Remove unused functions in VCMTiming.

Remove VCMTiming::EnoughTimeToDecode, VCMTiming::ResetDecodeTime.

Make VCMTiming::StopDecodeTimer void (always returning zero).

Update ReceiverTiming.WrapAround test to insert timestamp that wraps.

Bug: none
Change-Id: I85a8bfd6be18371810b638284b4af73a46894be7
Reviewed-on: https://webrtc-review.googlesource.com/36060
Reviewed-by: Rasmus Brandt <brandtr@webrtc.org>
Commit-Queue: Åsa Persson <asapersson@webrtc.org>
Cr-Commit-Position: refs/heads/master@{#21660}
diff --git a/modules/video_coding/timing.cc b/modules/video_coding/timing.cc
index f991a7f..8df86dc 100644
--- a/modules/video_coding/timing.cc
+++ b/modules/video_coding/timing.cc
@@ -12,8 +12,6 @@
 
 #include <algorithm>
 
-#include "modules/video_coding/internal_defines.h"
-#include "modules/video_coding/jitter_buffer_common.h"
 #include "system_wrappers/include/clock.h"
 #include "system_wrappers/include/metrics.h"
 #include "system_wrappers/include/timestamp_extrapolator.h"
@@ -86,11 +84,6 @@
   prev_frame_timestamp_ = 0;
 }
 
-void VCMTiming::ResetDecodeTime() {
-  rtc::CritScope cs(&crit_sect_);
-  codec_timer_.reset(new VCMCodecTimer());
-}
-
 void VCMTiming::set_render_delay(int render_delay_ms) {
   rtc::CritScope cs(&crit_sect_);
   render_delay_ms_ = render_delay_ms;
@@ -155,9 +148,8 @@
     }
 
     if (max_change_ms <= 0) {
-      // Any changes less than 1 ms are truncated and
-      // will be postponed. Negative change will be due
-      // to reordering and should be ignored.
+      // Any changes less than 1 ms are truncated and will be postponed.
+      // Negative change will be due to reordering and should be ignored.
       return;
     }
     delay_diff_ms = std::max(delay_diff_ms, -max_change_ms);
@@ -185,10 +177,10 @@
   }
 }
 
-int32_t VCMTiming::StopDecodeTimer(uint32_t time_stamp,
-                                   int32_t decode_time_ms,
-                                   int64_t now_ms,
-                                   int64_t render_time_ms) {
+void VCMTiming::StopDecodeTimer(uint32_t time_stamp,
+                                int32_t decode_time_ms,
+                                int64_t now_ms,
+                                int64_t render_time_ms) {
   rtc::CritScope cs(&crit_sect_);
   codec_timer_->AddTiming(decode_time_ms, now_ms);
   assert(decode_time_ms >= 0);
@@ -204,7 +196,6 @@
     sum_missed_render_deadline_ms_ += -time_until_rendering_ms;
     ++num_delayed_decoded_frames_;
   }
-  return 0;
 }
 
 void VCMTiming::IncomingTimestamp(uint32_t time_stamp, int64_t now_ms) {
@@ -228,7 +219,7 @@
   }
 
   if (min_playout_delay_ms_ == 0 && max_playout_delay_ms_ == 0) {
-    // Render as soon as possible
+    // Render as soon as possible.
     return now_ms;
   }
 
@@ -239,7 +230,6 @@
   return estimated_complete_time_ms + actual_delay;
 }
 
-// Must be called from inside a critical section.
 int VCMTiming::RequiredDecodeTimeMs() const {
   const int decode_time_ms = codec_timer_->RequiredDecodeTimeMs();
   assert(decode_time_ms >= 0);
@@ -259,24 +249,6 @@
   return static_cast<uint32_t>(max_wait_time_ms);
 }
 
-bool VCMTiming::EnoughTimeToDecode(
-    uint32_t available_processing_time_ms) const {
-  rtc::CritScope cs(&crit_sect_);
-  int64_t required_decode_time_ms = RequiredDecodeTimeMs();
-  if (required_decode_time_ms < 0) {
-    // Haven't decoded any frames yet, try decoding one to get an estimate
-    // of the decode time.
-    return true;
-  } else if (required_decode_time_ms == 0) {
-    // Decode time is less than 1, set to 1 for now since
-    // we don't have any better precision. Count ticks later?
-    required_decode_time_ms = 1;
-  }
-  return static_cast<int64_t>(available_processing_time_ms) -
-             required_decode_time_ms >
-         0;
-}
-
 int VCMTiming::TargetVideoDelay() const {
   rtc::CritScope cs(&crit_sect_);
   return TargetDelayInternal();
diff --git a/modules/video_coding/timing.h b/modules/video_coding/timing.h
index 12fa0c2..97f61b5 100644
--- a/modules/video_coding/timing.h
+++ b/modules/video_coding/timing.h
@@ -32,7 +32,6 @@
 
   // Resets the timing to the initial state.
   void Reset();
-  void ResetDecodeTime();
 
   // Set the amount of time needed to render an image. Defaults to 10 ms.
   void set_render_delay(int render_delay_ms);
@@ -41,16 +40,12 @@
   // get the desired jitter buffer level.
   void SetJitterDelay(int required_delay_ms);
 
-  // Set the minimum playout delay from capture to render in ms.
+  // Set/get the minimum playout delay from capture to render in ms.
   void set_min_playout_delay(int min_playout_delay_ms);
-
-  // Returns the minimum playout delay from capture to render in ms.
   int min_playout_delay();
 
-  // Set the maximum playout delay from capture to render in ms.
+  // Set/get the maximum playout delay from capture to render in ms.
   void set_max_playout_delay(int max_playout_delay_ms);
-
-  // Returns the maximum playout delay from capture to render in ms.
   int max_playout_delay();
 
   // Increases or decreases the current delay to get closer to the target delay.
@@ -67,17 +62,18 @@
 
   // Stops the decoder timer, should be called when the decoder returns a frame
   // or when the decoded frame callback is called.
-  int32_t StopDecodeTimer(uint32_t time_stamp,
-                          int32_t decode_time_ms,
-                          int64_t now_ms,
-                          int64_t render_time_ms);
+  void StopDecodeTimer(uint32_t time_stamp,
+                       int32_t decode_time_ms,
+                       int64_t now_ms,
+                       int64_t render_time_ms);
 
   // Used to report that a frame is passed to decoding. Updates the timestamp
   // filter which is used to map between timestamps and receiver system time.
   void IncomingTimestamp(uint32_t time_stamp, int64_t last_packet_time_ms);
+
   // Returns the receiver system time when the frame with timestamp
-  // frame_timestamp should be rendered, assuming that the system time currently
-  // is now_ms.
+  // |frame_timestamp| should be rendered, assuming that the system time
+  // currently is |now_ms|.
   virtual int64_t RenderTimeMs(uint32_t frame_timestamp, int64_t now_ms) const;
 
   // Returns the maximum time in ms that we can wait for a frame to become
@@ -88,10 +84,6 @@
   // render delay.
   int TargetVideoDelay() const;
 
-  // Calculates whether or not there is enough time to decode a frame given a
-  // certain amount of processing time.
-  bool EnoughTimeToDecode(uint32_t available_processing_time_ms) const;
-
   // Return current timing information. Returns true if the first frame has been
   // decoded, false otherwise.
   virtual bool GetTimings(int* decode_ms,
diff --git a/modules/video_coding/timing_unittest.cc b/modules/video_coding/timing_unittest.cc
index 40c9f1f..b9397ea 100644
--- a/modules/video_coding/timing_unittest.cc
+++ b/modules/video_coding/timing_unittest.cc
@@ -8,138 +8,123 @@
  *  be found in the AUTHORS file in the root of the source tree.
  */
 
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "modules/video_coding/include/video_coding.h"
-#include "modules/video_coding/internal_defines.h"
 #include "modules/video_coding/timing.h"
 #include "system_wrappers/include/clock.h"
 #include "test/gtest.h"
-#include "test/testsupport/fileutils.h"
 
 namespace webrtc {
+namespace {
+const int kFps = 25;
+}  // namespace
 
 TEST(ReceiverTiming, Tests) {
   SimulatedClock clock(0);
   VCMTiming timing(&clock);
-  uint32_t waitTime = 0;
-  uint32_t jitterDelayMs = 0;
-  uint32_t requiredDecodeTimeMs = 0;
-  uint32_t timeStamp = 0;
+  timing.Reset();
+
+  uint32_t timestamp = 0;
+  timing.UpdateCurrentDelay(timestamp);
 
   timing.Reset();
 
-  timing.UpdateCurrentDelay(timeStamp);
-
-  timing.Reset();
-
-  timing.IncomingTimestamp(timeStamp, clock.TimeInMilliseconds());
-  jitterDelayMs = 20;
-  timing.SetJitterDelay(jitterDelayMs);
-  timing.UpdateCurrentDelay(timeStamp);
+  timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
+  uint32_t jitter_delay_ms = 20;
+  timing.SetJitterDelay(jitter_delay_ms);
+  timing.UpdateCurrentDelay(timestamp);
   timing.set_render_delay(0);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  uint32_t wait_time_ms = 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);
+  // we get wait_time_ms = renderTime - now - renderDelay = jitter.
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  jitterDelayMs += VCMTiming::kDelayMaxChangeMsPerS + 10;
-  timeStamp += 90000;
+  jitter_delay_ms += VCMTiming::kDelayMaxChangeMsPerS + 10;
+  timestamp += 90000;
   clock.AdvanceTimeMilliseconds(1000);
-  timing.SetJitterDelay(jitterDelayMs);
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.SetJitterDelay(jitter_delay_ms);
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = 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);
+  EXPECT_EQ(jitter_delay_ms - 10, wait_time_ms);
 
-  timeStamp += 90000;
+  timestamp += 90000;
   clock.AdvanceTimeMilliseconds(1000);
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  EXPECT_EQ(waitTime, jitterDelayMs);
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  // 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());
+  // Insert frames without jitter, verify that this gives the exact wait time.
+  const int kNumFrames = 300;
+  for (int i = 0; i < kNumFrames; i++) {
+    clock.AdvanceTimeMilliseconds(1000 / kFps);
+    timestamp += 90000 / kFps;
+    timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
   }
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  EXPECT_EQ(waitTime, jitterDelayMs);
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  // Add decode time estimates.
-  for (int i = 0; i < 10; i++) {
-    int64_t startTimeMs = clock.TimeInMilliseconds();
-    clock.AdvanceTimeMilliseconds(10);
+  // Add decode time estimates for 1 second.
+  const uint32_t kDecodeTimeMs = 10;
+  for (int i = 0; i < kFps; i++) {
+    clock.AdvanceTimeMilliseconds(kDecodeTimeMs);
     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());
+        timestamp, kDecodeTimeMs, clock.TimeInMilliseconds(),
+        timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()));
+    timestamp += 90000 / kFps;
+    clock.AdvanceTimeMilliseconds(1000 / kFps - kDecodeTimeMs);
+    timing.IncomingTimestamp(timestamp, clock.TimeInMilliseconds());
   }
-  requiredDecodeTimeMs = 10;
-  timing.SetJitterDelay(jitterDelayMs);
-  clock.AdvanceTimeMilliseconds(1000);
-  timeStamp += 90000;
-  timing.UpdateCurrentDelay(timeStamp);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  timing.UpdateCurrentDelay(timestamp);
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  EXPECT_EQ(waitTime, jitterDelayMs);
+  EXPECT_EQ(jitter_delay_ms, wait_time_ms);
 
-  int minTotalDelayMs = 200;
-  timing.set_min_playout_delay(minTotalDelayMs);
+  const int kMinTotalDelayMs = 200;
+  timing.set_min_playout_delay(kMinTotalDelayMs);
   clock.AdvanceTimeMilliseconds(5000);
-  timeStamp += 5 * 90000;
-  timing.UpdateCurrentDelay(timeStamp);
+  timestamp += 5 * 90000;
+  timing.UpdateCurrentDelay(timestamp);
   const int kRenderDelayMs = 10;
   timing.set_render_delay(kRenderDelayMs);
-  waitTime = timing.MaxWaitingTime(
-      timing.RenderTimeMs(timeStamp, clock.TimeInMilliseconds()),
+  wait_time_ms = timing.MaxWaitingTime(
+      timing.RenderTimeMs(timestamp, clock.TimeInMilliseconds()),
       clock.TimeInMilliseconds());
-  // We should at least have minTotalDelayMs - decodeTime (10) - renderTime
+  // We should at least have kMinTotalDelayMs - decodeTime (10) - renderTime
   // (10) to wait.
-  EXPECT_EQ(waitTime, minTotalDelayMs - requiredDecodeTimeMs - kRenderDelayMs);
+  EXPECT_EQ(kMinTotalDelayMs - kDecodeTimeMs - kRenderDelayMs, wait_time_ms);
   // The total video delay should be equal to the min total delay.
-  EXPECT_EQ(minTotalDelayMs, timing.TargetVideoDelay());
+  EXPECT_EQ(kMinTotalDelayMs, timing.TargetVideoDelay());
 
   // Reset playout delay.
   timing.set_min_playout_delay(0);
   clock.AdvanceTimeMilliseconds(5000);
-  timeStamp += 5 * 90000;
-  timing.UpdateCurrentDelay(timeStamp);
+  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) {
+  // Provoke a wrap-around. The fifth frame will have wrapped at 25 fps.
+  uint32_t timestamp = 0xFFFFFFFFu - 3 * 90000 / kFps;
+  for (int i = 0; i < 5; ++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);
+    clock.AdvanceTimeMilliseconds(1000 / kFps);
+    timestamp += 90000 / kFps;
+    EXPECT_EQ(3 * 1000 / kFps,
+              timing.RenderTimeMs(0xFFFFFFFFu, clock.TimeInMilliseconds()));
+    EXPECT_EQ(3 * 1000 / kFps + 1,
+              timing.RenderTimeMs(89u,  // One ms later in 90 kHz.
+                                  clock.TimeInMilliseconds()));
   }
 }