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How to use VVdeC
To use the decoder, please download and build the repository as explained in the Build section.
This will build a library and an application.
The application can be used to decompress raw VVC bitstreams into y4m or raw YUV files.
Please see the help (vvdecapp --help
) for more information.
For now, there is no player or external multimedia framework integration. Those are planned for the future.
In addition to the C-library, the VVdeC project provides a sample application, which allows to decode raw VVC bitstreams into YUV4MPEG2(y4m) or raw YUV files (for 10-bit input, the output is yuv420p10le format in ffmpeg; for 8-bit input, the output is yuv420p).
Table I: List of important decoder options. For full list please use the --help option.
OPTION | DEFAULT | DESCRIPTION |
---|---|---|
--help,-h | - | Show help |
--bitstream,-b | - | Raw bitstream input file |
--output,-o | - | The name of the raw yuv output file (yuv420p10le format) |
--y4m | - | Force y4m output (for pipe output; auto enable for .y4m output file extension) |
--threads,-t | -1 | Size of the threadpool allocated for decoding. Set to 0 for single-threaded execution and -1 to allocate one thread per core available |
--parsedelay,-p | -1 | Maximal number of parsed frames waiting for reconstruction. Increases the decoding latency but improves MT scaling. Set to -1 to allow one parse frame delay per allocated thread. |
--SEIDecodedPictureHash,-dph | not set | If the bitstream contains Decoded Picture Hash SEI information, the switch enables the decoder to check the values against the reconstruction |
--loops,-L | 0 | Expert: decode the bitstream file multiple times |
--verbosity,-v | 3 | Verbosity level |
- Given a compliant VVC input file str.266, the following call will decode the file into raw YUV raw_yuv.yuv:
vvdecapp -b str.266 -o raw_yuv.yuv
- Decode into YUV4MPEG2 (y4m):
vvdecapp -b str.266 -o raw_yuv.y4m
- Pipe decoded output (e.g. into VVenC)
vvdecapp -b str.266 --y4m -o - | vvencapp -i - -o newstr.266 --y4m
The VVdeC project provides an easy to use C-library. This section gives a rough overview of how to use the VVdeC library. For simplicity, it assumes the vvdec/vvdec.h header is included and the vvdec.lib or libvvdec.a library is linked statically into the application.
For a full application example, see vvdecapp sources.
The following steps are required to use the decoder:
- Initialize the decoder:
vvdecParams params;
vvdec_params_default( ¶ms );
params.logLevel = VVDEC_INFO;
vvdecDecoder* decoder = vvdec_decoder_open( ¶ms );
- Allocate and initialize the access unit storage. We assume MaxNaluSize is set to the maximum size of a NAL unit appearing in the bitstream.
vvdecAccessUnit* au = vvdec_accessUnit_alloc();
vvdec_accessUnit_default( au );
vvdec_accessUnit_alloc_payload( au, MaxNaluSize );
- Read one NAL unit from the bitstream (not shown here), assign it to the access unit payload, and set the payloadUsedSize accordingly.
memcpy( au->payload, &bitstream[naluStart], naluSize );
au->payloadUsedSize = naluSize;
- Pass the access unit to the decoder. The decoder will return VVDEC_TRY_AGAIN if it needs more data, or VVDEC_OK when a decoded frame was produced. In that case, the provided frame pointer points to the latter. After the application is done processing the frame it calls vvdec_frame_unref() to allow the decoder to reuse the frame storage.
vvdecFrame* frame = nullptr;
int ret = vvdec_decode( decoder, au, &frame );
if( ret != VVDEC_OK && ret != VVDEC_TRY_AGAIN ) {
return -1; // abort on error for simplicity
}
if ( frame ) {
// TODO:
// process the decoded frame (e.g. display, write to file)
vvdec_frame_unref( decoder, frame );
}
- Repeat from steps 3 and 4 until all NAL units have been passed to the decoder. Then start flushing the decoder (step 6).
- Wait for and extract next decoded frame from the decoder. As before, the decoder will return VVDEC_OK, when a frame is produced. When all frames have been decoded VVDEC_EOF will signal the end of the sequence.
vvdecFrame* frame = nullptr;
int ret = vvdec_flush( decoder, &frame );
if( ret != VVDEC_OK && ret != VVDEC_EOF ) {
return -1; // abort on error for simplicity
}
if( frame ) {
// TODO:
// process the decoded frame (e.g. display, write to file)
vvdec_frame_unref( decoder, frame );
}
- Repeat step 6, while the decoder returns VVDEC_OK.
- Free decoder and access unit storage.
vvdec_accessUnit_free( au );
vvdec_decoder_close( decoder );
VVdeC explicitly supports WebAssembly as a compilation target using Emscripten. The Emscripten SDK needs to be installed, activated and in the PATH as documented on the Emscripten site (https://emscripten.org/). Then, building VVdeC for the WebAssembly runtime is straightforward:
emcmake cmake -B build/wasm
cmake --build build/wasm
The resulting binary and support files vvdecapp.wasm, vvdeapp.worker.js, and vvdecapp.js can be included in a website to build a browser based VVC player. The WASM module exposes an interface similar to the native library but slightly more object-oriented to be easier to use from Javascript code running in the browser.
For a full application example, see vvcWebPlayer sources.
The objects like Decoder, AccessUnit, and decoder Parameters are instantiated using the JavaScript “new” operator and deleted using the attached .delete() functions. The interface can be used like this:
- Instantiate the WASM module and wrapper:
const module_config = {
mainScriptUrlOrBlob: "path/to/vvdecapp.js",
};
const VVdeC = await CreateVVdeC(module_config);
- Create the decoder instance, AccessUnit, and FrameHandle. The latter is a tiny class to receive frames from the decoder instead of the double pointer in the native library.
const params = new VVdeC.Params();
params.threads = 10;
const dec = new VVdeC.Decoder(params);
params.delete();
const au = new VVdeC.AccessUnit();
au.alloc_payload(100000);
const frameHandle = new VVdeC.FrameHandle();
- Copy NAL unit data to AccessUnit payload, and pass to the decoder. The decode() function call accepts a FrameHandle object to receive the produced fame. The data pointers of the frame’s planes are represented as Uint8- or Uint16Arrays depending of the bit depth of the Frame.
au.payload.set(nalu);
au.payloadUsedSize = nalu.byteLength;
let ret = dec.decode(au, frameHandle);
if (ret !== 0 && ret !== -40) {
return -1;
}
if (frameHandle.frame) {
// TODO:
// process the decoded frame
dec.frame_unref(frameHandle.frame);
}
- Repeat step 3 until all NAL units have been passed to the decoder.
- Repeatedly flush the decoder, until it returns -50 (EOF).
int ret = dec.flush(frameHandle);
if (ret !== 0 && ret !== -50) {
return -1;
}
if (frameHandle.frame) {
// TODO:
// process the decoded frame
dec.frame_unref(frameHandle.frame);
}
- Release the decoder, access unit and frame handle.
dec.delete();
au.delete();
frameHandle.delete();
Problem: when starting the decoder with --threads 1
, I notice that at times more than one core is utilized.
Solution: because of the semantics of the threads
parameter, a thread pool of size 1 is allocated. Use --threads=0
not to allocate a thread-pool and execute the decoding in the main thread (possible since version v0.1.2.0).