February 22nd, 2011 by Multimedia Mike
I wanted to write down some notes about compiling Linux on Dreamcast (which I have yet to follow through to success). But before I do, allow me to follow up on my last post where I got Google’s libvpx library decoding VP8 video on the DC. Remember when I said the graphics hardware could only process variations of RGB color formats? I was mistaken. Reading over some old documentation, I noticed that the DC’s PowerVR hardware can also handle packed YUV textures (UYVY, specifically):
The video looks pretty sharp in the small photo. Up close, less so, due to the low resolution and high quantization of the test vector combined with the naive chroma upscaling. For the curious, the grey box surrounding the image highlights the 256-square texture that the video frame gets plotted on. Texture dimensions have to be powers of 2.
Notes on Linux for Dreamcast
I’ve occasionally dabbled with Linux on my Dreamcast. There’s an ancient (circa 2001) distro based around a build of kernel 2.4.5 out there. But I wanted to try to get something more current compiled. Thus far, I have figured out how to cross compile kernels pretty handily but have been unsuccessful in making them run.
Here are notes are the compilation portion:
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Posted in Sega Dreamcast, VP8 | 5 Comments »
February 19th, 2011 by Multimedia Mike
I got Google’s libvpx VP8 codec library to compile and run on the Sega Dreamcast with its Hitachi/Renesas SH-4 200 MHz CPU. So give Google/On2 their due credit for writing portable software. I’m not sure how best to illustrate this so please accept this still photo depicting my testbench Dreamcast console driving video to my monitor:
Why? Because I wanted to try my hand at porting some existing software to this console and because I tend to be most comfortable working with assorted multimedia software components. This seemed like it would be a good exercise.
You may have observed that the video is blue. Shortest, simplest answer: Pure laziness. Short, technical answer: Path of least resistance for getting through this exercise. Longer answer follows.
Update: I did eventually realize that the Dreamcast can work with YUV textures. Read more in my followup post.
Process and Pitfalls
libvpx comes with a number of little utilities including
decode_to_md5.c. The first order of business was porting over enough source files to make the VP8 decoder compile along with the MD5 testbench utility.
Again, I used the KallistiOS (KOS) console RTOS (aside: I’m still working to get modern Linux kernels compiled for the Dreamcast). I started by configuring and compiling libvpx on a regular desktop Linux system. From there, I was able to modify a number of configuration options to make the build more amenable to the embedded RTOS.
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Posted in Sega Dreamcast, VP8 | 13 Comments »
December 9th, 2010 by Multimedia Mike
When I announced that I had transitioned my VP8 encoder’s status from “toy” to “working”, Jim L. lamented the loss of humorous posts about oddly encoded images output from my encoder. Not so! There are still plenty of features that I have yet to implement, each of which carries the possibility of bizarre images.
For example, I dusted off my work-in-progress intra 4×4 encoding, fixed a few of the more obvious bugs, and told the encoder to encode the first block in 4×4 mode and the rest in the usual, working, debugged 16×16 mode. The results of the first pass surprised me:
The reason this surprised me was that I intuitively expected one of 2 outcomes:
- Perfect image right away since everything is correct (very unlikely but not outside the realm of possibility)
- Total garbage with, at most, the first macroblock looking somewhat legible; this would be due to having some of the first macroblock correct but completely desynchronizing the bitstream for the purpose of decoding the rest of the coefficients.
I absolutely did not expect the first macroblock to look messed up but for the rest of the picture to look fine. For fun, I reversed the logic and encoded the first block as 16×16 and the rest with the experimental 4×4 mode:
If you examine carefully, you will see that the color planes are correct (though faint). There just isn’t much going on in the luma plane. This made sense when I noticed the encoder was encoding a blank (undefined, actually) set of luma coefficients for 4×4 mode macroblocks due to a bug. This helps to rationalize the first image as well– the first macroblock was encoding nonsense for the first macroblock which messed up the macroblocks which immediately surrounded it. Eventually, macroblock decoding got back on track when the prediction modes weren’t relying on the errantly decoded macroblocks.
After I fixed that bug, I let the 4×4 mode rip through the whole image. That’s when I got what I am terming the “dark and gritty reboot of Big Buck Bunny”:
Fortunately, this also turned out to be traceable to a pretty obvious code bug.
One day, this VP8 encoder might do the right thing while implementing all of the algorithm’s features. In the meantime, it’s at least entertaining to watch it make mistakes.
Posted in VP8 | 5 Comments »
November 25th, 2010 by Multimedia Mike
It’s the Thanksgiving holiday here in the United States. I guess that’s as good a reason as any to release a first cut of my VP8 encoder. In order to remind people that they shouldn’t expect phenomenal quality from it — and to discourage inexperienced people from trying to create useful videos with it — I have hardcoded the quantizers to their maximum settings. For those not skilled in the art, this is the setting that yields maximum compression and worst quality. When compressing the Big Buck Bunny logo image, the resulting file is only 2839 bytes but observe the reconstructed quality:
It really just looks like a particularly stormy day in the forest.
First VP8 File From An Independent Encoder
I found a happy medium on the quantizer scale and encoded the first 30 seconds of Big Buck Bunny for your inspection. I guess this makes it the first VP8/WebM file from an independent encoder (using FFmpeg’s Matroska muxer as well).
Download: bbb-360p-30sec-q40.webm (~13 MBytes)
I think the quality makes it look like it was digitized from an old VHS tape.
For fun, here’s the version with the quantizer cranked to the max: bbb-360p-30sec-q127.webm (~1.3 MBytes)
I’m still trying to get over my fear of git. To that end, I have posted the code on Github:
I still don’t like you, git. But I’m sure we’ll find some way to make this work.
Other required code changes in the basic FFmpeg tree:
- Of course, copy vp8enc.c into libavcodec/
- In libavcodec/allcodecs.c, ‘
REGISTER_DECODER (VP8, vp8);‘ turns into ‘
REGISTER_ENCDEC (VP8, vp8);‘
- Add ‘
OBJS-$(CONFIG_VP8_ENCODER) += vp8enc.o‘ to libavcodec/Makefile
About the limitations and work yet to do:
- it’s still intra-only, no interframes (which is where a lot of compression occurs)
- no rate control or distortion optimization, obviously
- no intra 4×4 coding (that’s close to working but didn’t my little T-day deadline)
- no quantization control; this should really be hooked up to the FFmpeg command line but I’m not sure how
- encoder writes into a static-sized, 1/2 MB memory buffer; this can overflow
- code is a mess (what did you expect at this stage of the game?)
- lots and lots of other things, surely
Posted in VP8 | 9 Comments »