A media3 extend library for libass.
App use media3 can use this module to add ass for your player.
There are three ways to render ass subtitle.
Which is defined in AssRenderType.
| Type | Feature | Anim | HDR/DV | Block render/UI |
|---|---|---|---|---|
| CUES | SubtitleView & Cue | ❌ | ✅ | ❌ |
| EFFECTS_CANVAS | Effect | ✅ | ❓ | ✅ |
| EFFECTS_OPEN_GL | Effect | ✅ | ❓ | ✅ |
| OVERLAY_CANVAS | Overlay | ✅ | ✅ | ✅ |
| OVERLAY_OPEN_GL | Overlay | ✅ | ✅ | ❌ |
- OverlayShaderProgram does not support HDR colors yet
- Why does TextOverLay support hdr, but Bitmap not support?
The ass/ssa subtitle will be parsed and transcode to bytes, and decode to bitmap when render.
This type not support dynamic feature, because all subtitle and it time is static.
But since the subtitle is transcode, it will not cost too much time when render. All work is done in parse thread.
The ass/ssa subtitle will be cal and render at runtime use media3 effect feature, and this will support all dynamic features.
And this need to create a screen size offscreen bitmap to render the libass bitmap pieces.
But when the dynamic feature is too complex, and libass will cost too much time to cal, the render will be blocked.
Just like EFFECTS_CANVAS, but use OpenGL to render. and the offscreen tex is create to render the bitmap pieces.
Due to test, the EFFECTS_OPEN_GL will save 1/3 time when render.
The ass/ssa subtitle will be cal at runtime, and add a Overlay widget in SubtitleView to render subtitle.
The libass render result will copy to bitmap, and draw in Canvas.
It will block UI thread when rendering.
Just like OVERLAY_CANVAS, but the libass render result will pass to OpenGL texture, and avoid create tmp bitmap.
It will save half memory than OVERLAY_CANVAS.
And the libass render and OpenGL draw on another separate thread, it will not block the UI thread like OVERLAY_CANVAS.
- Add MavenCenter to your project
allprojects { repositories { mavenCentral() } } - Add dependency.
implementation "io.github.peerless2012:ass-media:x.x.x" - Use libass-media in java/kotlin
player = ExoPlayer.Builder(this) .buildWithAssSupport( this, AssRenderType.OPEN_GL ) - Add external subtitles.
NOTE: Make sure the
val enConfig = MediaItem.SubtitleConfiguration .Builder(Uri.parse("http://192.168.0.254:80/files/f-en.ass")) .setMimeType(MimeTypes.TEXT_SSA) .setLanguage("en") .setLabel("External ass en") .setId("129") .setSelectionFlags(C.SELECTION_FLAG_DEFAULT) .build() val jpConfig = MediaItem.SubtitleConfiguration .Builder(Uri.parse("http://192.168.0.254:80/files/f-jp.ass")) .setMimeType(MimeTypes.TEXT_SSA) .setLanguage("jp") .setLabel("External ass jp") .setId("130") .build() val zhConfig = MediaItem.SubtitleConfiguration .Builder(Uri.parse("http://192.168.0.254:80/files/f-zh.ass")) .setMimeType(MimeTypes.TEXT_SSA) .setLanguage("zh") .setLabel("External ass zh") .setId("131") .build() val mediaItem = MediaItem.Builder() .setUri(url) .setSubtitleConfigurations(ImmutableList.of(enConfig, jpConfig, zhConfig))idis set and different from media self track size. Recommend bigger than 128 or more bigger.
AssHandlerConfig provides options to tune subtitle rendering behavior. Pass it to buildWithAssSupport:
player = ExoPlayer.Builder(this)
.buildWithAssSupport(
context = this,
renderType = AssRenderType.OVERLAY_OPEN_GL,
config = AssHandlerConfig(
maxRenderPixels = 1920 * 1080
)
)| Parameter | Default | Description |
|---|---|---|
glyphSize |
10000 | Maximum number of glyph cache entries in libass |
cacheSize |
128 | Maximum bitmap cache size in MB for libass |
maxRenderPixels |
0 | Maximum pixel count for subtitle rendering (0 = no limit) |
On high-resolution devices (e.g., 4K TVs), rendering subtitles at full resolution can be very CPU and memory intensive, especially for complex ASS animations. maxRenderPixels limits the resolution at which libass renders subtitles.
How it works:
Target frame size: 3840 x 2160 = 8,294,400 pixels
maxRenderPixels: 1920 x 1080 = 2,073,600
scale = sqrt(2,073,600 / 8,294,400) = 0.5
Actual render size: 1920 x 1080
- libass renders subtitle bitmaps at the downscaled size (e.g., 1080p)
- The rendered subtitle images are then scaled up to the actual surface/video size during display
- GPU hardware handles the upscaling, which is nearly free
Recommended values:
| Value | Equivalent | Use case |
|---|---|---|
0 |
No limit | Default, render at full resolution |
2_073_600 |
1080p | 4K devices with normal CPU |
3_686_400 |
1440p | 4K devices with strong CPU |
921_600 |
720p | Low-end devices or complex ASS animations |
Mode-specific behavior:
- OVERLAY_OPEN_GL: Renders at reduced size, scales
glViewportcoordinates to surface size - OVERLAY_CANVAS: Renders at reduced size, uses
drawBitmapwith scaledRectF - EFFECTS_OPEN_GL: Creates smaller FBO, uses
getVertexTransformationto scale up in the OverlayEffect pipeline - EFFECTS_CANVAS: Renders at reduced size, scales canvas draw coordinates
- CUES: Not affected (pre-renders all subtitles at parse time)