Showing posts with label webm. Show all posts
Showing posts with label webm. Show all posts

Saturday, 20 December 2014

Firefox video playback's skip-to-next-keyframe behavior

One of the quirks of Firefox's video playback stack is our skip-to-next-keyframe behavior. The purpose of this blog post is to document the tradeoffs skip-to-next-keyframe makes.

The fundamental question that skip-to-next-keyframe answers is, "what do we do when the video stream decode can't keep up with the playback speed?

Video playback is a classic producer/consumer problem. You need to ensure that your audio and video stream decoders produce decoded samples at a rate no less that the rate at which the audio/video streams need to be rendered. You also don't want to produce decoded samples at a rate too much greater than the consumption rate, else you'll waste memory.

For example, if we're running on a low end PC, playing a 30 frames per second video, and the CPU is so slow that it can only decode an average of 10 frames per second, we're not going to be able to display all video frames.

This is also complicated by our video stack's legacy threading model. Our first video decoding implementation did the decoding of video and audio streams in the same thread. We assumed that we were using software decoding, because we were supporting Ogg/Theora/Vorbis, and later WebM/VP8/Vorbis, which are only commonly available in software.

The pseudo code for our "decode thread" used to go something like this:
 
while (!AudioDecodeFinished() || !VideoDecodeFinished()) {
  if (!HaveEnoughAudioDecoded()) {
    DecodeSomeAudio();
  }
  if (!HaveEnoughVideoDecoded()) {
    DecodeSomeVideo();
  }
  if (HaveLotsOfAudioDecoded() && HaveLotsOfVideoDecoded()) {
    SleepUntilRunningLowOnDecodedData();
  }
}

 
This was an unfortunate design, but it certainly made some parts of our code much simpler and easier to write.

We've recently refactored our code, so it no longer looks like this, but for some of the older backends that we support (Ogg, WebM, and MP4 using GStreamer on Linux), the pseudocode is still effectively (but not explicitly or obviously) this. MP4 on Windows, MacOSX, and Android in Firefox 36 and later now decode asynchronously, so we are not limited to decoding only on one thread.

The consequence of decoding audio and video on the same thread only really bites on low end hardware. I have an old Lenovo x131e netbook, which on some videos can take 400ms to decode a Theora keyframe. Since we use the same thread to decode audio as video, if we don't have at least 400ms of audio already decoded while we're decoding such a frame, we'll get an "audio underrun". This is where we don't have enough audio decoded to keep up with playback, and so we end up glitching the audio stream. This sounds is very jarring to the listener.

Humans are very sensitive to sound; the audio stream glitching is much more jarring to a human observer than dropping a few video frames. The tradeoff we made was to sacrifice the video stream playback in order to not glitch the audio stream playback. This is where skip-to-next-keyframe comes in.

With skip-to-next-keyframe, our pseudo code becomes:

while (!AudioDecodeFinished() || !VideoDecodeFinished()) {
  if (!HaveEnoughAudioDecoded()) {
    DecodeSomeAudio();
  }
  if (!HaveEnoughVideoDecoded()) {
    bool skipToNextKeyframe =
      (AmountOfDecodedAudio < LowAudioThreshold()) ||

       HaveRunOutOfDecodedVideoFrames();
    DecodeSomeVideo(skipToNextKeyframe);
  }
  if (HaveLotsOfAudioDecoded() && HaveLotsOfVideoDecoded()) {
    SleepUntilRunningLowOnDecodedData();
  }
}


We also monitor how long a video frame decode takes, and if a decode takes longer than the low-audio-threshold, we increase the low-audio-threshold.

If we pass a true value for skipToNextKeyframe to the decoder, it is supposed to give up and skip its decode up to the next keyframe. That is, don't try to decode anything between now and the next keyframe.

Video frames are typically encoded as a sequence of full images (called "key frames", "reference frames", or  I-frames in H.264) and then some number of frames which are "diffs" from the key frame (P-Frames in H.264 speak). (H.264 also has B-frames which are a combination of diffs of frames frames both before and after the current frame, which can lead the encoded stream to be muxed out-of-order).

The idea here is that we deliberately drop video frames in the hope that we give time back to the audio decode, so we are less likely to get audio glitches.

Our implementation of this idea is not particularly good.

Often on low end Windows machines playing HD videos without hardware accelerated video decoding, you'll get a run of say half a second of video decoded, and then we'll skip everything up to the next keyframe (a couple of seconds), before playing another half a second, and then skipping again, ad nasuem, giving a slightly weird experience. Or in the extreme, you can end up with only getting the keyframes decoded, or even no frames if we can't get the keyframes decoded in time. Or if it works well enough, you can still get a couple of audio glitches at the start of playback until the low-audio-threshold adapts to a large enough value, and then playback is smooth.

The FirefoxOS MediaOmxReader also never implemented skip-to-next-keyframe correctly, our behavior there is particularly bad. This is compounded by the fact that FirefoxOS typically runs on lower end hardware anyway. The MediaOmxReader doesn't actually skip decode to the next keyframe, it decodes to the next keyframe. This will cause the video decode to hog the decode thread for even longer; this will give the audio decode even less time, which is the exact opposite of what you want to do. What they should do is skip the demux of video up to the next keyframe, but if I recall correctly there was bugs in the Android platform's video decoder library that FirefoxOS is based on that caused this to be unreliable.

All these issues occur because we share the same thread for audio and video decoding. This year we invested some time refactoring our video playback stack to be asynchronous. This enables backends that support it to do their decoding asynchronously, on another own thread. So since audio decodes on a separate thread to video, we should have glitch-free audio even when the video decode can't keep up, even without engaging skip-to-next-keyframe. We still need to do something like skipping the video decode when the video decode is falling behind, but it can probably engage less aggressively.

I did a quick test the other day on a low end Windows 8.0 tablet with an Atom Z2760 CPU with skip-to-next-keyframe disabled and async decoding enabled, and although the video decode falls behind and gets out of sync with audio (frames are rendered late) we never glitched audio.

So I think it's time to revisit our skip-to-next-keyframe logic, since we don't need to sacrifice video decode to ensure that audio playback doesn't glitch.

When using async decoding we still need some mechanism like skip-to-next-keyframe to ensure that when the video decode falls behind it can catch up. The existing logic to engage skip-to-next-keyframe also performs that role, but often we enter skip-to-next-keyframe and start dropping frames when video decode actually could keep up if we just gave it a chance. This often happens when switching streams during MSE playback.

Now that we have async decoding, we should experiment with modifying the HaveRunOutOfDecodedVideoFrames() logic to be more lenient, to avoid unnecessary frame drops during MSE playback. One idea would be to only engage skip-to-next-keyframe if we've missed several frames. We need to experiment on low end hardware.

Thursday, 17 February 2011

Firefox 4 video decoder architecture

To assist others coming up to speed on the architecture of the video decoder, I've put together a diagram of Firefox 4's video playback engine. We rewrote our video architecture for Firefox 4 in order to give us better control over the complete stack.

Click on the image for a larger diagram.

The key classes in our architecture are:
  • nsHTMLMediaElement - This manages the JavaScript/HTML accessible HTMLMediaElement interface, and implements the resource selection, load, and preload logic.
  • nsBuiltinDecoder - Manages a main thread accessible snapshot of the state of the underlying decoder. The decoders run on non-main threads, and we don't want to block the main thread to dig into the decoders when JS queries playback state, so we maintain a snapshot of the playback engine's state in this class. This inherits from nsMediaDecoder. You can also implement playback support for a new format by inheriting and implementing nsMediaDecoder. nsWaveDecoder is currently implemented this way, but we're in the process of reimplementing that as a sublcass of nsBuiltinDecoderReader.
  • nsBuiltinDecoderStateMachine - Manages the decode, state machine, audio-push threads, frame queueing, A/V sync, and buffering logic. This ensures that all the HTML5 events get dispatched at the appropriate time, and that behaviour is consistent and sane across different media types. Demuxing is handled abstractly by subclasses of nsBuiltinDecoderReader. This way all media types can share as much playback logic as possible, reducing our maintenance overhead.
  • nsOggReader/nsWebMReader - Demuxing and codec specific functionality is implemented by subclassing nsBuiltinDecoderReader. This reduces the amount of work required to implement and maintain support for new codecs. When a new codec is implemented as a nsBuiltinDecoderReader subclass, support for HTML events, buffering, and playback logic does not need to be reimplemented, since it already exists in nsBuiltinDecoderStateMachine. To add support for a new codec, it's easiest to implement support as a new nsBuiltinDecoderReader subclass.
  • nsAudioStream - Our cross platform audio API wrapper. It is based on libsydneyaudio, which operates on a push model rather than a (more commonly used) callback-based model, which has brought in a whole raft of headaches. Matthew Gregan is in the process of rewriting our audio layer to a more sane callback based model. We also provide a cross-process nsAudioStreamRemote, which proxies audio commands to an audio stream in another process. This is required on mobile.
  • ImageContainer - When it comes time to present a video frame, nsBuiltinDecoderStateMachine sets it as the "current image" of the video element's ImageContainer object. This then propagates through the Layers/2D scene rendering system, and it eventually gets rendered on the screen. The Layers compositing runs on the main thread, and ImageContainer provides a thread-safe wrapper. The images contained in the ImageContainer can be in OpenGL/D3D surfaces, so we can take advantage of hardware accelerated scaling, rendering, and YCbCr to RGB conversion.
  • nsVideoFrame - This resides in layout, and manages the dimensions/reflow of the video, as well as its poster image.
  • nsMediaStream - Our network code runs on the main thread, but the underlying libraries we use for media decoding (libvpx, libtheora, etc) assume synchronous reads. We can't afford to do blocking reads on the main thread, so we cache the media data downloaded into the nsMediaCache, and provide a thread-safe wrapper synchronous wrapper for reading in the nsMediaStream class. We use Necko for our networking, so we can take advantage of all the existing security and load-group functionality it implements.
The advantage of controlling the entire playback engine are many. We can easily control frame dropping, memory allocation, the threading model, what, when, and how we decode, and we can integrate more tightly with our network stack.

Wednesday, 12 January 2011

Google to remove H.264 support from Chrome

Google is removing H.264 support from Chrome in the coming months. This is good news, as it means we're closer to having a high quality patent unencumbered video format for use in HTML5 video that works across all browsers. Now we're just left with Safari, Apple's iDevices, and IE9 as natively supporting patent encumbered video formats. Microsoft has said that IE9 will play "VP8 video when the user has installed a VP8 codec on Windows", it will be interesting to see how that pans out.

Friday, 6 August 2010

Buffered attribute landed for HTML5 video

Last night I landed support for the buffered HTML5 video attribute in Firefox. This is cool because we can now accurately determine which time-segments of a video we can play and seek into without needing to pause playback to download more data. Previously you could only get the byte position the download had reached, which often doesn't map to the time ranges which are playable very well, especially in a variable bit rate video. This also can't tell you if there are chunks which we skipped downloading before the downloaded byte position. Once the video controls UI is updated, users will be able to know exactly which segments of their video are downloaded and playable and can be seeked into without pausing playback to download more data.

To see this in action, download last night's Firefox nightly build or later, and point your browser at my  video buffered attribute demo. You'll see something like the screenshot below, including an extra progress bar (implemented using canvas) showing the time ranges which are buffered.

 

I've implemented the buffered attribute for the Ogg and WAV backends. Support for the buffered attribute for WebM is being worked on by Matthew Gregan, and is well underway. At the moment we return empty ranges for the buffered attribute on video elements playing WebM and raw video.

My checkin just missed the cutoff for Firefox 4 Beta 3, so the first beta release that the video buffered attribute will appear in is Firefox 4 Beta 4.

Thursday, 15 July 2010

Easy way to create WebM videos

If you're looking to create some WebM videos to try out the new WebM support in Firefox 4 Beta 1, an easy tool to use is Miro Video Converter. Because WebM is such a new format, existing video editing software doesn't encode in WebM yet, so if you want to make a WebM video, you must create it in another format and then convert it to WebM using a tool like Miro Video Converter.


Miro Video Converter provides a very simple interface for ffmpeg, one of the leading open source video encoding tools. Miro Video Converter configures ffmpeg to output converted video to the same quality as the input, and it uses the excellent xiph.org libvorbis audio encoder, rather than ffmpeg's own broken Vorbis encoder (if you hear poor quality audio on YouTube WebM videos, it's probably because they're still using ffmpeg's vorbis encoder).

Miro Video Converter is freely available for download on Windows and Mac, and can convert to other formats besides WebM.

Thursday, 8 July 2010

WebM video support in Firefox 4 Beta

The new Firefox 4 Beta 1 includes support for HTML5 video elements playing WebM videos. This is exciting, as much of the industry is getting behind WebM. Opera is shipping WebM support in Opera 10.6, Google Chrome's "early access release channel" builds include WebM support. Microsoft said they'd support WebM in their HTML5 video implementation in their upcoming IE9, provided appropriate codecs are installed on the user's system. Adobe has announced that they'll support WebM playback in Flash, which will provide fallback playback of WebM in any older or otherwise non WebM supporting browsers. Intel says it will move towards hardware support for WebM once it becomes popular.

Google has freely licensed the VP8 video codec used in WebM, and provided a royalty free patent grant. This is great news for the future of the internet. We now have a royalty free video codec, with quality which is competitive with proprietary alternatives. This means anyone can freely use high quality internet video, without having to worry about getting sued or having to negotiate a patent license.

All this will hopefully contribute to increased adoption of WebM and HTML5 video, coupling all the power of the modern web browser's rendering pipeline with high quality video.

If you want to try out our new WebM support in Firefox, the easiest way is to download the Firefox 4 beta, and watch WebM videos on YouTube's "HTML5 Experiment" program.

Thursday, 24 June 2010

Improved WebM performance on x86_64 Linux and Win64

Last week we landed patches from Makoto Kato to enable optimized assembly in libvpx on Win64. We also landed a similar patch from Tim Terriberry to enable optimized assembly in libvpx on Linux x86_64. This will improve decoding performance of WebM videos on these platforms. We're still being hit by scaling performance, particularly on high resolution and "full-screen" YouTube HTML5 experiment WebM videos. We're aware of this, and are working to improve it.

Wednesday, 9 June 2010

WebM has landed on Firefox nightlies

Today I landed Firefox's WebM support on mozilla-central, our Firefox development branch. It should appear in nightly builds from tonight onwards.

Credits to the development effort go to Chris Double for writing the decoder backend, Matthew Gregan for writing the ISC style licensed libnestegg WebM demuxer, and myself for integrating all the moving parts into the Mozilla tree and build system. Also thanks need to go to the releng team which promptly installed YASM on the Mozilla Linux and Mac build machines, and to Roc, Shaver and many others for cracking the whip and working behind the scenes.

Firefox should build with WebM support without needing any extra changes to your build configuration, unless you're building on Win32, where you'll need to have MASM installed in order to compile libvpx's optimized assembly. MASM ships with the Windows 7 SDK, and with Visual Studio Pro. If you've got neither of those installed, you can also download MASM directly.

If you're building on Linux x86, Mac x86 or Mac x86_64 and you've got YASM installed, you'll automatically build VP8 decoder's optimized assembly code from libvpx. If you don't have YASM, you'll fallback to using the generic C code, which won't be as fast, but still performs acceptably. We don't have WebM support building on Win64 yet, you can disable if you reconfigure with --disable-webm.

If you're looking for some WebM videos to test with, you can view WebM videos on YouTube's HTML5 Experiement with nightly builds from tonight onwards.