# ExoPlayer VP9 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]: https://github.com/google/ExoPlayer/blob/release-v2/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 "" VP9_MODULE_PATH="$(pwd)/extensions/vp9/src/main" ``` * Download the [Android NDK][] and set its location in an environment variable. This build configuration has been tested on NDK r21. ``` NDK_PATH="" ``` * Fetch an appropriate branch of libvpx. We cannot guarantee compatibility with all versions of libvpx. We currently recommend version 1.8.0: ``` cd "" && \ git clone https://chromium.googlesource.com/webm/libvpx && \ cd libvpx && \ git checkout tags/v1.8.0 -b v1.8.0 && \ LIBVPX_PATH="$(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 && \ ${NDK_PATH}/ndk-build APP_ABI=all -j4 ``` [top level README]: https://github.com/google/ExoPlayer/blob/release-v2/README.md [Android NDK]: https://developer.android.com/tools/sdk/ndk/index.html ## Build instructions (Windows) We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in [Windows PowerShell][]. [Windows PowerShell]: https://docs.microsoft.com/en-us/powershell/scripting/getting-started/getting-started-with-windows-powershell ## Notes * Every time there is a change to the libvpx checkout: * Android config scripts should be re-generated by running `generate_libvpx_android_configs.sh` * Clean and re-build the project. * If you want to use your own version of libvpx, point to it with the `${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 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. ## Using the module in the demo application To try out playback using the module in the [demo application][], see [enabling extension decoders][]. [demo application]: https://exoplayer.dev/demo-application.html [enabling extension decoders]: https://exoplayer.dev/demo-application.html#enabling-extension-decoders ## 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` or `StyledPlayerView`, enable this option by setting `surface_type` of 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` and `StyledPlayerView`. * Native rendering using `ANativeWindow` * If you are using `ExoPlayer` with `PlayerView` or `StyledPlayerView`, 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 * [Javadoc][] [Javadoc]: https://exoplayer.dev/doc/reference/index.html