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