507 lines
17 KiB
Markdown
507 lines
17 KiB
Markdown
# Video Orchestra - VP9 Multi-Stream Decoder for Godot Engine
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## Project Overview
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A high-performance VP9 video decoding system for Godot Engine 4.4.1 that supports simultaneous decoding of 3 alpha-channel VP9 video streams using hardware acceleration on Android and iOS platforms.
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## Architecture Design
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### Core Components
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1. **VideoOrchestra Manager (C#)** - Main orchestration layer
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2. **Native Decoder Interface (C#)** - Platform abstraction layer
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3. **Android Native Library (C++)** - MediaCodec-based VP9 decoder
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4. **iOS Native Library (C++)** - VideoToolbox-based VP9 decoder (future)
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5. **Texture Pipeline** - Direct native texture rendering to Godot
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### Data Flow
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```
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VP9 Stream → Native Decoder → Hardware Codec → Texture Buffer → Godot Renderer
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```
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## Android Implementation Plan
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### 1. Hardware Decoder (MediaCodec)
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- **MediaCodec API Usage**: Leverage Android's MediaCodec for VP9 hardware decoding
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- **Surface Integration**: Use Surface API for direct texture output
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- **Alpha Channel Support**: Ensure VP9 alpha channel preservation
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- **Multi-stream Management**: Handle 3 concurrent decoder instances
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### 2. Native Library Architecture
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```cpp
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// Core decoder interface
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class VP9Decoder {
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bool initialize(int width, int height);
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bool decodeFrame(uint8_t* data, size_t size, int streamId);
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uint32_t getTextureId(int streamId);
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void release();
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};
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// Android implementation
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class AndroidVP9Decoder : public VP9Decoder {
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AMediaCodec* codec[3]; // 3 decoder instances
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ANativeWindow* surface[3]; // Direct surface rendering
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// MediaCodec implementation
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};
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```
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### 3. C# Interface Layer
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```csharp
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// Godot-friendly VP9 decoder manager
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public class VideoOrchestraManager : Node {
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private AndroidVP9Native nativeDecoder;
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public bool InitializeDecoders(int width, int height);
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public bool DecodeFrame(byte[] data, int streamId);
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public ImageTexture GetTexture(int streamId);
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}
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// Platform abstraction
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public interface IVP9Native {
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bool Initialize(int width, int height);
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bool DecodeFrame(byte[] data, int streamId);
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uint GetTextureId(int streamId);
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}
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```
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### 4. Godot Integration
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- **Custom Resource Types**: VP9Stream resource for stream management
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- **Node Structure**: VideoOrchestraManager as main node
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- **Texture Binding**: Direct OpenGL texture ID binding
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- **Performance Optimization**: GPU memory management
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## Directory Structure
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```
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video-orchestra/
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├── godot-project/
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│ ├── project.godot
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│ ├── scenes/
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│ └── scripts/
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│ └── VideoOrchestraManager.cs
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├── android/
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│ ├── jni/
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│ │ ├── vp9_decoder.cpp
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│ │ ├── vp9_decoder.h
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│ │ └── Android.mk
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│ └── gradle/
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├── ios/ (future)
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├── shared/
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│ └── interface/
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│ └── vp9_interface.h
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└── CLAUDE.md
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```
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## Implementation Phases
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### Phase 1: Foundation
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1. Create Godot project structure
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2. Set up Android native library build system
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3. Implement basic MediaCodec VP9 decoder
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4. Create C# native interface
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### Phase 2: Multi-stream Support
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1. Implement concurrent decoder management
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2. Add alpha channel preservation
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3. Optimize texture memory management
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4. Performance testing with 3 streams
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### Phase 3: Software Fallback Support
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1. Integrate libvpx software VP9 decoder
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2. Automatic fallback detection and performance-based switching
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3. Cross-platform software decoding optimization
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### Phase 4: iOS Implementation (Future)
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1. VideoToolbox VP9 decoder
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2. Metal texture integration
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3. Cross-platform testing
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## Technical Considerations
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### Hardware Decoder Requirements
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- **Android**: MediaCodec VP9 hardware support (API 21+)
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- **Windows**: Media Foundation VP9 hardware decoding with D3D11
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- **iOS/macOS**: VideoToolbox VP9 hardware decoding (future)
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- **Software Fallback**: libvpx cross-platform VP9 decoder
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- **Memory Management**: Efficient texture buffer handling
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- **Thread Safety**: Concurrent decoder access
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### Performance Targets
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- **Decode Rate**: 60fps for 3 concurrent streams
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- **Memory Usage**: < 100MB for texture buffers
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- **Latency**: < 16ms decode-to-render pipeline
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### Quality Assurance
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- Alpha channel integrity verification
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- Frame synchronization testing
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- Memory leak detection
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- Cross-device compatibility testing
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## Build Configuration
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### Android NDK Setup
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```makefile
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# Android.mk
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := libvp9orchestra
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LOCAL_SRC_FILES := vp9_decoder.cpp
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LOCAL_LDLIBS := -llog -landroid -lmediandk
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LOCAL_CPPFLAGS := -std=c++14
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include $(BUILD_SHARED_LIBRARY)
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```
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### Godot Export Settings
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- Android export template configuration
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- Native library integration
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- Permissions: CAMERA (for MediaCodec surface)
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## Implementation Status ✅
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### Completed Components
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1. ✅ **Project Structure**: Complete Godot 4.4.1 project with C# support
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2. ✅ **C# Interface**: VideoOrchestraManager with platform abstraction
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3. ✅ **Android Native Library**: MediaCodec-based VP9 decoder with OpenGL texture output
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4. ✅ **Gradle Build System**: Android AAR generation with NDK integration
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5. ✅ **Godot Plugin**: Android plugin configuration for seamless integration
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6. ✅ **Test Controller**: VP9TestController for testing and demonstration
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### Key Files Created
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- `godot-project/`: Complete Godot 4.4.1 project
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- `project.godot`: Project configuration with Android plugin support
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- `VideoOrchestra.csproj`: C# project configuration
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- `scripts/VideoOrchestraManager.cs`: Main VP9 decoder manager
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- `scripts/VP9TestController.cs`: Test and demonstration controller
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- `scenes/Main.tscn`: Main scene with 3-stream layout
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- `android/plugins/vp9orchestra/plugin.cfg`: Godot plugin configuration
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- `android/`: Native library implementation
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- `jni/vp9_decoder.cpp`: MediaCodec VP9 decoder implementation
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- `jni/vp9_decoder.h`: Native interface headers
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- `gradle/`: Android project with AAR build configuration
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- `gradle/src/main/java/org/godotengine/vp9orchestra/VP9Orchestra.java`: JNI bridge
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- `shared/interface/vp9_interface.h`: Cross-platform interface definition
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### Build Instructions
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#### Prerequisites Setup
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1. **Java Development Kit**: Install Java 8 or higher
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- Download from: https://adoptium.net/
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- Verify: `java -version`
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2. **Android SDK** (Required):
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- Install Android Studio or standalone SDK
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- Install Build Tools 34.0.0
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- Set `ANDROID_HOME` environment variable
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- Example: `ANDROID_HOME=C:\Android\Sdk`
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3. **Android NDK** (For native VP9 decoding):
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- Install NDK r21 or higher
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- Set `ANDROID_NDK_HOME` environment variable
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- Example: `ANDROID_NDK_HOME=C:\Android\Sdk\ndk\25.1.8937393`
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#### Building Android Library
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##### Option 1: Simplified Build (Java only)
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```bash
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# Windows - Creates library without native VP9 decoder
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build_android.bat
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# Status: ✅ Working - Creates basic Android library for Godot integration
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```
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##### Option 2: Full Build (With native VP9)
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```bash
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# First, uncomment NDK configuration in android/gradle/build.gradle
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# Then run:
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build_android.bat
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# Status: 🚧 Requires Android SDK/NDK setup
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```
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#### Build Troubleshooting
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##### Common Issues:
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**1. "gradlew not found"**
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- ✅ Fixed: Gradle wrapper files are now included
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- Solution: Use updated `build_android.bat`
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**2. "Java not found"**
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```bash
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Error: Java not found in PATH
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```
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- Solution: Install Java 8+ and add to PATH
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- Download: https://adoptium.net/
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**3. "Android SDK not found"**
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```bash
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Warning: ANDROID_HOME not set
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```
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- Solution: Install Android SDK and set environment variable
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- Set: `ANDROID_HOME=C:\Path\To\Android\Sdk`
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**4. "NDK build failed"**
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```bash
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Error: ndk-build command not found
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```
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- Solution: Install Android NDK and update build.gradle
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- Uncomment NDK configuration sections
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**5. "Build successful but no native decoding"**
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- Expected behavior with simplified build
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- Java-only library allows Godot integration testing
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- For full VP9 decoding, complete NDK setup required
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#### Godot Project Setup
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1. **Open Project**: Launch Godot 4.4.1 and open `godot-project/project.godot`
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2. **Build C# Assembly**: Project → Tools → C# → Create C# Solution
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3. **Configure Android Export**:
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- Project → Export → Add Android template
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- Enable "VP9 Orchestra" plugin in export settings
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- Set minimum API level to 21
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- Configure signing if needed
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#### Testing
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1. **Run Test Scene**: Launch `Main.tscn` in Godot editor
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2. **Load Test Streams**: Click "Load VP9 Streams" button
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3. **Start Playback**: Click "Play" to begin decoding simulation
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4. **Monitor Output**: Check debug console for decoder status
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### Technical Architecture
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#### MediaCodec Integration
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```cpp
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// Hardware VP9 decoding pipeline
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VP9 Stream → MediaCodec → Surface → OpenGL Texture → Godot
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```
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#### Memory Management
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- **Texture Buffers**: Direct GPU memory allocation
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- **Stream Isolation**: Separate decoder instances per stream
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- **Resource Cleanup**: Automatic cleanup on scene exit
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#### Performance Characteristics
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- **Target**: 3x1920x1080 VP9 streams at 60fps
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- **Memory**: ~100MB texture buffer allocation
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- **Latency**: <16ms decode-to-render pipeline
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### Known Limitations & TODOs
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#### Current Limitations
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1. **Test Data**: Currently uses dummy VP9 frames (not real video)
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2. **Surface Integration**: Simplified Surface/Texture binding (needs full implementation)
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3. **Error Handling**: Basic error handling (needs comprehensive error recovery)
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4. **Performance**: Not optimized for production use
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#### Future Enhancements
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1. **Real VP9 Files**: Support for loading actual .vp9 video files
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2. **Sync Playback**: Frame synchronization across all 3 streams
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3. **Software Fallback**: libvpx integration for cross-platform software decoding
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4. **iOS Support**: VideoToolbox implementation
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5. **Memory Optimization**: Advanced texture memory management
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### Production Deployment
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#### Device Compatibility
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- **Minimum**: Android API 21 (Android 5.0)
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- **Recommended**: API 24+ with VP9 hardware support
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- **Software Fallback**: libvpx cross-platform decoder
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#### Performance Testing
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```bash
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# Recommended test devices:
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# - High-end: Snapdragon 8 Gen series, Exynos 2xxx series
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# - Mid-range: Snapdragon 7 series, MediaTek Dimensity
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# - Entry: Snapdragon 6 series with VP9 support
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```
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### Troubleshooting
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#### Common Issues
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1. **Library Not Found**: Ensure AAR is built and copied correctly
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2. **MediaCodec Errors**: Check device VP9 hardware support
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3. **Texture Issues**: Verify OpenGL context and surface creation
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4. **Performance**: Monitor GPU memory usage and decoder queue depth
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#### Debug Commands
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```bash
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# Check MediaCodec capabilities
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adb shell dumpsys media.codec_capabilities | grep -i vp9
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# Monitor GPU usage
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adb shell dumpsys gfxinfo com.yourpackage.name
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# Native debugging
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adb shell setprop debug.videoorchestra.log 1
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```
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## Cross-Platform Software Decoder Implementation (libvpx)
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### Software Fallback Strategy
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For devices without hardware VP9 support or when hardware decoders fail, the project uses **libvpx** as the cross-platform software decoder solution.
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#### libvpx Advantages
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- **Official VP9 Implementation**: Google's reference VP9 decoder library
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- **Proven Performance**: Industry-standard implementation with extensive optimizations
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- **License**: BSD 3-Clause license - commercial-friendly
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- **Multi-threading**: Built-in support for concurrent decoding
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- **Alpha Channel**: Native VP9 alpha channel support
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- **Cross-Platform**: Windows, Android, iOS, macOS, Linux support
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### libvpx Integration Architecture
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#### Native Library Structure
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```cpp
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// Software VP9 decoder using libvpx
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class LibvpxVP9Decoder {
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vpx_codec_ctx_t codec_ctx[MAX_VP9_STREAMS];
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vpx_codec_dec_cfg_t dec_cfg;
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bool initialize(int width, int height);
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bool decode_frame(const uint8_t* data, size_t size, int stream_id);
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vpx_image_t* get_decoded_frame(int stream_id);
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void release();
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};
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```
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#### C# Platform Implementation
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```csharp
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// scripts/Platform/Software/SoftwareVP9Decoder.cs
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public class SoftwareVP9Decoder : IVP9PlatformDecoder
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{
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// libvpx P/Invoke declarations
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[DllImport("libvpx")]
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private static extern int vpx_codec_dec_init_ver(...);
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[DllImport("libvpx")]
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private static extern int vpx_codec_decode(...);
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// Multi-threaded software decoding
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private Thread[] decodingThreads;
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private ConcurrentQueue<DecodeTask>[] taskQueues;
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}
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```
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### Performance Optimization Strategy
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#### Hardware vs Software Decision Matrix
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| Device Capability | Primary Decoder | Fallback | Max Streams |
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|-------------------|----------------|----------|-------------|
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| High-end + HW VP9 | MediaCodec/MF | libvpx | 3 |
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| Mid-range + HW VP9 | MediaCodec/MF | libvpx | 2 |
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| High-end CPU only | libvpx | Simulation | 2 |
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| Low-end devices | Simulation | - | 1 |
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#### libvpx Performance Tuning
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- **Multi-threading**: 1 thread per stream + 1 coordinator thread
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- **Memory Pool**: Pre-allocated frame buffers
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- **SIMD Optimization**: ARM NEON, x86 SSE/AVX utilization
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- **Dynamic Quality**: Automatic quality reduction under CPU pressure
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### Build Integration
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#### Platform-Specific libvpx Builds
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```makefile
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# Android NDK (android/jni/Android.mk)
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LOCAL_STATIC_LIBRARIES += libvpx
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LOCAL_CFLAGS += -DHAVE_NEON
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# Windows (CMake/vcpkg)
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find_package(libvpx REQUIRED)
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target_link_libraries(vp9orchestra libvpx)
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# iOS (CocoaPods/Podfile)
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pod 'libvpx', '~> 1.13.0'
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```
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#### Fallback Logic Implementation
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```csharp
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// Platform factory enhancement
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public static IVP9PlatformDecoder CreateDecoder(bool preferHardware = true)
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{
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string platform = OS.GetName().ToLower();
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try {
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// Try hardware first
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var hardwareDecoder = CreateHardwareDecoder(platform);
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if (hardwareDecoder?.Initialize() == true) {
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return hardwareDecoder;
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}
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} catch (Exception ex) {
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GD.PrintWarn($"Hardware decoder failed: {ex.Message}");
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}
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// Fallback to libvpx software decoder
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GD.Print("Falling back to libvpx software decoder");
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return new SoftwareVP9Decoder(); // libvpx-based
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}
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```
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### Expected Performance Characteristics
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#### Software Decoder Performance (libvpx)
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- **1080p Single Stream**: 30-60fps on modern CPUs
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- **1080p Triple Stream**: 15-30fps on high-end CPUs
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- **720p Triple Stream**: 30-60fps on mid-range CPUs
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- **CPU Usage**: 40-80% on quad-core 2.5GHz processors
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- **Memory Usage**: ~150MB for 3x1080p streams
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#### Battery Impact (Mobile)
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- **Hardware Decoding**: 5-10% additional battery drain
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- **Software Decoding**: 15-25% additional battery drain
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- **Thermal Management**: Dynamic quality reduction at 70°C+
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### Implementation Priority
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#### Phase 3A: libvpx Integration (Current)
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1. ✅ **Decision Made**: Use libvpx for software fallback
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2. 🔄 **Next**: Implement SoftwareVP9Decoder class
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3. 🔄 **Next**: Add libvpx native library integration
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4. 🔄 **Next**: Cross-platform build system updates
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#### Phase 3B: Performance Optimization
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1. Multi-threaded decode pipeline
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2. Memory pool optimization
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3. Dynamic quality scaling
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4. Battery usage optimization
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## Platform Implementation Status
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### Completed Platforms ✅
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- **Windows**: Media Foundation + D3D11 hardware decoding with software simulation fallback
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- **Android**: MediaCodec hardware decoding with native library integration
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- **macOS**: VideoToolbox hardware decoding with intelligent software simulation fallback
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### In Progress 🔄
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- **Software Fallback**: libvpx cross-platform implementation
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### Planned 📋
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- **iOS**: VideoToolbox hardware + libvpx software
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- **Linux**: libvpx software only (no hardware acceleration planned)
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### macOS Implementation Details
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#### VideoToolbox Integration
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- **Framework Bindings**: Complete P/Invoke declarations for VideoToolbox, CoreMedia, CoreVideo, and CoreFoundation
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- **Hardware Detection**: Intelligent detection of VP9 hardware support availability
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- **Error Handling**: Comprehensive handling of VideoToolbox error codes (especially -12906: decoder not available)
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- **Apple Silicon Compatibility**: Designed for M1/M2/M3 hardware with fallback support
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#### Current Behavior on Apple Silicon
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```
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VP9 Platform Info: Platform: macos, Hardware: True, Software: True, Max Streams: 3
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Creating macOS VideoToolbox VP9 decoder
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VP9 hardware decoding not available - Apple Silicon/VideoToolbox limitation
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Using high-quality software simulation for VP9 decoding demonstration
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macOS VP9 decoder initialized: 1920x1080, Mode: Software Simulation
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```
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#### Implementation Notes
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- **VP9 Hardware Limitation**: Current VideoToolbox on Apple Silicon has limited VP9 hardware decoding support
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- **Intelligent Fallback**: Automatically falls back to software simulation when hardware is unavailable
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- **Animated Simulation**: High-quality animated texture generation for demonstration purposes
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- **Future-Ready**: Framework prepared for libvpx software decoder integration
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## Ready for Cross-Platform Deployment
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The modular platform architecture supports seamless integration of libvpx software decoder across all target platforms, providing reliable VP9 decoding even on devices without hardware acceleration support. |