154 lines
5.9 KiB
Markdown
154 lines
5.9 KiB
Markdown
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# ExoPlayer VP9 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]: https://github.com/google/ExoPlayer/blob/release-v2/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="$(pwd)/extensions/vp9/src/main"
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```
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* Download the [Android NDK][] and set its location in an environment variable.
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This build configuration has been tested on NDK r21.
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```
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NDK_PATH="<path to Android NDK>"
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```
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* Fetch an appropriate branch of libvpx. We cannot guarantee compatibility
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with all versions of libvpx. We currently recommend version 1.8.0:
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```
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cd "<preferred location for libvpx>" && \
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git clone https://chromium.googlesource.com/webm/libvpx && \
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cd libvpx && \
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git checkout tags/v1.8.0 -b v1.8.0 && \
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LIBVPX_PATH="$(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]: https://github.com/google/ExoPlayer/blob/release-v2/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
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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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## Using the module in the demo application
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To try out playback using the module in the [demo application][], see
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[enabling extension decoders][].
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[demo application]: https://exoplayer.dev/demo-application.html
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[enabling extension decoders]: https://exoplayer.dev/demo-application.html#enabling-extension-decoders
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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` or
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`StyledPlayerView`, enable this option by setting `surface_type` of view
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to be `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
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`PlayerView` and `StyledPlayerView`.
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* Native rendering using `ANativeWindow`
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* If you are using `ExoPlayer` with `PlayerView` or
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`StyledPlayerView`, this option is enabled 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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* [Javadoc][]
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[Javadoc]: https://exoplayer.dev/doc/reference/index.html
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