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  1. \input texinfo @c -*- texinfo -*-
  2. @settitle General Documentation
  3. @titlepage
  4. @sp 7
  5. @center @titlefont{General Documentation}
  6. @sp 3
  7. @end titlepage
  8. @chapter external libraries
  9. FFmpeg can be hooked up with a number of external libraries to add support
  10. for more formats. None of them are used by default, their use has to be
  11. explicitly requested by passing the appropriate flags to @file{./configure}.
  12. @section AMR
  13. AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
  14. use of the AMR wideband (floating-point mode) and the AMR narrowband
  15. (floating-point mode) reference decoders and encoders.
  16. Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
  17. installing the libraries. Then pass @code{--enable-libamr-nb} and/or
  18. @code{--enable-libamr-wb} to configure to enable the libraries.
  19. Note that libamr is copyrighted without any sort of license grant. This means
  20. that you can use it if you legally obtained it but you are not allowed to
  21. redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
  22. you create are non-free and unredistributable!}
  23. @chapter Supported File Formats and Codecs
  24. You can use the @code{-formats} option to have an exhaustive list.
  25. @section File Formats
  26. FFmpeg supports the following file formats through the @code{libavformat}
  27. library:
  28. @multitable @columnfractions .4 .1 .1 .4
  29. @item Supported File Format @tab Encoding @tab Decoding @tab Comments
  30. @item MPEG audio @tab X @tab X
  31. @item MPEG-1 systems @tab X @tab X
  32. @tab muxed audio and video
  33. @item MPEG-2 PS @tab X @tab X
  34. @tab also known as @code{VOB} file
  35. @item MPEG-2 TS @tab @tab X
  36. @tab also known as DVB Transport Stream
  37. @item ASF@tab X @tab X
  38. @item AVI@tab X @tab X
  39. @item WAV@tab X @tab X
  40. @item Macromedia Flash@tab X @tab X
  41. @item AVM2 (Flash 9) @tab X @tab X
  42. @tab Only embedded audio is decoded.
  43. @item FLV @tab X @tab X
  44. @tab Macromedia Flash video files
  45. @item Real Audio and Video @tab X @tab X
  46. @item Raw AC3 @tab X @tab X
  47. @item Raw MJPEG @tab X @tab X
  48. @item Raw MPEG video @tab X @tab X
  49. @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
  50. @item Raw CRI ADX audio @tab X @tab X
  51. @item Raw Shorten audio @tab @tab X
  52. @item SUN AU format @tab X @tab X
  53. @item NUT @tab X @tab X @tab NUT Open Container Format
  54. @item QuickTime @tab X @tab X
  55. @item MPEG-4 @tab X @tab X
  56. @tab MPEG-4 is a variant of QuickTime.
  57. @item Raw MPEG4 video @tab X @tab X
  58. @item DV @tab X @tab X
  59. @item 4xm @tab @tab X
  60. @tab 4X Technologies format, used in some games.
  61. @item Playstation STR @tab @tab X
  62. @item Id RoQ @tab X @tab X
  63. @tab Used in Quake III, Jedi Knight 2, other computer games.
  64. @item Interplay MVE @tab @tab X
  65. @tab Format used in various Interplay computer games.
  66. @item WC3 Movie @tab @tab X
  67. @tab Multimedia format used in Origin's Wing Commander III computer game.
  68. @item Sega FILM/CPK @tab @tab X
  69. @tab Used in many Sega Saturn console games.
  70. @item Westwood Studios VQA/AUD @tab @tab X
  71. @tab Multimedia formats used in Westwood Studios games.
  72. @item Id Cinematic (.cin) @tab @tab X
  73. @tab Used in Quake II.
  74. @item FLIC format @tab @tab X
  75. @tab .fli/.flc files
  76. @item Sierra VMD @tab @tab X
  77. @tab Used in Sierra CD-ROM games.
  78. @item Sierra Online @tab @tab X
  79. @tab .sol files used in Sierra Online games.
  80. @item Matroska @tab X @tab X
  81. @item Electronic Arts Multimedia @tab @tab X
  82. @tab Used in various EA games; files have extensions like WVE and UV2.
  83. @item MAXIS EA XA @tab @tab X
  84. @tab Used in Sim City 3000; file extension .xa.
  85. @item Nullsoft Video (NSV) format @tab @tab X
  86. @item ADTS AAC audio @tab X @tab X
  87. @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
  88. @item American Laser Games MM @tab @tab X
  89. @tab Multimedia format used in games like Mad Dog McCree
  90. @item AVS @tab @tab X
  91. @tab Multimedia format used by the Creature Shock game.
  92. @item Smacker @tab @tab X
  93. @tab Multimedia format used by many games.
  94. @item GXF @tab X @tab X
  95. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
  96. @item CIN @tab @tab X
  97. @tab Multimedia format used by Delphine Software games.
  98. @item MXF @tab @tab X
  99. @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
  100. @item SEQ @tab @tab X
  101. @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
  102. @item DXA @tab @tab X
  103. @tab This format is used in non-Windows version of Feeble Files game and
  104. different game cutscenes repacked for use with ScummVM.
  105. @item THP @tab @tab X
  106. @tab Used on the Nintendo GameCube.
  107. @item C93 @tab @tab X
  108. @tab Used in the game Cyberia from Interplay.
  109. @item Bethsoft VID @tab @tab X
  110. @tab Used in some games from Bethesda Softworks.
  111. @item CRYO APC @tab @tab X
  112. @tab Audio format used in some games by CRYO Interactive Entertainment.
  113. @item Monkey's Audio @tab @tab X
  114. @item SIFF @tab @tab X
  115. @tab Audio and video format used in some games by Beam Software
  116. @item LMLM4 @tab @tab X
  117. @tab Used by Linux Media Labs MPEG-4 PCI boards
  118. @item PVA @tab @tab X
  119. @tab Used by TechnoTrend DVB PCI boards
  120. @item MSN TCP Webcam @tab @tab X
  121. @tab Used by MSN Messenger Webcam streams.
  122. @item RL2 @tab @tab X
  123. @tab Audio and video format used in some games by Entertainment Software Partners
  124. @item IFF @tab @tab X
  125. @tab Interchange File Format
  126. @item BFI @tab @tab
  127. @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels
  128. @end multitable
  129. @code{X} means that encoding (resp. decoding) is supported.
  130. @section Image Formats
  131. FFmpeg can read and write images for each frame of a video sequence. The
  132. following image formats are supported:
  133. @multitable @columnfractions .4 .1 .1 .4
  134. @item Supported Image Format @tab Encoding @tab Decoding @tab Comments
  135. @item PGM, PPM @tab X @tab X
  136. @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
  137. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
  138. @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
  139. @item .Y.U.V @tab X @tab X @tab one raw file per component
  140. @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
  141. @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
  142. @item Targa @tab @tab X @tab Targa (.TGA) image format.
  143. @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
  144. @item SGI @tab X @tab X @tab SGI RGB image format
  145. @item PTX @tab @tab X @tab V.Flash PTX format
  146. @item RAS @tab @tab X @tab Sun Rasterfile
  147. @item PCX @tab @tab X @tab PC Paintbrush
  148. @end multitable
  149. @code{X} means that encoding (resp. decoding) is supported.
  150. @section Video Codecs
  151. @multitable @columnfractions .4 .1 .1 .4
  152. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  153. @item MPEG-1 video @tab X @tab X
  154. @item MPEG-2 video @tab X @tab X
  155. @item MPEG-4 @tab X @tab X
  156. @item MSMPEG4 V1 @tab X @tab X
  157. @item MSMPEG4 V2 @tab X @tab X
  158. @item MSMPEG4 V3 @tab X @tab X
  159. @item WMV7 @tab X @tab X
  160. @item WMV8 @tab X @tab X @tab not completely working
  161. @item WMV9 @tab @tab X @tab not completely working
  162. @item VC1 @tab @tab X
  163. @item H.261 @tab X @tab X
  164. @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
  165. @item H.264 @tab @tab X
  166. @item RealVideo 1.0 @tab X @tab X
  167. @item RealVideo 2.0 @tab X @tab X
  168. @item MJPEG @tab X @tab X
  169. @item lossless MJPEG @tab X @tab X
  170. @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
  171. @item Apple MJPEG-B @tab @tab X
  172. @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
  173. @item DV @tab X @tab X
  174. @item HuffYUV @tab X @tab X
  175. @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
  176. @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
  177. @item Asus v1 @tab X @tab X @tab fourcc: ASV1
  178. @item Asus v2 @tab X @tab X @tab fourcc: ASV2
  179. @item Creative YUV @tab @tab X @tab fourcc: CYUV
  180. @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
  181. @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
  182. @item On2 VP3 @tab @tab X @tab still experimental
  183. @item On2 VP5 @tab @tab X @tab fourcc: VP50
  184. @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
  185. @item Theora @tab X @tab X @tab still experimental
  186. @item Intel Indeo 3 @tab @tab X
  187. @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
  188. @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
  189. @item ATI VCR1 @tab @tab X @tab fourcc: VCR1
  190. @item ATI VCR2 @tab @tab X @tab fourcc: VCR2
  191. @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
  192. @item 4X Video @tab @tab X @tab Used in certain computer games.
  193. @item Sony Playstation MDEC @tab @tab X
  194. @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
  195. @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
  196. @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
  197. @item Apple Animation @tab X @tab X @tab fourcc: 'rle '
  198. @item Apple Graphics @tab @tab X @tab fourcc: 'smc '
  199. @item Apple Video @tab @tab X @tab fourcc: rpza
  200. @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
  201. @item Cinepak @tab @tab X
  202. @item Microsoft RLE @tab @tab X
  203. @item Microsoft Video-1 @tab @tab X
  204. @item Westwood VQA @tab @tab X
  205. @item Id Cinematic Video @tab @tab X @tab Used in Quake II.
  206. @item Planar RGB @tab @tab X @tab fourcc: 8BPS
  207. @item FLIC video @tab @tab X
  208. @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
  209. @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
  210. @item VMD Video @tab @tab X @tab Used in Sierra VMD files.
  211. @item MSZH @tab @tab X @tab Part of LCL
  212. @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
  213. @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
  214. @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
  215. @item Miro VideoXL @tab @tab X @tab fourcc: VIXL
  216. @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
  217. @item LOCO @tab @tab X @tab
  218. @item Winnov WNV1 @tab @tab X @tab
  219. @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
  220. @item Fraps FPS1 @tab @tab X @tab
  221. @item CamStudio @tab @tab X @tab fourcc: CSCD
  222. @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
  223. @item ZMBV @tab X @tab X @tab Encoder works only on PAL8
  224. @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
  225. @item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
  226. @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
  227. @item KMVC @tab @tab X @tab Codec used in Worms games.
  228. @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
  229. @item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
  230. @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
  231. @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
  232. @item AVID DNxHD @tab X @tab X @tab aka SMPTE VC3
  233. @item C93 Video @tab @tab X @tab Codec used in Cyberia game.
  234. @item THP @tab @tab X @tab Used on the Nintendo GameCube.
  235. @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
  236. @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
  237. @item AMV @tab @tab X @tab Used in Chinese MP3 players.
  238. @item Mimic @tab @tab X @tab Used in MSN Messenger Webcam streams.
  239. @end multitable
  240. @code{X} means that encoding (resp. decoding) is supported.
  241. @section Audio Codecs
  242. @multitable @columnfractions .4 .1 .1 .1 .7
  243. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  244. @item MPEG audio layer 2 @tab IX @tab IX
  245. @item MPEG audio layer 1/3 @tab X @tab IX
  246. @tab MP3 encoding is supported through the external library LAME.
  247. @item AC3 @tab IX @tab IX
  248. @tab liba52 is used internally for decoding.
  249. @item Vorbis @tab X @tab X
  250. @item WMA V1/V2 @tab X @tab X
  251. @item AAC @tab X @tab X
  252. @tab Supported through the external library libfaac/libfaad.
  253. @item Microsoft ADPCM @tab X @tab X
  254. @item AMV IMA ADPCM @tab @tab X
  255. @tab Used in AMV files
  256. @item MS IMA ADPCM @tab X @tab X
  257. @item QT IMA ADPCM @tab X @tab X
  258. @item 4X IMA ADPCM @tab @tab X
  259. @item G.726 ADPCM @tab X @tab X
  260. @item Duck DK3 IMA ADPCM @tab @tab X
  261. @tab Used in some Sega Saturn console games.
  262. @item Duck DK4 IMA ADPCM @tab @tab X
  263. @tab Used in some Sega Saturn console games.
  264. @item Westwood Studios IMA ADPCM @tab @tab X
  265. @tab Used in Westwood Studios games like Command and Conquer.
  266. @item SMJPEG IMA ADPCM @tab @tab X
  267. @tab Used in certain Loki game ports.
  268. @item CD-ROM XA ADPCM @tab @tab X
  269. @item CRI ADX ADPCM @tab X @tab X
  270. @tab Used in Sega Dreamcast games.
  271. @item Electronic Arts ADPCM @tab @tab X
  272. @tab Used in various EA titles.
  273. @item MAXIS EA ADPCM @tab @tab X
  274. @tab Used in Sim City 3000.
  275. @item Creative ADPCM @tab @tab X
  276. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  277. @item THP ADPCM @tab @tab X
  278. @tab Used on the Nintendo GameCube.
  279. @item RA144 @tab @tab X
  280. @tab Real 14400 bit/s codec
  281. @item RA288 @tab @tab X
  282. @tab Real 28800 bit/s codec
  283. @item RADnet @tab X @tab IX
  284. @tab Real low bitrate AC3 codec, liba52 is used for decoding.
  285. @item AMR-NB @tab X @tab X
  286. @tab Supported through an external library.
  287. @item AMR-WB @tab X @tab X
  288. @tab Supported through an external library.
  289. @item DV audio @tab @tab X
  290. @item Id RoQ DPCM @tab X @tab X
  291. @tab Used in Quake III, Jedi Knight 2, other computer games.
  292. @item Interplay MVE DPCM @tab @tab X
  293. @tab Used in various Interplay computer games.
  294. @item Xan DPCM @tab @tab X
  295. @tab Used in Origin's Wing Commander IV AVI files.
  296. @item Sierra Online DPCM @tab @tab X
  297. @tab Used in Sierra Online game audio files.
  298. @item Apple MACE 3 @tab @tab X
  299. @item Apple MACE 6 @tab @tab X
  300. @item FLAC lossless audio @tab X @tab X
  301. @item Shorten lossless audio @tab @tab X
  302. @item Apple lossless audio @tab @tab X
  303. @tab QuickTime fourcc 'alac'
  304. @item FFmpeg Sonic @tab X @tab X
  305. @tab experimental lossy/lossless codec
  306. @item Qdesign QDM2 @tab @tab X
  307. @tab there are still some distortions
  308. @item Real COOK @tab @tab X
  309. @tab All versions except 5.1 are supported
  310. @item DSP Group TrueSpeech @tab @tab X
  311. @item True Audio (TTA) @tab @tab X
  312. @item Smacker Audio @tab @tab X
  313. @item WavPack Audio @tab @tab X
  314. @item Cin Audio @tab @tab X
  315. @tab Codec used in Delphine Software games.
  316. @item Intel Music Coder @tab @tab X
  317. @item Musepack @tab @tab X
  318. @tab SV7 and SV8 are supported
  319. @item DT$ Coherent Audio @tab @tab X
  320. @item ATRAC 3 @tab @tab X
  321. @item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
  322. @item Nellymoser ASAO @tab @tab X
  323. @item 8SVX Audio @tab @tab X
  324. @end multitable
  325. @code{X} means that encoding (resp. decoding) is supported.
  326. @code{I} means that an integer-only version is available, too (ensures high
  327. performance on systems without hardware floating point support).
  328. @chapter Platform Specific information
  329. @section BSD
  330. BSD make will not build FFmpeg, you need to install and use GNU Make
  331. (@file{gmake}).
  332. @section Windows
  333. To get help and instructions for building FFmpeg under Windows, check out
  334. the FFmpeg Windows Help Forum at
  335. @url{http://arrozcru.no-ip.org/ffmpeg/}.
  336. @subsection Native Windows compilation
  337. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  338. the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
  339. install the coreutils package. You can find detailed installation
  340. instructions in the download section and the FAQ.
  341. Within the MSYS shell, configure and make with:
  342. @example
  343. ./configure --enable-memalign-hack
  344. make
  345. make install
  346. @end example
  347. This will install @file{ffmpeg.exe} along with many other development files
  348. to @file{/usr/local}. You may specify another install path using the
  349. @code{--prefix} option in @file{configure}.
  350. Notes:
  351. @itemize
  352. @item Use at least bash 3.1. Older versions are known to fail on the
  353. configure script.
  354. @item In order to compile vhooks, you must have a POSIX-compliant libdl in
  355. your MinGW system. Get dlfcn-win32 from
  356. @url{http://code.google.com/p/dlfcn-win32}.
  357. @item In order to compile FFplay, you must have the MinGW development library
  358. of SDL. Get it from @url{http://www.libsdl.org}.
  359. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  360. where SDL was installed. Verify that @file{sdl-config} can be launched from
  361. the MSYS command line.
  362. @item The target @code{make wininstaller} can be used to create a
  363. Nullsoft-based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
  364. must be copied to the FFmpeg directory in order to build the
  365. installer.
  366. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  367. you can build libavutil, libavcodec and libavformat as DLLs.
  368. @end itemize
  369. @subsection Microsoft Visual C++ compatibility
  370. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  371. want to use the libav* libraries in your own applications, you can still
  372. compile those applications using MSVC++. But the libav* libraries you link
  373. to @emph{must} be built with MinGW. However, you will not be able to debug
  374. inside the libav* libraries, since MSVC++ does not recognize the debug
  375. symbols generated by GCC.
  376. We strongly recommend you to move over from MSVC++ to MinGW tools.
  377. This description of how to use the FFmpeg libraries with MSVC++ is based on
  378. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  379. you might have to modify the procedures slightly.
  380. @subsubsection Using static libraries
  381. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  382. @enumerate
  383. @item Create a new console application ("File / New / Project") and then
  384. select "Win32 Console Application". On the appropriate page of the
  385. Application Wizard, uncheck the "Precompiled headers" option.
  386. @item Write the source code for your application, or, for testing, just
  387. copy the code from an existing sample application into the source file
  388. that MSVC++ has already created for you. For example, you can copy
  389. @file{output_example.c} from the FFmpeg distribution.
  390. @item Open the "Project / Properties" dialog box. In the "Configuration"
  391. combo box, select "All Configurations" so that the changes you make will
  392. affect both debug and release builds. In the tree view on the left hand
  393. side, select "C/C++ / General", then edit the "Additional Include
  394. Directories" setting to contain the path where the FFmpeg includes were
  395. installed (i.e. @file{c:\msys\1.0\local\include}).
  396. @item Still in the "Project / Properties" dialog box, select
  397. "Linker / General" from the tree view and edit the
  398. "Additional Library Directories" setting to contain the @file{lib}
  399. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  400. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  401. and the directory where MinGW's GCC libs are installed
  402. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  403. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  404. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  405. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  406. to the end of "Additional Dependencies".
  407. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  408. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  409. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  410. the "Configuration" combo box and make sure that "Runtime Library" is
  411. set to "Multi-threaded DLL".
  412. @item Click "OK" to close the "Project / Properties" dialog box.
  413. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  414. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  415. and install it in MSVC++'s include directory
  416. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  417. @item MSVC++ also does not understand the @code{inline} keyword used by
  418. FFmpeg, so you must add this line before @code{#include}ing libav*:
  419. @example
  420. #define inline _inline
  421. @end example
  422. @item If you used @file{output_example.c} as your sample application,
  423. you will have to edit the @code{#include}s to point to the files which
  424. are under the @file{ffmpeg} directory (i.e. @code{<ffmpeg/avformat.h>}).
  425. @item Build your application, everything should work.
  426. @end enumerate
  427. @subsubsection Using shared libraries
  428. This is how to create DLL and LIB files that are compatible with MSVC++:
  429. @enumerate
  430. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  431. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  432. The standard location for @file{vcvars32.bat} is
  433. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  434. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  435. If this corresponds to your setup, add the following line as the first line
  436. of @file{msys.bat}:
  437. @example
  438. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  439. @end example
  440. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  441. and run @file{c:\msys\1.0\msys.bat} from there.
  442. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  443. from @file{Microsoft (R) Library Manager}, this means your environment
  444. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  445. is on the path and will be used by FFmpeg to create
  446. MSVC++-compatible import libraries.
  447. @item Build FFmpeg with
  448. @example
  449. ./configure --enable-shared --enable-memalign-hack
  450. make
  451. make install
  452. @end example
  453. Your install path (@file{/usr/local/} by default) should now have the
  454. necessary DLL and LIB files under the @file{bin} directory.
  455. @end enumerate
  456. To use those files with MSVC++, do the same as you would do with
  457. the static libraries, as described above. But in Step 4,
  458. you should only need to add the directory where the LIB files are installed
  459. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  460. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  461. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  462. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  463. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  464. statically linked into the DLLs. The @file{bin} directory contains a bunch
  465. of DLL files, but the ones that are actually used to run your application
  466. are the ones with a major version number in their filenames
  467. (i.e. @file{avcodec-51.dll}).
  468. @subsection Cross compilation for Windows with Linux
  469. You must use the MinGW cross compilation tools available at
  470. @url{http://www.mingw.org/}.
  471. Then configure FFmpeg with the following options:
  472. @example
  473. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  474. @end example
  475. (you can change the cross-prefix according to the prefix chosen for the
  476. MinGW tools).
  477. Then you can easily test FFmpeg with Wine
  478. (@url{http://www.winehq.com/}).
  479. @subsection Compilation under Cygwin
  480. The main issue with Cygwin is that newlib, its C library, does not
  481. contain llrint(). However, it is possible to leverage the
  482. implementation in MinGW.
  483. Just install your Cygwin with all the "Base" packages, plus the
  484. following "Devel" ones:
  485. @example
  486. binutils, gcc-core, make, subversion, mingw-runtime
  487. @end example
  488. Do not install binutils-20060709-1 (they are buggy on shared builds);
  489. use binutils-20050610-1 instead.
  490. Then create a small library that just contains llrint():
  491. @example
  492. ar x /usr/lib/mingw/libmingwex.a llrint.o
  493. ar cq /usr/local/lib/libllrint.a llrint.o
  494. @end example
  495. Then run
  496. @example
  497. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  498. @end example
  499. to make a static build or
  500. @example
  501. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  502. @end example
  503. to build shared libraries.
  504. If you want to build FFmpeg with additional libraries, download Cygwin
  505. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
  506. and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
  507. (@url{http://cygwinports.dotsrc.org/}).
  508. @subsection Crosscompilation for Windows under Cygwin
  509. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  510. Just install your Cygwin as explained before, plus these additional
  511. "Devel" packages:
  512. @example
  513. gcc-mingw-core, mingw-runtime, mingw-zlib
  514. @end example
  515. and add some special flags to your configure invocation.
  516. For a static build run
  517. @example
  518. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  519. @end example
  520. and for a build with shared libraries
  521. @example
  522. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  523. @end example
  524. @section BeOS
  525. BeOS support is broken in mysterious ways.
  526. @section OS/2
  527. For information about compiling FFmpeg on OS/2 see
  528. @url{http://www.edm2.com/index.php/FFmpeg}.
  529. @chapter Developers Guide
  530. @section API
  531. @itemize @bullet
  532. @item libavcodec is the library containing the codecs (both encoding and
  533. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  534. @item libavformat is the library containing the file format handling (mux and
  535. demux code for several formats). Look at @file{ffplay.c} to use it in a
  536. player. See @file{output_example.c} to use it to generate audio or video
  537. streams.
  538. @end itemize
  539. @section Integrating libavcodec or libavformat in your program
  540. You can integrate all the source code of the libraries to link them
  541. statically to avoid any version problem. All you need is to provide a
  542. 'config.mak' and a 'config.h' in the parent directory. See the defines
  543. generated by ./configure to understand what is needed.
  544. You can use libavcodec or libavformat in your commercial program, but
  545. @emph{any patch you make must be published}. The best way to proceed is
  546. to send your patches to the FFmpeg mailing list.
  547. @node Coding Rules
  548. @section Coding Rules
  549. FFmpeg is programmed in the ISO C90 language with a few additional
  550. features from ISO C99, namely:
  551. @itemize @bullet
  552. @item
  553. the @samp{inline} keyword;
  554. @item
  555. @samp{//} comments;
  556. @item
  557. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  558. @item
  559. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  560. @end itemize
  561. These features are supported by all compilers we care about, so we will not
  562. accept patches to remove their use unless they absolutely do not impair
  563. clarity and performance.
  564. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  565. compiles with several other compilers, such as the Compaq ccc compiler
  566. or Sun Studio 9, and we would like to keep it that way unless it would
  567. be exceedingly involved. To ensure compatibility, please do not use any
  568. additional C99 features or GCC extensions. Especially watch out for:
  569. @itemize @bullet
  570. @item
  571. mixing statements and declarations;
  572. @item
  573. @samp{long long} (use @samp{int64_t} instead);
  574. @item
  575. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  576. @item
  577. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  578. @end itemize
  579. Indent size is 4.
  580. The presentation is the one specified by 'indent -i4 -kr -nut'.
  581. The TAB character is forbidden outside of Makefiles as is any
  582. form of trailing whitespace. Commits containing either will be
  583. rejected by the Subversion repository.
  584. The main priority in FFmpeg is simplicity and small code size in order to
  585. minimize the bug count.
  586. Comments: Use the JavaDoc/Doxygen
  587. format (see examples below) so that code documentation
  588. can be generated automatically. All nontrivial functions should have a comment
  589. above them explaining what the function does, even if it is just one sentence.
  590. All structures and their member variables should be documented, too.
  591. @example
  592. /**
  593. * @@file mpeg.c
  594. * MPEG codec.
  595. * @@author ...
  596. */
  597. /**
  598. * Summary sentence.
  599. * more text ...
  600. * ...
  601. */
  602. typedef struct Foobar@{
  603. int var1; /**< var1 description */
  604. int var2; ///< var2 description
  605. /** var3 description */
  606. int var3;
  607. @} Foobar;
  608. /**
  609. * Summary sentence.
  610. * more text ...
  611. * ...
  612. * @@param my_parameter description of my_parameter
  613. * @@return return value description
  614. */
  615. int myfunc(int my_parameter)
  616. ...
  617. @end example
  618. fprintf and printf are forbidden in libavformat and libavcodec,
  619. please use av_log() instead.
  620. Casts should be used only when necessary. Unneeded parentheses
  621. should also be avoided if they don't make the code easier to understand.
  622. @section Development Policy
  623. @enumerate
  624. @item
  625. Contributions should be licensed under the LGPL 2.1, including an
  626. "or any later version" clause, or the MIT license. GPL 2 including
  627. an "or any later version" clause is also acceptable, but LGPL is
  628. preferred.
  629. @item
  630. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  631. enabled code which breaks compilation or compiles but does not work or
  632. breaks the regression tests)
  633. You can commit unfinished stuff (for testing etc), but it must be disabled
  634. (#ifdef etc) by default so it does not interfere with other developers'
  635. work.
  636. @item
  637. You do not have to over-test things. If it works for you, and you think it
  638. should work for others, then commit. If your code has problems
  639. (portability, triggers compiler bugs, unusual environment etc) they will be
  640. reported and eventually fixed.
  641. @item
  642. Do not commit unrelated changes together, split them into self-contained
  643. pieces. Also do not forget that if part B depends on part A, but A does not
  644. depend on B, then A can and should be committed first and separate from B.
  645. Keeping changes well split into self-contained parts makes reviewing and
  646. understanding them on the commit log mailing list easier. This also helps
  647. in case of debugging later on.
  648. Also if you have doubts about splitting or not splitting, do not hesitate to
  649. ask/discuss it on the developer mailing list.
  650. @item
  651. Do not change behavior of the program (renaming options etc) without
  652. first discussing it on the ffmpeg-devel mailing list. Do not remove
  653. functionality from the code. Just improve!
  654. Note: Redundant code can be removed.
  655. @item
  656. Do not commit changes to the build system (Makefiles, configure script)
  657. which change behavior, defaults etc, without asking first. The same
  658. applies to compiler warning fixes, trivial looking fixes and to code
  659. maintained by other developers. We usually have a reason for doing things
  660. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  661. list, and if the code maintainers say OK, you may commit. This does not
  662. apply to files you wrote and/or maintain.
  663. @item
  664. We refuse source indentation and other cosmetic changes if they are mixed
  665. with functional changes, such commits will be rejected and removed. Every
  666. developer has his own indentation style, you should not change it. Of course
  667. if you (re)write something, you can use your own style, even though we would
  668. prefer if the indentation throughout FFmpeg was consistent (Many projects
  669. force a given indentation style - we do not.). If you really need to make
  670. indentation changes (try to avoid this), separate them strictly from real
  671. changes.
  672. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  673. then either do NOT change the indentation of the inner part within (do not
  674. move it to the right)! or do so in a separate commit
  675. @item
  676. Always fill out the commit log message. Describe in a few lines what you
  677. changed and why. You can refer to mailing list postings if you fix a
  678. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  679. @item
  680. If you apply a patch by someone else, include the name and email address in
  681. the log message. Since the ffmpeg-cvslog mailing list is publicly
  682. archived you should add some SPAM protection to the email address. Send an
  683. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  684. you applied the patch.
  685. @item
  686. When applying patches that have been discussed (at length) on the mailing
  687. list, reference the thread in the log message.
  688. @item
  689. Do NOT commit to code actively maintained by others without permission.
  690. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  691. timeframe (12h for build failures and security fixes, 3 days small changes,
  692. 1 week for big patches) then commit your patch if you think it is OK.
  693. Also note, the maintainer can simply ask for more time to review!
  694. @item
  695. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  696. are sent there and reviewed by all the other developers. Bugs and possible
  697. improvements or general questions regarding commits are discussed there. We
  698. expect you to react if problems with your code are uncovered.
  699. @item
  700. Update the documentation if you change behavior or add features. If you are
  701. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  702. maintainer(s) will review and commit your stuff.
  703. @item
  704. Try to keep important discussions and requests (also) on the public
  705. developer mailing list, so that all developers can benefit from them.
  706. @item
  707. Never write to unallocated memory, never write over the end of arrays,
  708. always check values read from some untrusted source before using them
  709. as array index or other risky things.
  710. @item
  711. Remember to check if you need to bump versions for the specific libav
  712. parts (libavutil, libavcodec, libavformat) you are changing. You need
  713. to change the version integer and the version string.
  714. Incrementing the first component means no backward compatibility to
  715. previous versions (e.g. removal of a function from the public API).
  716. Incrementing the second component means backward compatible change
  717. (e.g. addition of a function to the public API).
  718. Incrementing the third component means a noteworthy binary compatible
  719. change (e.g. encoder bug fix that matters for the decoder).
  720. @item
  721. If you add a new codec, remember to update the changelog, add it to
  722. the supported codecs table in the documentation and bump the second
  723. component of the @file{libavcodec} version number appropriately. If
  724. it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
  725. is only a decoder.
  726. @item
  727. Compiler warnings indicate potential bugs or code with bad style. If a type of
  728. warning always points to correct and clean code, that warning should
  729. be disabled, not the code changed.
  730. Thus the remaining warnings can either be bugs or correct code.
  731. If it is a bug, the bug has to be fixed. If it is not, the code should
  732. be changed to not generate a warning unless that causes a slowdown
  733. or obfuscates the code.
  734. @item
  735. If you add a new file, give it a proper license header. Do not copy and
  736. paste it from a random place, use an existing file as template.
  737. @end enumerate
  738. We think our rules are not too hard. If you have comments, contact us.
  739. Note, these rules are mostly borrowed from the MPlayer project.
  740. @section Submitting patches
  741. First, (@pxref{Coding Rules}) above if you did not yet.
  742. When you submit your patch, try to send a unified diff (diff '-up'
  743. option). We cannot read other diffs :-)
  744. Also please do not submit a patch which contains several unrelated changes.
  745. Split it into separate, self-contained pieces. This does not mean splitting
  746. file by file. Instead, make the patch as small as possible while still
  747. keeping it as a logical unit that contains an individual change, even
  748. if it spans multiple files. This makes reviewing your patches much easier
  749. for us and greatly increases your chances of getting your patch applied.
  750. Run the regression tests before submitting a patch so that you can
  751. verify that there are no big problems.
  752. Patches should be posted as base64 encoded attachments (or any other
  753. encoding which ensures that the patch will not be trashed during
  754. transmission) to the ffmpeg-devel mailing list, see
  755. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  756. It also helps quite a bit if you tell us what the patch does (for example
  757. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  758. and has no lrint()')
  759. Also please if you send several patches, send each patch as a separate mail,
  760. do not attach several unrelated patches to the same mail.
  761. @section patch submission checklist
  762. @enumerate
  763. @item
  764. Do the regression tests pass with the patch applied?
  765. @item
  766. Is the patch a unified diff?
  767. @item
  768. Is the patch against latest FFmpeg SVN?
  769. @item
  770. Are you subscribed to ffmpeg-dev?
  771. (the list is subscribers only due to spam)
  772. @item
  773. Have you checked that the changes are minimal, so that the same cannot be
  774. achieved with a smaller patch and/or simpler final code?
  775. @item
  776. If the change is to speed critical code, did you benchmark it?
  777. @item
  778. If you did any benchmarks, did you provide them in the mail?
  779. @item
  780. Have you checked that the patch does not introduce buffer overflows or
  781. other security issues?
  782. @item
  783. If you add a new demuxer or decoder, have you checked that it does not
  784. crash with damaged input (see tools/trasher)?
  785. @item
  786. Is the patch created from the root of the source tree, so it can be
  787. applied with @code{patch -p0}?
  788. @item
  789. Does the patch not mix functional and cosmetic changes?
  790. @item
  791. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  792. @item
  793. Is the patch attached to the email you send?
  794. @item
  795. Is the mime type of the patch correct? It should be text/x-diff or
  796. text/x-patch or at least text/plain and not application/octet-stream.
  797. @item
  798. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  799. @item
  800. If the patch fixes a bug, did you provide enough information, including
  801. a sample, so the bug can be reproduced and the fix can be verified?
  802. Note please do not attach samples >100k to mails but rather provide a
  803. URL, you can upload to ftp://upload.mplayerhq.hu
  804. @item
  805. Did you provide a verbose summary about what the patch does change?
  806. @item
  807. Did you provide a verbose explanation why it changes things like it does?
  808. @item
  809. Did you provide a verbose summary of the user visible advantages and
  810. disadvantages if the patch is applied?
  811. @item
  812. Did you provide an example so we can verify the new feature added by the
  813. patch easily?
  814. @item
  815. If you added a new file, did you insert a license header? It should be
  816. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  817. @item
  818. You should maintain alphabetical order in alphabetically ordered lists as
  819. long as doing so does not break API/ABI compatibility.
  820. @item
  821. Lines with similar content should be aligned vertically when doing so
  822. improves readability.
  823. @item
  824. Did you provide a suggestion for a clear commit log message?
  825. @item
  826. Did you test your decoder or demuxer against damaged data? If no, see
  827. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  828. should not crash or end in a (near) infinite loop when fed damaged data.
  829. @end enumerate
  830. @section Patch review process
  831. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  832. clear note that the patch is not for SVN.
  833. Reviews and comments will be posted as replies to the patch on the
  834. mailing list. The patch submitter then has to take care of every comment,
  835. that can be by resubmitting a changed patch or by discussion. Resubmitted
  836. patches will themselves be reviewed like any other patch. If at some point
  837. a patch passes review with no comments then it is approved, that can for
  838. simple and small patches happen immediately while large patches will generally
  839. have to be changed and reviewed many times before they are approved.
  840. After a patch is approved it will be committed to the repository.
  841. We will review all submitted patches, but sometimes we are quite busy so
  842. especially for large patches this can take several weeks.
  843. When resubmitting patches, please do not make any significant changes
  844. not related to the comments received during review. Such patches will
  845. be rejected. Instead, submit significant changes or new features as
  846. separate patches.
  847. @section Regression tests
  848. Before submitting a patch (or committing to the repository), you should at least
  849. test that you did not break anything.
  850. The regression tests build a synthetic video stream and a synthetic
  851. audio stream. These are then encoded and decoded with all codecs or
  852. formats. The CRC (or MD5) of each generated file is recorded in a
  853. result file. A 'diff' is launched to compare the reference results and
  854. the result file.
  855. The regression tests then go on to test the FFserver code with a
  856. limited set of streams. It is important that this step runs correctly
  857. as well.
  858. Run 'make test' to test all the codecs and formats.
  859. Run 'make fulltest' to test all the codecs, formats and FFserver.
  860. [Of course, some patches may change the results of the regression tests. In
  861. this case, the reference results of the regression tests shall be modified
  862. accordingly].
  863. @bye