commit | 921b334f3f79fe5f2d23e2e1665878c781d2649a | [log] [tgz] |
---|---|---|
author | Rupert Swarbrick <rupert.swarbrick@argondesign.com> | Mon Nov 06 18:04:22 2017 +0000 |
committer | Debargha Mukherjee <debargha@google.com> | Tue Nov 07 00:33:44 2017 +0000 |
tree | 127cd6876e6a3c00b5a87250d4440c03dc571c96 | |
parent | d728c216178789f71a117a0db1a8c74b7aff1df0 [diff] |
striped-loop-restoration: Respect tile experiments As of patch https://aomedia-review.googlesource.com/c/aom/+/28821 , loop-restoration units cannot cross tile borders. But the context around each processing unit was still allowed to cross tile borders. This is fine in the usual case - but, when loop filtering across tiles is switched off, we're supposed to be able to decode each tile completely independently (each tile column, if dependent-horztiles is on). Roughly, the change we need to make is: When loop filtering across tiles is switched off, we treat each tile as if it were a full frame, and extend the CDEF output for that tile to form a 3-pixel border around the tile. We only use deblocked above/below pixels for processing unit boundaries which lie inside a tile. In terms of the code, this is implemented in two parts. This only applies when the loop_filter_across_tiles_flag is false; otherwise, we keep the old behaviour. * For processing units at the top edge of a tile, fill the above context with copies of the topmost line of CDEF output *from the same tile*, rather than using deblocked pixels from the tile above. The below context of processing units at the bottom edge of a tile is treated analogously. * When setting up the boundary for a processing stripe at the left edge of a tile, fill the stripe's left boundary with copies of the leftmost column of CDEF output from the same tile. Again, processing stripes at the right edge of a tile are treated analogously. Similarly to the above/below boundaries, we store the overwritten pixels into a pair of left/right context buffers, and restore them to their original values once we've dealt with that processing stripe. Change-Id: I53a0932793c1c56dc037683c6a4353a3f5dc4539
CMake replaces the configure step typical of many projects. Running CMake will produce configuration and build files for the currently selected CMake generator. For most systems the default generator is Unix Makefiles. The basic form of a makefile build is the following:
$ cmake path/to/aom $ make
The above will generate a makefile build that produces the AV1 library and applications for the current host system after the make step completes successfully. The compiler chosen varies by host platform, but a general rule applies: On systems where cc and c++ are present in $PATH at the time CMake is run the generated build will use cc and c++ by default.
The AV1 codec library has a great many configuration options. These come in two varieties:
ENABLE_FEATURE
.CONFIG_FEATURE
.Both types of options are set at the time CMake is run. The following example enables ccache and disables high bit depth:
$ cmake path/to/aom -DENABLE_CCACHE=1 -DCONFIG_HIGHBITDEPTH=0 $ make
The available configuration options are too numerous to list here. Build system configuration options can be found at the top of the CMakeLists.txt file found in the root of the AV1 repository, and AV1 codec configuration options can currently be found in the file build/cmake/aom_config_defaults.cmake
.
A dylib (shared object) build of the AV1 codec library can be enabled via the CMake built in variable BUILD_SHARED_LIBS
:
$ cmake path/to/aom -DBUILD_SHARED_LIBS=1 $ make
This is currently only supported on non-Windows targets.
Depending on the generator used there are multiple ways of going about debugging AV1 components. For single configuration generators like the Unix Makefiles generator, setting CMAKE_BUILD_TYPE
to Debug is sufficient:
$ cmake path/to/aom -DCMAKE_BUILD_TYPE=Debug
For Xcode, mainly because configuration controls for Xcode builds are buried two configuration windows deep and must be set for each subproject within the Xcode IDE individually, CMAKE_CONFIGURATION_TYPES
should be set to Debug:
$ cmake path/to/aom -G Xcode -DCMAKE_CONFIGURATION_TYPES=Debug
For Visual Studio the in-IDE configuration controls should be used. Simply set the IDE project configuration to Debug to allow for stepping through the code.
In addition to the above it can sometimes be useful to debug only C and C++ code. To disable all assembly code and intrinsics set AOM_TARGET_CPU
to generic at generation time:
$ cmake path/to/aom -DAOM_TARGET_CPU=generic
For the purposes of building the AV1 codec and applications and relative to the scope of this guide, all builds for architectures differing from the native host architecture will be considered cross compiles. The AV1 CMake build handles cross compiling via the use of toolchain files included in the AV1 repository. The toolchain files available at the time of this writing are:
The following example demonstrates use of the x86-macos.cmake toolchain file on a x86_64 MacOS host:
$ cmake path/to/aom \ -DCMAKE_TOOLCHAIN_FILE=path/to/aom/build/cmake/toolchains/x86-macos.cmake $ make
To build for an unlisted target creation of a new toolchain file is the best solution. The existing toolchain files can be used a starting point for a new toolchain file since each one exposes the basic requirements for toolchain files as used in the AV1 codec build.
As a temporary work around an unoptimized AV1 configuration that builds only C and C++ sources can be produced using the following commands:
$ cmake path/to/aom -DAOM_TARGET_CPU=generic $ make
In addition to the above it's important to note that the toolchain files suffixed with gcc behave differently than the others. These toolchain files attempt to obey the $CROSS environment variable.
Sanitizer integration is built-in to the CMake build system. To enable a sanitizer, add -DSANITIZE=<type>
to the CMake command line. For example, to enable address sanitizer:
$ cmake path/to/aom -DSANITIZE=address $ make
Sanitizers available vary by platform, target, and compiler. Consult your compiler documentation to determine which, if any, are available.
Building the AV1 codec library in Microsoft Visual Studio is supported. The following example demonstrates generating projects and a solution for the Microsoft IDE:
# This does not require a bash shell; command.exe is fine. $ cmake path/to/aom -G "Visual Studio 15 2017"
Building the AV1 codec library in Xcode is supported. The following example demonstrates generating an Xcode project:
$ cmake path/to/aom -G Xcode
Building the AV1 codec library with Emscripten is supported. Typically this is used to hook into the AOMAnalyzer GUI application. These instructions focus on using the inspector with AOMAnalyzer, but all tools can be built with Emscripten.
It is assumed here that you have already downloaded and installed the EMSDK, installed and activated at least one toolchain, and setup your environment appropriately using the emsdk_env script.
Download AOMAnalyzer.
Configure the build:
$ cmake path/to/aom \ -DENABLE_CCACHE=1 \ -DAOM_TARGET_CPU=generic \ -DENABLE_DOCS=0 \ -DCONFIG_ACCOUNTING=1 \ -DCONFIG_INSPECTION=1 \ -DCONFIG_MULTITHREAD=0 \ -DCONFIG_RUNTIME_CPU_DETECT=0 \ -DCONFIG_UNIT_TESTS=0 \ -DCONFIG_WEBM_IO=0 \ -DCMAKE_TOOLCHAIN_FILE=path/to/emsdk-portable/.../Emscripten.cmake
$ make inspect
# inspect.js is in the examples sub directory of the directory in which you # executed cmake. $ path/to/AOMAnalyzer path/to/examples/inspect.js path/to/av1/input/file
Currently there are two types of tests in the AV1 codec repository.
The unit tests can be run at build time:
# Before running the make command the LIBAOM_TEST_DATA_PATH environment # variable should be set to avoid downloading the test files to the # cmake build configuration directory. $ cmake path/to/aom # Note: The AV1 CMake build creates many test targets. Running make # with multiple jobs will speed up the test run significantly. $ make runtests
The example tests require a bash shell and can be run in the following manner:
# See the note above about LIBAOM_TEST_DATA_PATH above. $ cmake path/to/aom $ make # It's best to build the testdata target using many make jobs. # Running it like this will verify and download (if necessary) # one at a time, which takes a while. $ make testdata $ path/to/aom/test/examples.sh --bin-path examples
By default the generated projects files created by CMake will not include the runtests and testdata rules when generating for IDEs like Microsoft Visual Studio and Xcode. This is done to avoid intolerably long build cycles in the IDEs-- IDE behavior is to build all targets when selecting the build project options in MSVS and Xcode. To enable the test rules in IDEs the ENABLE_IDE_TEST_HOSTING
variable must be enabled at CMake generation time:
# This example uses Xcode. To get a list of the generators # available, run cmake with the -G argument missing its # value. $ cmake path/to/aom -DENABLE_IDE_TEST_HOSTING=1 -G Xcode
The fastest and easiest way to obtain the test data is to use CMake to generate a build using the Unix Makefiles generator, and then to build only the testdata rule:
$ cmake path/to/aom -G "Unix Makefiles" # 28 is used because there are 28 test files as of this writing. $ make -j28 testdata
The above make command will only download and verify the test data.
The AV1 codec library unit tests are built upon gtest which supports sharding of test jobs. Sharded test runs can be achieved in a couple of ways.
# Set the environment variable GTEST_TOTAL_SHARDS to 9 to run 10 test shards # (GTEST shard indexing is 0 based). $ export GTEST_TOTAL_SHARDS=9 $ seq 0 $(( $GTEST_TOTAL_SHARDS - 1 )) \ | xargs -n 1 -P 0 -I{} env GTEST_SHARD_INDEX={} ./test_libaom
To create a test shard for each CPU core available on the current system set GTEST_TOTAL_SHARDS
to the number of CPU cores on your system minus one.
# For IDE based builds, ENABLE_IDE_TEST_HOSTING must be enabled. See # the IDE hosted tests section above for more information. If the IDE # supports building targets concurrently tests will be sharded by default. # For make and ninja builds the -j parameter controls the number of shards # at test run time. This example will run the tests using 10 shards via # make. $ make -j10 runtests
The maximum number of test targets that can run concurrently is determined by the number of CPUs on the system where the build is configured as detected by CMake. A system with 24 cores can run 24 test shards using a value of 24 with the -j
parameter. When CMake is unable to detect the number of cores 10 shards is the default maximum value.
The coding style used by this project is enforced with clang-format using the configuration contained in the .clang-format file in the root of the repository.
Before pushing changes for review you can format your code with:
# Apply clang-format to modified .c, .h and .cc files $ clang-format -i --style=file \ $(git diff --name-only --diff-filter=ACMR '*.[hc]' '*.cc')
Check the .clang-format file for the version used to generate it if there is any difference between your local formatting and the review system.
See also: http://clang.llvm.org/docs/ClangFormat.html
This library is an open source project supported by its community. Please please email aomediacodec@jointdevelopment.kavi.com for help.
Bug reports can be filed in the Alliance for Open Media issue tracker.