
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| pipeline |
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| .------. .-------. |
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| | asrc | | asink | |
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| | src -> sink | |
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| '------' '-------' |
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'--------------------------'
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* *NULL→READY*:
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* asink: *NULL→READY*: probes device, returns `SUCCESS`
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* asrc: *NULL→READY*: probes device, returns `SUCCESS`
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* *READY→PAUSED*:
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* asink: *READY:→PAUSED* open device, returns `ASYNC`
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* asrc: *READY→PAUSED*: open device, returns `NO_PREROLL`
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- Since the source is a live source, it will only produce data in
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the `PLAYING` state. To note this fact, it returns `NO_PREROLL`
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from the state change function.
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- This sink returns `ASYNC` because it can only complete the state
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change to `PAUSED` when it receives the first buffer.
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At this point the pipeline is not processing data and the clock is not
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running. Unless a new action is performed on the pipeline, this situation will
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never change.
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* *PAUSED→PLAYING*: asrc clock selected because it is the most upstream clock
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provider. asink can only provide a clock when it received the first buffer and
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configured the device with the samplerate in the caps.
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* sink: *PAUSED:→PLAYING*, sets pending state to `PLAYING`, returns `ASYNC` because it
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is not prerolled. The sink will commit state to `PLAYING` when it prerolls.
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* src: *PAUSED→PLAYING*: starts pushing buffers.
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- since the sink is still performing a state change from `READY→PAUSED`, it remains ASYNC. The pending state will be set to
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PLAYING.
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- The clock starts running as soon as all the elements have been
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set to PLAYING.
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- the source is a live source with a latency. Since it is
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synchronized with the clock, it will produce a buffer with
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timestamp 0 and duration D after time D, ie. it will only be
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able to produce the last sample of the buffer (with timestamp D)
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at time D. This latency depends on the size of the buffer.
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- the sink will receive the buffer with timestamp 0 at time \>= D.
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At this point the buffer is too late already and might be
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dropped. This state of constantly dropping data will not change
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unless a constant latency correction is added to the incoming
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buffer timestamps.
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The problem is due to the fact that the sink is set to (pending) PLAYING
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without being prerolled, which only happens in live pipelines.
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### Example 2
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An audio/video capture/playback pipeline. We capture both audio and video and
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have them played back synchronized again.
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* asrc: audio source, provides a clock
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* asink audio sink, provides a clock
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* vsrc: video source
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* vsink video sink
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.--------------------------.
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| pipeline |
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| .------. .-------. |
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| | asrc | | asink | |
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| | src -> sink | |
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| '------' '-------' |
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| .------. .-------. |
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| | vsrc | | vsink | |
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| | src -> sink | |
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| '------' '-------' |
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'--------------------------'
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The state changes happen in the same way as example 1. Both sinks end up with
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pending state of `PLAYING` and a return value of ASYNC until they receive the
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first buffer.
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For audio and video to be played in sync, both sinks must compensate for the
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latency of its source but must also use exactly the same latency correction.
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Suppose asrc has a latency of 20ms and vsrc a latency of 33ms, the total
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latency in the pipeline has to be at least 33ms. This also means that the
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pipeline must have at least a 33 - 20 = 13ms buffering on the audio stream or
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else the audio src will underrun while the audiosink waits for the previous
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sample to play.
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### Example 3
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An example of the combination of a non-live (file) and a live source (vsrc)
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connected to live sinks (vsink, sink).
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.--------------------------.
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| pipeline |
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| .------. .-------. |
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| | file | | sink | |
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| | src -> sink | |
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| '------' '-------' |
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| .------. .-------. |
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| | vsrc | | vsink | |
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| | src -> sink | |
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| '------' '-------' |
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'--------------------------'
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The state changes happen in the same way as example 1. Except sink will be
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able to preroll (commit its state to PAUSED).
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In this case sink will have no latency but vsink will. The total latency
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should be that of vsink.
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Note that because of the presence of a live source (vsrc), the pipeline can be
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set to playing before sink is able to preroll. Without compensation for the
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live source, this might lead to synchronisation problems because the latency
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should be configured in the element before it can go to PLAYING.
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### Example 4
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An example of the combination of a non-live and a live source. The non-live
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source is connected to a live sink and the live source to a non-live sink.
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.--------------------------.
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| pipeline |
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| .------. .-------. |
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| | file | | sink | |
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| | src -> sink | |
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| '------' '-------' |
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| .------. .-------. |
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| | vsrc | | files | |
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| | src -> sink | |
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| '------' '-------' |
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'--------------------------'
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The state changes happen in the same way as example 3. Sink will be
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able to preroll (commit its state to PAUSED). files will not be able to
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preroll.
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sink will have no latency since it is not connected to a live source. files
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does not do synchronisation so it does not care about latency.
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The total latency in the pipeline is 0. The vsrc captures in sync with the
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playback in sink.
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As in example 3, sink can only be set to `PLAYING` after it successfully
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prerolled.
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## State Changes
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A Sink is never set to `PLAYING` before it is prerolled. In order to do
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this, the pipeline (at the GstBin level) keeps track of all elements
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that require preroll (the ones that return ASYNC from the state change).
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These elements posted a `ASYNC_START` message without a matching
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`ASYNC_DONE` message.
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The pipeline will not change the state of the elements that are still
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doing an ASYNC state change.
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When an ASYNC element prerolls, it commits its state to PAUSED and posts
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an `ASYNC_DONE` message. The pipeline notices this `ASYNC_DONE` message
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and matches it with the `ASYNC_START` message it cached for the
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corresponding element.
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When all `ASYNC_START` messages are matched with an `ASYNC_DONE` message,
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the pipeline proceeds with setting the elements to the final state
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again.
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The base time of the element was already set by the pipeline when it
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changed the NO\_PREROLL element to PLAYING. This operation has to be
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performed in the separate async state change thread (like the one
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currently used for going from `PAUSED→PLAYING` in a non-live pipeline).
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## Query
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The pipeline latency is queried with the LATENCY query.
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* **`live`** G_TYPE_BOOLEAN (default FALSE): - if a live element is found upstream
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* **`min-latency`** G_TYPE_UINT64 (default 0, must not be NONE): - the minimum
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latency in the pipeline, meaning the minimum time downstream elements
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synchronizing to the clock have to wait until they can be sure that all data
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for the current running time has been received.
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Elements answering the latency query and introducing latency must
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set this to the maximum time for which they will delay data, while
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considering upstream's minimum latency. As such, from an element's
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perspective this is *not* its own minimum latency but its own
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maximum latency.
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Considering upstream's minimum latency in general means that the
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element's own value is added to upstream's value, as this will give
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the overall minimum latency of all elements from the source to the
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current element:
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min_latency = upstream_min_latency + own_min_latency
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* **`max-latency`** G_TYPE_UINT64 (default 0, NONE meaning infinity): - the
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maximum latency in the pipeline, meaning the maximum time an element
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synchronizing to the clock is allowed to wait for receiving all data for the
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current running time. Waiting for a longer time will result in data loss,
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overruns and underruns of buffers and in general breaks synchronized data flow
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in the pipeline.
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Elements answering the latency query should set this to the maximum
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time for which they can buffer upstream data without blocking or
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dropping further data. For an element this value will generally be
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its own minimum latency, but might be bigger than that if it can
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buffer more data. As such, queue elements can be used to increase
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the maximum latency.
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The value set in the query should again consider upstream's maximum
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latency:
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- If the current element has blocking buffering, i.e. it does not drop data by
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itself when its internal buffer is full, it should just add its own maximum
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latency (i.e. the size of its internal buffer) to upstream's value. If
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upstream's maximum latency, or the elements internal maximum latency was NONE
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(i.e. infinity), it will be set to infinity.
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if (upstream_max_latency == NONE || own_max_latency == NONE)
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max_latency = NONE;
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else
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max_latency = upstream_max_latency + own_max_latency
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If the element has multiple sinkpads, the minimum upstream latency is
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the maximum of all live upstream minimum latencies.
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If the current element has leaky buffering, i.e. it drops data by itself
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when its internal buffer is full, it should take the minimum of its own
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maximum latency and upstream’s. Examples for such elements are audio sinks
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and sources with an internal ringbuffer, leaky queues and in general live
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sources with a limited amount of internal buffers that can be used.
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max_latency = MIN (upstream_max_latency, own_max_latency)
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> Note: many GStreamer base classes allow subclasses to set a
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> minimum and maximum latency and handle the query themselves. These
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> base classes assume non-leaky (i.e. blocking) buffering for the
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> maximum latency. The base class' default query handler needs to be
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> overridden to correctly handle leaky buffering.
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If the element has multiple sinkpads, the maximum upstream latency is the
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minimum of all live upstream maximum latencies.
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## Event
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The latency in the pipeline is configured with the LATENCY event, which
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contains the following fields:
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* **`latency`** G_TYPE_UINT64: the configured latency in the pipeline
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## Latency compensation
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Latency calculation and compensation is performed before the pipeline
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proceeds to the `PLAYING` state.
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When the pipeline collected all `ASYNC_DONE` messages it can calculate
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the global latency as follows:
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- perform a latency query on all sinks
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- sources set their minimum and maximum latency
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- other elements add their own values as described above
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- latency = MAX (all min latencies)
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- if MIN (all max latencies) \< latency we have an impossible
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situation and we must generate an error indicating that this
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pipeline cannot be played. This usually means that there is not
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enough buffering in some chain of the pipeline. A queue can be added
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to those chains.
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The sinks gather this information with a LATENCY query upstream.
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Intermediate elements pass the query upstream and add the amount of
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latency they add to the result.
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ex1: sink1: \[20 - 20\] sink2: \[33 - 40\]
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MAX (20, 33) = 33
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MIN (20, 40) = 20 < 33 -> impossible
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ex2: sink1: \[20 - 50\] sink2: \[33 - 40\]
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MAX (20, 33) = 33
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MIN (50, 40) = 40 >= 33 -> latency = 33
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The latency is set on the pipeline by sending a LATENCY event to the
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sinks in the pipeline. This event configures the total latency on the
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sinks. The sink forwards this LATENCY event upstream so that
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intermediate elements can configure themselves as well.
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After this step, the pipeline continues setting the pending state on its
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elements.
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A sink adds the latency value, received in the LATENCY event, to the
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times used for synchronizing against the clock. This will effectively
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delay the rendering of the buffer with the required latency. Since this
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delay is the same for all sinks, all sinks will render data relatively
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synchronised.
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## Flushing a playing pipeline
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We can implement resynchronisation after an uncontrolled FLUSH in (part
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of) a pipeline in the same way. Indeed, when a flush is performed on a
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PLAYING live element, a new base time must be distributed to this
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element.
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A flush in a pipeline can happen in the following cases:
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- flushing seek in the pipeline
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- performed by the application on the pipeline
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- performed by the application on an element
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- flush preformed by an element
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- after receiving a navigation event (DVD, …)
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When a playing sink is flushed by a `FLUSH_START` event, an `ASYNC_START`
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message is posted by the element. As part of the message, the fact that
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the element got flushed is included. The element also goes to a pending
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PAUSED state and has to be set to the `PLAYING` state again later.
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The `ASYNC_START` message is kept by the parent bin. When the element
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prerolls, it posts an `ASYNC_DONE` message.
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When all `ASYNC_START` messages are matched with an `ASYNC_DONE` message,
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the bin will capture a new base\_time from the clock and will bring all
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the sinks back to `PLAYING` after setting the new base time on them. It’s
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also possible to perform additional latency calculations and adjustments
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before doing this.
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## Dynamically adjusting latency
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An element that want to change the latency in the pipeline can do this
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by posting a LATENCY message on the bus. This message instructs the
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pipeline to:
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- query the latency in the pipeline (which might now have changed)
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with a LATENCY query.
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- redistribute a new global latency to all elements with a LATENCY
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event.
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A use case where the latency in a pipeline can change could be a network
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element that observes an increased inter packet arrival jitter or
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excessive packet loss and decides to increase its internal buffering
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(and thus the latency). The element must post a LATENCY message and
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perform the additional latency adjustments when it receives the LATENCY
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event from the downstream peer element.
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In a similar way can the latency be decreased when network conditions
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are improving again.
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Latency adjustments will introduce glitches in playback in the sinks and
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must only be performed in special conditions.
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