The AV1 module provides Libgav1VideoRenderer
, which uses libgav1 native
library to decode AV1 videos.
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 fetch cpu_features library and libgav1 with its dependencies as follows:
- Set the following environment variables:
cd "<path to project checkout>"
AV1_MODULE_PATH="$(pwd)/extensions/av1/src/main"
- Fetch cpu_features library:
cd "${AV1_MODULE_PATH}/jni" && \
git clone https://github.com/google/cpu_features
- Fetch libgav1:
cd "${AV1_MODULE_PATH}/jni" && \
git clone https://chromium.googlesource.com/codecs/libgav1
- Fetch Abseil:
cd "${AV1_MODULE_PATH}/jni/libgav1" && \
git clone https://github.com/abseil/abseil-cpp.git third_party/abseil-cpp
Having followed these steps, gradle will build the module automatically when run on the command line or via Android Studio, using CMake and Ninja to configure and build libgav1 and the module's JNI wrapper library.
We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in Windows PowerShell.
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 Libgav1VideoRenderer
.
How you do this depends on which player API you're using:
- If you're passing a
DefaultRenderersFactory
toExoPlayer.Builder
, you can enable using the module by setting theextensionRendererMode
parameter of theDefaultRenderersFactory
constructor toEXTENSION_RENDERER_MODE_ON
. This will useLibgav1VideoRenderer
for playback ifMediaCodecVideoRenderer
doesn't support decoding the input AV1 stream. PassEXTENSION_RENDERER_MODE_PREFER
to giveLibgav1VideoRenderer
priority overMediaCodecVideoRenderer
. - If you've subclassed
DefaultRenderersFactory
, add aLibvgav1VideoRenderer
to the output list inbuildVideoRenderers
. ExoPlayer will use the firstRenderer
in the list that supports the input media format. - If you've implemented your own
RenderersFactory
, return aLibgav1VideoRenderer
instance fromcreateRenderers
. ExoPlayer will use the firstRenderer
in the returned array that supports the input media format. - If you're using
ExoPlayer.Builder
, pass aLibgav1VideoRenderer
in the array ofRenderer
s. ExoPlayer will use the firstRenderer
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.
You need to make sure you are passing a Libgav1VideoRenderer
to the player and
then you need to 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 Libgav1VideoRenderer
gets from the libgav1 decoder:
-
GL rendering using GL shader for color space conversion
- If you are using
ExoPlayer
withStyledPlayerView
, enable this option by setting thesurface_type
of the view to bevideo_decoder_gl_surface_view
. - Otherwise, enable this option by sending
Libgav1VideoRenderer
a message of typeRenderer.MSG_SET_VIDEO_OUTPUT
with an instance ofVideoDecoderOutputBufferRenderer
as its object.VideoDecoderGLSurfaceView
is the concreteVideoDecoderOutputBufferRenderer
implementation used byStyledPlayerView
.
- If you are using
-
Native rendering using
ANativeWindow
- If you are using
ExoPlayer
withStyledPlayerView
, this option is enabled by default. - Otherwise, enable this option by sending
Libgav1VideoRenderer
a message of typeRenderer.MSG_SET_VIDEO_OUTPUT
with an instance ofSurfaceView
as its object.
- If you are using
Note: Although the default option uses ANativeWindow
, based on our testing the
GL rendering mode has better performance, so should be preferred