
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
132 lines
5.1 KiB
Markdown
132 lines
5.1 KiB
Markdown
# AV1 decoder module
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The AV1 module provides `Libgav1VideoRenderer`, which uses libgav1 native
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library to decode AV1 videos.
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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 fetch cpu_features library and libgav1 with its
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dependencies 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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AV1_MODULE_PATH="$(pwd)/libraries/decoder_av1/src/main"
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```
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* Fetch cpu_features library:
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```
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cd "${AV1_MODULE_PATH}/jni" && \
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git clone https://github.com/google/cpu_features
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```
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* Fetch libgav1:
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```
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cd "${AV1_MODULE_PATH}/jni" && \
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git clone https://chromium.googlesource.com/codecs/libgav1
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```
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* Fetch Abseil:
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```
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cd "${AV1_MODULE_PATH}/jni/libgav1" && \
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git clone https://github.com/abseil/abseil-cpp.git third_party/abseil-cpp
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```
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* [Install CMake][].
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Having followed these steps, gradle will build the module automatically when run
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on the command line or via Android Studio, using [CMake][] and [Ninja][] to
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configure and build libgav1 and the module's [JNI wrapper library][].
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[top level README]: ../../README.md
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[Install CMake]: https://developer.android.com/studio/projects/install-ndk
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[CMake]: https://cmake.org/
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[Ninja]: https://ninja-build.org
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[JNI wrapper library]: src/main/jni/gav1_jni.cc
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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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## 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 `Libgav1VideoRenderer`.
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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 `Libgav1VideoRenderer` for
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playback if `MediaCodecVideoRenderer` doesn't support decoding the input AV1
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stream. Pass `EXTENSION_RENDERER_MODE_PREFER` to give `Libgav1VideoRenderer`
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priority over `MediaCodecVideoRenderer`.
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* If you've subclassed `DefaultRenderersFactory`, add a
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`Libvgav1VideoRenderer` to the output list in `buildVideoRenderers`.
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ExoPlayer will use the first `Renderer` in the list that supports the input
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media format.
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* If you've implemented your own `RenderersFactory`, return a
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`Libgav1VideoRenderer` 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 `Libgav1VideoRenderer` 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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You need to make sure you are passing a `Libgav1VideoRenderer` to the player and
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then you need to 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 `Libgav1VideoRenderer`
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gets from the libgav1 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 `Libgav1VideoRenderer` a
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message 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 `Libgav1VideoRenderer` a
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message 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-playbacks
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