extensions/vp9/README.md
The VP9 module provides LibvpxVideoRenderer, which uses libvpx (the VPx
decoding library) to decode VP9 video.
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.
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:
cd "<path to project checkout>"
VP9_MODULE_PATH="$(pwd)/extensions/vp9/src/main"
NDK_PATH="<path to Android NDK>"
cd "<preferred location for libvpx>" && \
git clone https://chromium.googlesource.com/webm/libvpx && \
cd libvpx && \
git checkout tags/v1.8.0 -b v1.8.0 && \
LIBVPX_PATH="$(pwd)"
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
cd "${VP9_MODULE_PATH}"/jni && \
${NDK_PATH}/ndk-build APP_ABI=all -j4
We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in Windows PowerShell.
generate_libvpx_android_configs.sh${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.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:
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.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.RenderersFactory, return a
LibvpxVideoRenderer instance from createRenderers. ExoPlayer will use
the first Renderer in the returned array that supports the input media
format.ExoPlayer.Builder, pass a LibvpxVideoRenderer in the
array of Renderers. 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.
To try out playback using the module in the demo application, see enabling extension decoders.
There are two possibilities for rendering the output LibvpxVideoRenderer
gets from the libvpx decoder:
GL rendering using GL shader for color space conversion
ExoPlayer with StyledPlayerView, enable this option
by setting the surface_type of the view to be
video_decoder_gl_surface_view.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
StyledPlayerView.Native rendering using ANativeWindow
ExoPlayer with StyledPlayerView, this option is
enabled by default.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.