2017-07-11 01:33:39 +03:00
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# AV1 Codec Library
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## Building the library and applications
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### Prerequisites
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1. [CMake](https://cmake.org) version 3.5 or higher.
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2. [Git](https://git-scm.com/).
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3. [Perl](https://www.perl.org/).
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4. For x86 targets, [yasm](http://yasm.tortall.net/), which is preferred, or a
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recent version of [nasm](http://www.nasm.us/).
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5. Building the documentation requires [doxygen](http://doxygen.org).
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6. Building the unit tests requires [Python](https://www.python.org/).
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7. Emscripten builds require the portable
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[EMSDK](https://kripken.github.io/emscripten-site/index.html).
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### Basic build
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CMake replaces the configure step typical of many projects. Running CMake will
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produce configuration and build files for the currently selected CMake
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generator. For most systems the default generator is Unix Makefiles. The basic
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form of a makefile build is the following:
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$ cmake path/to/aom
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$ make
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The above will generate a makefile build that produces the AV1 library and
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applications for the current host system after the make step completes
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successfully. The compiler chosen varies by host platform, but a general rule
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applies: On systems where cc and c++ are present in $PATH at the time CMake is
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run the generated build will use cc and c++ by default.
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### Configuration options
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The AV1 codec library has a great many configuration options. These come in two
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varieties:
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1. Build system configuration options. These have the form `ENABLE_FEATURE`.
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2. AV1 codec configuration options. These have the form `CONFIG_FEATURE`.
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Both types of options are set at the time CMake is run. The following example
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enables ccache and disables high bit depth:
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~~~
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$ cmake path/to/aom -DENABLE_CCACHE=1 -DCONFIG_HIGHBITDEPTH=0
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$ make
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~~~
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The available configuration options are too numerous to list here. Build system
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configuration options can be found at the top of the CMakeLists.txt file found
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in the root of the AV1 repository, and AV1 codec configuration options can
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currently be found in the file `build/cmake/aom_config_defaults.cmake`.
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### Dylib builds
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A dylib (shared object) build of the AV1 codec library can be enabled via the
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CMake built in variable `BUILD_SHARED_LIBS`:
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~~~
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$ cmake path/to/aom -DBUILD_SHARED_LIBS=1
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$ make
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~~~
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This is currently only supported on non-Windows targets.
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2017-11-02 01:36:09 +03:00
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### Debugging
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Depending on the generator used there are multiple ways of going about
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debugging AV1 components. For single configuration generators like the Unix
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Makefiles generator, setting `CMAKE_BUILD_TYPE` to Debug is sufficient:
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~~~
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$ cmake path/to/aom -DCMAKE_BUILD_TYPE=Debug
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~~~
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For Xcode, mainly because configuration controls for Xcode builds are buried two
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configuration windows deep and must be set for each subproject within the Xcode
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IDE individually, `CMAKE_CONFIGURATION_TYPES` should be set to Debug:
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~~~
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$ cmake path/to/aom -G Xcode -DCMAKE_CONFIGURATION_TYPES=Debug
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~~~
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For Visual Studio the in-IDE configuration controls should be used. Simply set
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the IDE project configuration to Debug to allow for stepping through the code.
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In addition to the above it can sometimes be useful to debug only C and C++
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code. To disable all assembly code and intrinsics set `AOM_TARGET_CPU` to
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generic at generation time:
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~~~
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$ cmake path/to/aom -DAOM_TARGET_CPU=generic
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~~~
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2017-07-11 01:33:39 +03:00
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### Cross compiling
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For the purposes of building the AV1 codec and applications and relative to the
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scope of this guide, all builds for architectures differing from the native host
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architecture will be considered cross compiles. The AV1 CMake build handles
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cross compiling via the use of toolchain files included in the AV1 repository.
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The toolchain files available at the time of this writing are:
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- arm64-ios.cmake
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- arm64-linux-gcc.cmake
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- armv7-ios.cmake
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- armv7-linux-gcc.cmake
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- armv7s-ios.cmake
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- mips32-linux-gcc.cmake
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- mips64-linux-gcc.cmake
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- x86-ios-simulator.cmake
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- x86-linux.cmake
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- x86-macos.cmake
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- x86-mingw-gcc.cmake
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- x86\_64-ios-simulator.cmake
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- x86\_64-mingw-gcc.cmake
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The following example demonstrates use of the x86-macos.cmake toolchain file on
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a x86\_64 MacOS host:
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~~~
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$ cmake path/to/aom \
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-DCMAKE_TOOLCHAIN_FILE=path/to/aom/build/cmake/toolchains/x86-macos.cmake
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$ make
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~~~
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To build for an unlisted target creation of a new toolchain file is the best
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solution. The existing toolchain files can be used a starting point for a new
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toolchain file since each one exposes the basic requirements for toolchain files
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as used in the AV1 codec build.
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As a temporary work around an unoptimized AV1 configuration that builds only C
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and C++ sources can be produced using the following commands:
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~~~
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$ cmake path/to/aom -DAOM_TARGET_CPU=generic
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$ make
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~~~
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In addition to the above it's important to note that the toolchain files
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suffixed with gcc behave differently than the others. These toolchain files
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attempt to obey the $CROSS environment variable.
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2017-11-02 01:36:09 +03:00
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### Sanitizers
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Sanitizer integration is built-in to the CMake build system. To enable a
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sanitizer, add `-DSANITIZE=<type>` to the CMake command line. For example, to
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enable address sanitizer:
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~~~
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$ cmake path/to/aom -DSANITIZE=address
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$ make
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~~~
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Sanitizers available vary by platform, target, and compiler. Consult your
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compiler documentation to determine which, if any, are available.
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2017-07-11 01:33:39 +03:00
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### Microsoft Visual Studio builds
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Building the AV1 codec library in Microsoft Visual Studio is supported. The
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following example demonstrates generating projects and a solution for the
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Microsoft IDE:
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~~~
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# This does not require a bash shell; command.exe is fine.
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$ cmake path/to/aom -G "Visual Studio 15 2017"
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~~~
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### Xcode builds
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Building the AV1 codec library in Xcode is supported. The following example
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demonstrates generating an Xcode project:
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~~~
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$ cmake path/to/aom -G Xcode
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~~~
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### Emscripten builds
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Building the AV1 codec library with Emscripten is supported. Typically this is
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used to hook into the AOMAnalyzer GUI application. These instructions focus on
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using the inspector with AOMAnalyzer, but all tools can be built with
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Emscripten.
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It is assumed here that you have already downloaded and installed the EMSDK,
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installed and activated at least one toolchain, and setup your environment
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appropriately using the emsdk\_env script.
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1. Download [AOMAnalyzer](https://people.xiph.org/~mbebenita/analyzer/).
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2. Configure the build:
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~~~
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$ cmake path/to/aom \
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-DENABLE_CCACHE=1 \
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-DAOM_TARGET_CPU=generic \
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-DENABLE_DOCS=0 \
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-DCONFIG_ACCOUNTING=1 \
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-DCONFIG_INSPECTION=1 \
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-DCONFIG_MULTITHREAD=0 \
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-DCONFIG_RUNTIME_CPU_DETECT=0 \
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-DCONFIG_UNIT_TESTS=0 \
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-DCONFIG_WEBM_IO=0 \
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-DCMAKE_TOOLCHAIN_FILE=path/to/emsdk-portable/.../Emscripten.cmake
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~~~
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3. Build it: run make if that's your generator of choice:
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~~~
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$ make inspect
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~~~
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4. Run the analyzer:
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~~~
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# inspect.js is in the examples sub directory of the directory in which you
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# executed cmake.
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$ path/to/AOMAnalyzer path/to/examples/inspect.js path/to/av1/input/file
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~~~
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## Testing the AV1 codec
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### Testing basics
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Currently there are two types of tests in the AV1 codec repository.
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#### 1. Unit tests:
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The unit tests can be run at build time:
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~~~
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# Before running the make command the LIBAOM_TEST_DATA_PATH environment
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# variable should be set to avoid downloading the test files to the
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# cmake build configuration directory.
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$ cmake path/to/aom
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# Note: The AV1 CMake build creates many test targets. Running make
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# with multiple jobs will speed up the test run significantly.
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$ make runtests
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~~~
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#### 2. Example tests:
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The example tests require a bash shell and can be run in the following manner:
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~~~
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# See the note above about LIBAOM_TEST_DATA_PATH above.
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$ cmake path/to/aom
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$ make
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# It's best to build the testdata target using many make jobs.
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# Running it like this will verify and download (if necessary)
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# one at a time, which takes a while.
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$ make testdata
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$ path/to/aom/test/examples.sh --bin-path examples
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~~~
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### IDE hosted tests
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By default the generated projects files created by CMake will not include the
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runtests and testdata rules when generating for IDEs like Microsoft Visual
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Studio and Xcode. This is done to avoid intolerably long build cycles in the
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IDEs-- IDE behavior is to build all targets when selecting the build project
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options in MSVS and Xcode. To enable the test rules in IDEs the
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`ENABLE_IDE_TEST_HOSTING` variable must be enabled at CMake generation time:
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~~~
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# This example uses Xcode. To get a list of the generators
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# available, run cmake with the -G argument missing its
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# value.
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$ cmake path/to/aom -DENABLE_IDE_TEST_HOSTING=1 -G Xcode
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~~~
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### Downloading the test data
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The fastest and easiest way to obtain the test data is to use CMake to generate
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a build using the Unix Makefiles generator, and then to build only the testdata
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rule:
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~~~
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$ cmake path/to/aom -G "Unix Makefiles"
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# 28 is used because there are 28 test files as of this writing.
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$ make -j28 testdata
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~~~
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The above make command will only download and verify the test data.
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### Sharded testing
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The AV1 codec library unit tests are built upon gtest which supports sharding of
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test jobs. Sharded test runs can be achieved in a couple of ways.
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#### 1. Running test\_libaom directly:
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~~~
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# Set the environment variable GTEST_TOTAL_SHARDS to 9 to run 10 test shards
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# (GTEST shard indexing is 0 based).
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$ export GTEST_TOTAL_SHARDS=9
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$ seq 0 $(( $GTEST_TOTAL_SHARDS - 1 )) \
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| xargs -n 1 -P 0 -I{} env GTEST_SHARD_INDEX={} ./test_libaom
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~~~
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To create a test shard for each CPU core available on the current system set
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`GTEST_TOTAL_SHARDS` to the number of CPU cores on your system minus one.
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#### 2. Running the tests via the CMake build:
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~~~
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# For IDE based builds, ENABLE_IDE_TEST_HOSTING must be enabled. See
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# the IDE hosted tests section above for more information. If the IDE
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# supports building targets concurrently tests will be sharded by default.
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# For make and ninja builds the -j parameter controls the number of shards
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# at test run time. This example will run the tests using 10 shards via
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# make.
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$ make -j10 runtests
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~~~
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The maximum number of test targets that can run concurrently is determined by
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the number of CPUs on the system where the build is configured as detected by
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CMake. A system with 24 cores can run 24 test shards using a value of 24 with
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the `-j` parameter. When CMake is unable to detect the number of cores 10 shards
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is the default maximum value.
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## Coding style
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The coding style used by this project is enforced with clang-format using the
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configuration contained in the .clang-format file in the root of the repository.
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Before pushing changes for review you can format your code with:
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~~~
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# Apply clang-format to modified .c, .h and .cc files
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$ clang-format -i --style=file \
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$(git diff --name-only --diff-filter=ACMR '*.[hc]' '*.cc')
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~~~
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Check the .clang-format file for the version used to generate it if there is any
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difference between your local formatting and the review system.
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See also: http://clang.llvm.org/docs/ClangFormat.html
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## Support
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This library is an open source project supported by its community. Please
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please email aomediacodec@jointdevelopment.kavi.com for help.
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## Bug reports
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Bug reports can be filed in the Alliance for Open Media
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[issue tracker](https://bugs.chromium.org/p/aomedia/issues/list).
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