rohks e4cb583af2 Remove Javadoc TODO from README of decoder extensions
As most classes are used via interface only and people depending on it locally can always find the Javadoc in Android Studio directly, we don't plan to add Javadocs for these extensions module in developer.android.com.

PiperOrigin-RevId: 521993756
2023-04-05 15:48:58 +01:00

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# VP9 decoder module
The VP9 module provides `LibvpxVideoRenderer`, which uses libvpx (the VPx
decoding library) to decode VP9 video.
## License note
Please note that whilst the code in this repository is licensed under
[Apache 2.0][], using this module also requires building and including one or
more external libraries as described below. These are licensed separately.
[Apache 2.0]: ../../LICENSE
## Build instructions (Linux, macOS)
To use the module you need to clone this GitHub project and depend on its
modules locally. Instructions for doing this can be found in the
[top level README][].
In addition, it's necessary to build the module's native components as follows:
* Set the following environment variables:
```
cd "<path to project checkout>"
VP9_MODULE_PATH="$(pwd)/libraries/decoder_vp9/src/main"
```
* Download the [Android NDK][] and set its location in an environment variable.
This build configuration has been tested on NDK r21.
```
NDK_PATH="<path to Android NDK>"
```
* Fetch an appropriate branch of libvpx. We cannot guarantee compatibility
with all versions of libvpx. We currently recommend version 1.8.0:
```
cd "<preferred location for libvpx>" && \
git clone https://chromium.googlesource.com/webm/libvpx && \
cd libvpx && \
git checkout tags/v1.8.0 -b v1.8.0 && \
LIBVPX_PATH="$(pwd)"
```
* Add a link to the libvpx source code in the vp9 module `jni` directory and
run a script that generates necessary configuration files for libvpx:
```
cd ${VP9_MODULE_PATH}/jni && \
ln -s "$LIBVPX_PATH" libvpx && \
./generate_libvpx_android_configs.sh
```
* Build the JNI native libraries from the command line:
```
cd "${VP9_MODULE_PATH}"/jni && \
${NDK_PATH}/ndk-build APP_ABI=all -j4
```
[top level README]: ../../README.md
[Android NDK]: https://developer.android.com/tools/sdk/ndk/index.html
## Build instructions (Windows)
We do not provide support for building this module on Windows, however it should
be possible to follow the Linux instructions in [Windows PowerShell][].
[Windows PowerShell]: https://docs.microsoft.com/en-us/powershell/scripting/getting-started/getting-started-with-windows-powershell
## Notes
* Every time there is a change to the libvpx checkout:
* Android config scripts should be re-generated by running
`generate_libvpx_android_configs.sh`
* Clean and re-build the project.
* If you want to use your own version of libvpx, point to it with the
`${VP9_MODULE_PATH}/jni/libvpx` symlink. Please note that
`generate_libvpx_android_configs.sh` and the makefiles may need to be modified
to work with arbitrary versions of libvpx.
## Using the module with ExoPlayer
Once you've followed the instructions above to check out, build and depend on
the module, the next step is to tell ExoPlayer to use `LibvpxVideoRenderer`.
How you do this depends on which player API you're using:
* If you're passing a `DefaultRenderersFactory` to `ExoPlayer.Builder`, you
can enable using the module by setting the `extensionRendererMode` parameter
of the `DefaultRenderersFactory` constructor to
`EXTENSION_RENDERER_MODE_ON`. This will use `LibvpxVideoRenderer` for
playback if `MediaCodecVideoRenderer` doesn't support decoding the input VP9
stream. Pass `EXTENSION_RENDERER_MODE_PREFER` to give `LibvpxVideoRenderer`
priority over `MediaCodecVideoRenderer`.
* If you've subclassed `DefaultRenderersFactory`, add a `LibvpxVideoRenderer`
to the output list in `buildVideoRenderers`. ExoPlayer will use the first
`Renderer` in the list that supports the input media format.
* If you've implemented your own `RenderersFactory`, return a
`LibvpxVideoRenderer` instance from `createRenderers`. ExoPlayer will use
the first `Renderer` in the returned array that supports the input media
format.
* If you're using `ExoPlayer.Builder`, pass a `LibvpxVideoRenderer` in the
array of `Renderer`s. ExoPlayer will use the first `Renderer` in the list
that supports the input media format.
Note: These instructions assume you're using `DefaultTrackSelector`. If you have
a custom track selector the choice of `Renderer` is up to your implementation,
so you need to make sure you are passing an `LibvpxVideoRenderer` to the
player, then implement your own logic to use the renderer for a given track.
## Rendering options
There are two possibilities for rendering the output `LibvpxVideoRenderer`
gets from the libvpx decoder:
* GL rendering using GL shader for color space conversion
* If you are using `ExoPlayer` with `PlayerView`, enable this option by
setting the `surface_type` of the view to be
`video_decoder_gl_surface_view`.
* Otherwise, enable this option by sending `LibvpxVideoRenderer` a message
of type `Renderer.MSG_SET_VIDEO_OUTPUT` with an instance of
`VideoDecoderOutputBufferRenderer` as its object.
`VideoDecoderGLSurfaceView` is the concrete
`VideoDecoderOutputBufferRenderer` implementation used by `PlayerView`.
* Native rendering using `ANativeWindow`
* If you are using `ExoPlayer` with `PlayerView`, this option is enabled
by default.
* Otherwise, enable this option by sending `LibvpxVideoRenderer` a message
of type `Renderer.MSG_SET_VIDEO_OUTPUT` with an instance of
`SurfaceView` as its object.
Note: Although the default option uses `ANativeWindow`, based on our testing the
GL rendering mode has better performance, so should be preferred.
## Links
* [Troubleshooting using decoding extensions][]
[Troubleshooting using decoding extensions]: https://developer.android.com/guide/topics/media/exoplayer/troubleshooting#how-can-i-get-a-decoding-library-to-load-and-be-used-for-playback