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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 Name @tab Encoding @tab Decoding @tab Comments
  30. @item 4xm @tab @tab X
  31. @tab 4X Technologies format, used in some games.
  32. @item ADTS AAC audio @tab X @tab X
  33. @item American Laser Games MM @tab @tab X
  34. @tab Multimedia format used in games like Mad Dog McCree.
  35. @item ASF @tab X @tab X
  36. @item AVI @tab X @tab X
  37. @item AVM2 (Flash 9) @tab X @tab X
  38. @tab Only embedded audio is decoded.
  39. @item AVS @tab @tab X
  40. @tab Multimedia format used by the Creature Shock game.
  41. @item Bethsoft VID @tab @tab X
  42. @tab Used in some games from Bethesda Softworks.
  43. @item BFI @tab @tab X
  44. @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
  45. @item C93 @tab @tab X
  46. @tab Used in the game Cyberia from Interplay.
  47. @item CIN @tab @tab X
  48. @tab Multimedia format used by Delphine Software games.
  49. @item Creative VOC @tab X @tab X
  50. @tab Created for the Sound Blaster Pro.
  51. @item CRYO APC @tab @tab X
  52. @tab Audio format used in some games by CRYO Interactive Entertainment.
  53. @item DV @tab X @tab X
  54. @item DXA @tab @tab X
  55. @tab This format is used in the non-Windows version of the Feeble Files
  56. game and different game cutscenes repacked for use with ScummVM.
  57. @item Electronic Arts Multimedia @tab @tab X
  58. @tab Used in various EA games; files have extensions like WVE and UV2.
  59. @item FLIC @tab @tab X
  60. @tab .fli/.flc files
  61. @item FLV @tab X @tab X
  62. @tab Macromedia Flash video files
  63. @item GXF @tab X @tab X
  64. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  65. playout servers.
  66. @item id Cinematic @tab @tab X
  67. @tab Used in Quake II.
  68. @item id RoQ @tab X @tab X
  69. @tab Used in Quake III, Jedi Knight 2, other computer games.
  70. @item IFF @tab @tab X
  71. @tab Interchange File Format
  72. @item Interplay MVE @tab @tab X
  73. @tab Format used in various Interplay computer games.
  74. @item LMLM4 @tab @tab X
  75. @tab Used by Linux Media Labs MPEG-4 PCI boards
  76. @item Matroska @tab X @tab X
  77. @item MAXIS EA XA @tab @tab X
  78. @tab Used in Sim City 3000; file extension .xa.
  79. @item Monkey's Audio @tab @tab X
  80. @item Motion Pixels MVI @tab @tab X
  81. @item MOV/QuickTime @tab X @tab X
  82. @item MPEG audio @tab X @tab X
  83. @item MPEG-1 systems @tab X @tab X
  84. @tab muxed audio and video
  85. @item MPEG-2 PS @tab X @tab X
  86. @tab also known as @code{VOB} file
  87. @item MPEG-2 TS @tab @tab X
  88. @tab also known as DVB Transport Stream
  89. @item MPEG-4 @tab X @tab X
  90. @tab MPEG-4 is a variant of QuickTime.
  91. @item MSN TCP webcam @tab @tab X
  92. @tab Used by MSN Messenger webcam streams.
  93. @item MXF @tab X @tab X
  94. @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
  95. @item Nullsoft Video @tab @tab X
  96. @item NUT @tab X @tab X
  97. @tab NUT Open Container Format
  98. @item OMA @tab @tab X
  99. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  100. @item PlayStation STR @tab @tab X
  101. @item PVA @tab @tab X
  102. @tab Used by TechnoTrend DVB PCI boards.
  103. @item raw AC-3 @tab X @tab X
  104. @item raw CRI ADX audio @tab X @tab X
  105. @item raw MJPEG @tab X @tab X
  106. @item raw MPEG video @tab X @tab X
  107. @item raw MPEG-4 video @tab X @tab X
  108. @item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
  109. @item raw Shorten audio @tab @tab X
  110. @item RealMedia @tab X @tab X
  111. @item RL2 @tab @tab X
  112. @tab Audio and video format used in some games by Entertainment Software Partners.
  113. @item Sega FILM/CPK @tab @tab X
  114. @tab Used in many Sega Saturn console games.
  115. @item SEQ @tab @tab X
  116. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  117. @item Sierra Online @tab @tab X
  118. @tab .sol files used in Sierra Online games.
  119. @item Sierra VMD @tab @tab X
  120. @tab Used in Sierra CD-ROM games.
  121. @item SIFF @tab @tab X
  122. @tab Audio and video format used in some games by Beam Software.
  123. @item Smacker @tab @tab X
  124. @tab Multimedia format used by many games.
  125. @item SUN AU format @tab X @tab X
  126. @item THP @tab @tab X
  127. @tab Used on the Nintendo GameCube.
  128. @item WAV @tab X @tab X
  129. @item WC3 Movie @tab @tab X
  130. @tab Multimedia format used in Origin's Wing Commander III computer game.
  131. @item Westwood Studios VQA/AUD @tab @tab X
  132. @tab Multimedia formats used in Westwood Studios games.
  133. @end multitable
  134. @code{X} means that encoding (resp. decoding) is supported.
  135. @section Image Formats
  136. FFmpeg can read and write images for each frame of a video sequence. The
  137. following image formats are supported:
  138. @multitable @columnfractions .4 .1 .1 .4
  139. @item Name @tab Encoding @tab Decoding @tab Comments
  140. @item .Y.U.V @tab X @tab X @tab one raw file per component
  141. @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
  142. @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
  143. @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
  144. @item PCX @tab @tab X @tab PC Paintbrush
  145. @item PGM, PPM @tab X @tab X
  146. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
  147. @item PNG @tab X @tab X @tab 2/4 bpp not supported yet
  148. @item PTX @tab @tab X @tab V.Flash PTX format
  149. @item RAS @tab @tab X @tab Sun Rasterfile
  150. @item SGI @tab X @tab X @tab SGI RGB image format
  151. @item Targa @tab @tab X @tab Targa (.TGA) image format
  152. @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
  153. @end multitable
  154. @code{X} means that encoding (resp. decoding) is supported.
  155. @section Video Codecs
  156. @multitable @columnfractions .4 .1 .1 .4
  157. @item Name @tab Encoding @tab Decoding @tab Comments
  158. @item 4X Video @tab @tab X
  159. @tab Used in certain computer games.
  160. @item American Laser Games Video @tab @tab X
  161. @tab Used in games like Mad Dog McCree.
  162. @item AMV @tab @tab X
  163. @tab Used in Chinese MP3 players.
  164. @item Apple Animation @tab X @tab X
  165. @tab fourcc: 'rle '
  166. @item Apple Graphics @tab @tab X
  167. @tab fourcc: 'smc '
  168. @item Apple MJPEG-B @tab @tab X
  169. @item Apple QuickDraw @tab @tab X
  170. @tab fourcc: qdrw
  171. @item Apple Video @tab @tab X
  172. @tab fourcc: rpza
  173. @item Asus v1 @tab X @tab X
  174. @tab fourcc: ASV1
  175. @item Asus v2 @tab X @tab X
  176. @tab fourcc: ASV2
  177. @item ATI VCR1 @tab @tab X
  178. @tab fourcc: VCR1
  179. @item ATI VCR2 @tab @tab X
  180. @tab fourcc: VCR2
  181. @item Autodesk RLE @tab @tab X
  182. @tab fourcc: AASC
  183. @item AVID DNxHD @tab X @tab X
  184. @tab aka SMPTE VC3
  185. @item AVS video @tab @tab X
  186. @tab Video encoding used by the Creature Shock game.
  187. @item Bethsoft VID @tab @tab X
  188. @tab Used in some games from Bethesda Softworks.
  189. @item C93 video @tab @tab X
  190. @tab Codec used in Cyberia game.
  191. @item CamStudio @tab @tab X
  192. @tab fourcc: CSCD
  193. @item Cin video @tab @tab X
  194. @tab Codec used in Delphine Software games.
  195. @item Cinepak @tab @tab X
  196. @item Cirrus Logic AccuPak @tab @tab X
  197. @tab fourcc: CLJR
  198. @item Creative YUV @tab @tab X
  199. @tab fourcc: CYUV
  200. @item Dirac @tab E @tab E
  201. @tab supported through external libdirac/libschroedinger libraries
  202. @item Duck TrueMotion v1 @tab @tab X
  203. @tab fourcc: DUCK
  204. @item Duck TrueMotion v2 @tab @tab X
  205. @tab fourcc: TM20
  206. @item DV @tab X @tab X
  207. @item DXA Video @tab @tab X
  208. @tab Codec originally used in Feeble Files game.
  209. @item Electronic Arts CMV @tab @tab X
  210. @tab Used in NHL 95 game.
  211. @item Electronic Arts TGV @tab @tab X
  212. @item Electronic Arts TGQ @tab @tab X
  213. @item FFmpeg Video 1 @tab X @tab X
  214. @tab experimental lossless codec (fourcc: FFV1)
  215. @item Flash Screen Video @tab X @tab X
  216. @tab fourcc: FSV1
  217. @item FLIC video @tab @tab X
  218. @item FLV @tab X @tab X
  219. @tab Sorenson H.263 used in Flash
  220. @item Fraps FPS1 @tab @tab X
  221. @item H.261 @tab X @tab X
  222. @item H.263(+) @tab X @tab X
  223. @tab also known as RealVideo 1.0
  224. @item H.264 @tab E @tab X
  225. @tab encoding supported through external library libx264
  226. @item HuffYUV @tab X @tab X
  227. @item IBM Ultimotion @tab @tab X
  228. @tab fourcc: ULTI
  229. @item id Cinematic video @tab @tab X
  230. @tab Used in Quake II.
  231. @item id RoQ @tab X @tab X
  232. @tab Used in Quake III, Jedi Knight 2, other computer games.
  233. @item Intel Indeo 3 @tab @tab X
  234. @item Interplay Video @tab @tab X
  235. @tab Used in Interplay .MVE files.
  236. @item JPEG-LS @tab X @tab X
  237. @tab fourcc: MJLS, lossless and near-lossless is supported.
  238. @item KMVC @tab @tab X
  239. @tab Codec used in Worms games.
  240. @item LOCO @tab @tab X
  241. @item lossless MJPEG @tab X @tab X
  242. @item Microsoft RLE @tab @tab X
  243. @item Microsoft Video-1 @tab @tab X
  244. @item Mimic @tab @tab X
  245. @tab Used in MSN Messenger Webcam streams.
  246. @item Miro VideoXL @tab @tab X
  247. @tab fourcc: VIXL
  248. @item MJPEG @tab X @tab X
  249. @item Motion Pixels Video @tab @tab X
  250. @item MPEG-1 @tab X @tab X
  251. @item MPEG-2 @tab X @tab X
  252. @item MPEG-4 @tab X @tab X
  253. @item MSMPEG4 V1 @tab X @tab X
  254. @item MSMPEG4 V2 @tab X @tab X
  255. @item MSMPEG4 V3 @tab X @tab X
  256. @item MSZH @tab @tab X
  257. @tab Part of LCL
  258. @item On2 VP3 @tab @tab X
  259. @tab still experimental
  260. @item On2 VP5 @tab @tab X
  261. @tab fourcc: VP50
  262. @item On2 VP6 @tab @tab X
  263. @tab fourcc: VP60,VP61,VP62
  264. @item planar RGB @tab @tab X
  265. @tab fourcc: 8BPS
  266. @item QPEG @tab @tab X
  267. @tab fourccs: QPEG, Q1.0, Q1.1
  268. @item RealVideo 1.0 @tab X @tab X
  269. @item RealVideo 2.0 @tab X @tab X
  270. @item RealVideo 4.0 @tab @tab X
  271. @item Renderware TXD @tab @tab X
  272. @tab Texture dictionaries used by the Renderware Engine.
  273. @item RTjpeg @tab @tab X
  274. @tab Video encoding used in NuppelVideo files.
  275. @item Smacker video @tab @tab X
  276. @tab Video encoding used in Smacker.
  277. @item Snow @tab X @tab X
  278. @tab experimental wavelet codec (fourcc: SNOW)
  279. @item Sony PlayStation MDEC @tab @tab X
  280. @item Sorenson Video 1 @tab X @tab X
  281. @tab fourcc: SVQ1
  282. @item Sorenson Video 3 @tab @tab X
  283. @tab fourcc: SVQ3
  284. @item Sunplus MJPEG @tab @tab X
  285. @tab fourcc: SP5X
  286. @item TechSmith Camtasia @tab @tab X
  287. @tab fourcc: TSCC
  288. @item Theora @tab E @tab X
  289. @tab encoding supported through external library libtheora
  290. @item THP @tab @tab X
  291. @tab Used on the Nintendo GameCube.
  292. @item Tiertex Seq video @tab @tab X
  293. @tab Codec used in DOS CD-ROM FlashBack game.
  294. @item VC-1 @tab @tab X
  295. @item VMD Video @tab @tab X
  296. @tab Used in Sierra VMD files.
  297. @item VMware Video @tab @tab X
  298. @tab Codec used in videos captured by VMware.
  299. @item Westwood VQA @tab @tab X
  300. @item Winnov WNV1 @tab @tab X
  301. @item WMV7 @tab X @tab X
  302. @item WMV8 @tab X @tab X
  303. @item WMV9 @tab @tab X
  304. @tab not completely working
  305. @item Xan/WC3 @tab @tab X
  306. @tab Used in Wing Commander III .MVE files.
  307. @item ZLIB @tab X @tab X
  308. @tab part of LCL, encoder experimental
  309. @item ZMBV @tab X @tab X
  310. @tab Encoder works only in PAL8.
  311. @end multitable
  312. @code{X} means that encoding (resp. decoding) is supported.
  313. @code{E} means that support is provided through an external library.
  314. @section Audio Codecs
  315. @multitable @columnfractions .4 .1 .1 .4
  316. @item Name @tab Encoding @tab Decoding @tab Comments
  317. @item 4X IMA ADPCM @tab @tab X
  318. @item 8SVX audio @tab @tab X
  319. @item AAC @tab E @tab X
  320. @tab encoding supported through external library libfaac
  321. @item AC-3 @tab IX @tab IX
  322. @item AMR-NB @tab E @tab E
  323. @tab supported through external library libamrnb
  324. @item AMR-WB @tab E @tab E
  325. @tab supported through external library libamrwb
  326. @item AMV IMA ADPCM @tab @tab X
  327. @tab Used in AMV files
  328. @item Apple lossless audio @tab X @tab X
  329. @tab QuickTime fourcc 'alac'
  330. @item Apple MACE 3 @tab @tab X
  331. @item Apple MACE 6 @tab @tab X
  332. @item ATRAC 3 @tab @tab X
  333. @item CD-ROM XA ADPCM @tab @tab X
  334. @item Cin audio @tab @tab X
  335. @tab Codec used in Delphine Software International games.
  336. @item Creative ADPCM @tab @tab X
  337. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  338. @item CRI ADX ADPCM @tab X @tab X
  339. @tab Used in Sega Dreamcast games.
  340. @item DSP Group TrueSpeech @tab @tab X
  341. @item DTS Coherent Audio @tab @tab X
  342. @item Duck DK3 IMA ADPCM @tab @tab X
  343. @tab Used in some Sega Saturn console games.
  344. @item Duck DK4 IMA ADPCM @tab @tab X
  345. @tab Used in some Sega Saturn console games.
  346. @item DV audio @tab @tab X
  347. @item Electronic Arts ADPCM @tab @tab X
  348. @tab Used in various EA titles.
  349. @item Enhanced AC-3 @tab @tab X
  350. @item FLAC lossless audio @tab IX @tab X
  351. @item G.726 ADPCM @tab X @tab X
  352. @item GSM @tab E @tab E
  353. @tab supported through external library libgsm
  354. @item GSM_MS @tab E @tab E
  355. @tab supported through external library libgsm
  356. @item id RoQ DPCM @tab X @tab X
  357. @tab Used in Quake III, Jedi Knight 2, other computer games.
  358. @item Intel Music Coder @tab @tab X
  359. @item Interplay MVE DPCM @tab @tab X
  360. @tab Used in various Interplay computer games.
  361. @item MAXIS EA ADPCM @tab @tab X
  362. @tab Used in Sim City 3000.
  363. @item Microsoft ADPCM @tab X @tab X
  364. @item MLP/TrueHD @tab @tab X
  365. @tab Used in DVD-Audio and Blu-Ray discs.
  366. @item Monkey's Audio @tab @tab X
  367. @tab Only versions 3.97-3.99 are supported.
  368. @item MPEG audio layer 3 @tab E @tab IX
  369. @tab encoding supported through external library LAME
  370. @item MPEG audio layer 2 @tab IX @tab IX
  371. @item MS IMA ADPCM @tab X @tab X
  372. @item Musepack @tab @tab X
  373. @tab SV7 and SV8 are supported.
  374. @item Nellymoser ASAO @tab X @tab X
  375. @item QCELP / PureVoice @tab @tab X
  376. @item Qdesign QDM2 @tab @tab X
  377. @tab There are still some distortions.
  378. @item QT IMA ADPCM @tab X @tab X
  379. @item RA144 @tab @tab X
  380. @tab Real 14400 bit/s codec
  381. @item RA288 @tab @tab X
  382. @tab Real 28800 bit/s codec
  383. @item RADnet @tab IX @tab IX
  384. @tab Real low bitrate AC-3 codec
  385. @item Real COOK @tab @tab X
  386. @tab All versions except 5.1 are supported.
  387. @item Shorten @tab @tab X
  388. @item Sierra Online DPCM @tab @tab X
  389. @tab Used in Sierra Online game audio files.
  390. @item Smacker audio @tab @tab X
  391. @item SMJPEG IMA ADPCM @tab @tab X
  392. @tab Used in certain Loki game ports.
  393. @item Sonic @tab X @tab X
  394. @tab experimental codec
  395. @item Sonic lossless @tab X @tab X
  396. @tab experimental codec
  397. @item Speex @tab @tab E
  398. @tab supported through external library libspeex
  399. @item THP ADPCM @tab @tab X
  400. @tab Used on the Nintendo GameCube.
  401. @item True Audio (TTA) @tab @tab X
  402. @item Vorbis @tab X @tab X
  403. @item WavPack @tab @tab X
  404. @item Westwood Studios IMA ADPCM @tab @tab X
  405. @tab Used in Westwood Studios games like Command and Conquer.
  406. @item WMA v1/v2 @tab X @tab X
  407. @item Xan DPCM @tab @tab X
  408. @tab Used in Origin's Wing Commander IV AVI files.
  409. @end multitable
  410. @code{X} means that encoding (resp. decoding) is supported.
  411. @code{E} means that support is provided through an external library.
  412. @code{I} means that an integer-only version is available, too (ensures high
  413. performance on systems without hardware floating point support).
  414. @section Subtitle Formats
  415. @multitable @columnfractions .4 .1 .1 .1 .1 .1
  416. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
  417. @item ASS/SSA @tab X @tab X
  418. @item DVB @tab X @tab X @tab X @tab X @tab X
  419. @item DVD @tab X @tab X @tab X @tab X @tab X
  420. @end multitable
  421. @code{X} means that the feature is supported.
  422. @chapter Platform Specific information
  423. @section BSD
  424. BSD make will not build FFmpeg, you need to install and use GNU Make
  425. (@file{gmake}).
  426. @section Windows
  427. To get help and instructions for building FFmpeg under Windows, check out
  428. the FFmpeg Windows Help Forum at
  429. @url{http://ffmpeg.arrozcru.org/}.
  430. @subsection Native Windows compilation
  431. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  432. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  433. You can find detailed installation
  434. instructions in the download section and the FAQ.
  435. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  436. installer provides. It also requires coreutils to be installed and many other
  437. packages updated to the latest version. The minimum version for some packages
  438. are listed below:
  439. @itemize
  440. @item bash 3.1
  441. @item msys-make 3.81-2 (note: not mingw32-make)
  442. @item w32api 3.13
  443. @item mingw-runtime 3.15
  444. @end itemize
  445. You will also need to pass @code{-fno-common} to the compiler to work around
  446. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  447. Within the MSYS shell, configure and make with:
  448. @example
  449. ./configure --enable-memalign-hack --extra-cflags=-fno-common
  450. make
  451. make install
  452. @end example
  453. This will install @file{ffmpeg.exe} along with many other development files
  454. to @file{/usr/local}. You may specify another install path using the
  455. @code{--prefix} option in @file{configure}.
  456. Notes:
  457. @itemize
  458. @item In order to compile vhooks, you must have a POSIX-compliant libdl in
  459. your MinGW system. Get dlfcn-win32 from
  460. @url{http://code.google.com/p/dlfcn-win32}.
  461. @item In order to compile FFplay, you must have the MinGW development library
  462. of SDL. Get it from @url{http://www.libsdl.org}.
  463. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  464. where SDL was installed. Verify that @file{sdl-config} can be launched from
  465. the MSYS command line.
  466. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  467. you can build libavutil, libavcodec and libavformat as DLLs.
  468. @end itemize
  469. @subsection Microsoft Visual C++ compatibility
  470. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  471. want to use the libav* libraries in your own applications, you can still
  472. compile those applications using MSVC++. But the libav* libraries you link
  473. to @emph{must} be built with MinGW. However, you will not be able to debug
  474. inside the libav* libraries, since MSVC++ does not recognize the debug
  475. symbols generated by GCC.
  476. We strongly recommend you to move over from MSVC++ to MinGW tools.
  477. This description of how to use the FFmpeg libraries with MSVC++ is based on
  478. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  479. you might have to modify the procedures slightly.
  480. @subsubsection Using static libraries
  481. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  482. @enumerate
  483. @item Create a new console application ("File / New / Project") and then
  484. select "Win32 Console Application". On the appropriate page of the
  485. Application Wizard, uncheck the "Precompiled headers" option.
  486. @item Write the source code for your application, or, for testing, just
  487. copy the code from an existing sample application into the source file
  488. that MSVC++ has already created for you. For example, you can copy
  489. @file{output_example.c} from the FFmpeg distribution.
  490. @item Open the "Project / Properties" dialog box. In the "Configuration"
  491. combo box, select "All Configurations" so that the changes you make will
  492. affect both debug and release builds. In the tree view on the left hand
  493. side, select "C/C++ / General", then edit the "Additional Include
  494. Directories" setting to contain the path where the FFmpeg includes were
  495. installed (i.e. @file{c:\msys\1.0\local\include}).
  496. Do not add MinGW's include directory here, or the include files will
  497. conflict with MSVC's.
  498. @item Still in the "Project / Properties" dialog box, select
  499. "Linker / General" from the tree view and edit the
  500. "Additional Library Directories" setting to contain the @file{lib}
  501. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  502. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  503. and the directory where MinGW's GCC libs are installed
  504. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  505. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  506. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  507. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  508. to the end of "Additional Dependencies".
  509. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  510. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  511. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  512. the "Configuration" combo box and make sure that "Runtime Library" is
  513. set to "Multi-threaded DLL".
  514. @item Click "OK" to close the "Project / Properties" dialog box.
  515. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  516. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  517. and install it in MSVC++'s include directory
  518. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  519. @item MSVC++ also does not understand the @code{inline} keyword used by
  520. FFmpeg, so you must add this line before @code{#include}ing libav*:
  521. @example
  522. #define inline _inline
  523. @end example
  524. @item Build your application, everything should work.
  525. @end enumerate
  526. @subsubsection Using shared libraries
  527. This is how to create DLL and LIB files that are compatible with MSVC++:
  528. @enumerate
  529. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  530. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  531. The standard location for @file{vcvars32.bat} is
  532. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  533. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  534. If this corresponds to your setup, add the following line as the first line
  535. of @file{msys.bat}:
  536. @example
  537. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  538. @end example
  539. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  540. and run @file{c:\msys\1.0\msys.bat} from there.
  541. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  542. from @file{Microsoft (R) Library Manager}, this means your environment
  543. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  544. is on the path and will be used by FFmpeg to create
  545. MSVC++-compatible import libraries.
  546. @item Build FFmpeg with
  547. @example
  548. ./configure --enable-shared --enable-memalign-hack
  549. make
  550. make install
  551. @end example
  552. Your install path (@file{/usr/local/} by default) should now have the
  553. necessary DLL and LIB files under the @file{bin} directory.
  554. @end enumerate
  555. To use those files with MSVC++, do the same as you would do with
  556. the static libraries, as described above. But in Step 4,
  557. you should only need to add the directory where the LIB files are installed
  558. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  559. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  560. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  561. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  562. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  563. statically linked into the DLLs. The @file{bin} directory contains a bunch
  564. of DLL files, but the ones that are actually used to run your application
  565. are the ones with a major version number in their filenames
  566. (i.e. @file{avcodec-51.dll}).
  567. @subsection Cross compilation for Windows with Linux
  568. You must use the MinGW cross compilation tools available at
  569. @url{http://www.mingw.org/}.
  570. Then configure FFmpeg with the following options:
  571. @example
  572. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  573. @end example
  574. (you can change the cross-prefix according to the prefix chosen for the
  575. MinGW tools).
  576. Then you can easily test FFmpeg with Wine
  577. (@url{http://www.winehq.com/}).
  578. @subsection Compilation under Cygwin
  579. The main issue with Cygwin is that newlib, its C library, does not
  580. contain llrint(). However, it is possible to leverage the
  581. implementation in MinGW.
  582. Just install your Cygwin with all the "Base" packages, plus the
  583. following "Devel" ones:
  584. @example
  585. binutils, gcc-core, make, subversion, mingw-runtime
  586. @end example
  587. Do not install binutils-20060709-1 (they are buggy on shared builds);
  588. use binutils-20050610-1 instead.
  589. Then create a small library that just contains llrint():
  590. @example
  591. ar x /usr/lib/mingw/libmingwex.a llrint.o
  592. ar cq /usr/local/lib/libllrint.a llrint.o
  593. @end example
  594. Then run
  595. @example
  596. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  597. @end example
  598. to make a static build or
  599. @example
  600. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  601. @end example
  602. to build shared libraries.
  603. If you want to build FFmpeg with additional libraries, download Cygwin
  604. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
  605. and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
  606. (@url{http://cygwinports.dotsrc.org/}).
  607. @subsection Crosscompilation for Windows under Cygwin
  608. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  609. Just install your Cygwin as explained before, plus these additional
  610. "Devel" packages:
  611. @example
  612. gcc-mingw-core, mingw-runtime, mingw-zlib
  613. @end example
  614. and add some special flags to your configure invocation.
  615. For a static build run
  616. @example
  617. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  618. @end example
  619. and for a build with shared libraries
  620. @example
  621. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  622. @end example
  623. @section BeOS
  624. BeOS support is broken in mysterious ways.
  625. @section OS/2
  626. For information about compiling FFmpeg on OS/2 see
  627. @url{http://www.edm2.com/index.php/FFmpeg}.
  628. @chapter Developers Guide
  629. @section API
  630. @itemize @bullet
  631. @item libavcodec is the library containing the codecs (both encoding and
  632. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  633. @item libavformat is the library containing the file format handling (mux and
  634. demux code for several formats). Look at @file{ffplay.c} to use it in a
  635. player. See @file{output_example.c} to use it to generate audio or video
  636. streams.
  637. @end itemize
  638. @section Integrating libavcodec or libavformat in your program
  639. You can integrate all the source code of the libraries to link them
  640. statically to avoid any version problem. All you need is to provide a
  641. 'config.mak' and a 'config.h' in the parent directory. See the defines
  642. generated by ./configure to understand what is needed.
  643. You can use libavcodec or libavformat in your commercial program, but
  644. @emph{any patch you make must be published}. The best way to proceed is
  645. to send your patches to the FFmpeg mailing list.
  646. @node Coding Rules
  647. @section Coding Rules
  648. FFmpeg is programmed in the ISO C90 language with a few additional
  649. features from ISO C99, namely:
  650. @itemize @bullet
  651. @item
  652. the @samp{inline} keyword;
  653. @item
  654. @samp{//} comments;
  655. @item
  656. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  657. @item
  658. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  659. @end itemize
  660. These features are supported by all compilers we care about, so we will not
  661. accept patches to remove their use unless they absolutely do not impair
  662. clarity and performance.
  663. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  664. compiles with several other compilers, such as the Compaq ccc compiler
  665. or Sun Studio 9, and we would like to keep it that way unless it would
  666. be exceedingly involved. To ensure compatibility, please do not use any
  667. additional C99 features or GCC extensions. Especially watch out for:
  668. @itemize @bullet
  669. @item
  670. mixing statements and declarations;
  671. @item
  672. @samp{long long} (use @samp{int64_t} instead);
  673. @item
  674. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  675. @item
  676. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  677. @end itemize
  678. Indent size is 4.
  679. The presentation is the one specified by 'indent -i4 -kr -nut'.
  680. The TAB character is forbidden outside of Makefiles as is any
  681. form of trailing whitespace. Commits containing either will be
  682. rejected by the Subversion repository.
  683. The main priority in FFmpeg is simplicity and small code size in order to
  684. minimize the bug count.
  685. Comments: Use the JavaDoc/Doxygen
  686. format (see examples below) so that code documentation
  687. can be generated automatically. All nontrivial functions should have a comment
  688. above them explaining what the function does, even if it is just one sentence.
  689. All structures and their member variables should be documented, too.
  690. @example
  691. /**
  692. * @@file mpeg.c
  693. * MPEG codec.
  694. * @@author ...
  695. */
  696. /**
  697. * Summary sentence.
  698. * more text ...
  699. * ...
  700. */
  701. typedef struct Foobar@{
  702. int var1; /**< var1 description */
  703. int var2; ///< var2 description
  704. /** var3 description */
  705. int var3;
  706. @} Foobar;
  707. /**
  708. * Summary sentence.
  709. * more text ...
  710. * ...
  711. * @@param my_parameter description of my_parameter
  712. * @@return return value description
  713. */
  714. int myfunc(int my_parameter)
  715. ...
  716. @end example
  717. fprintf and printf are forbidden in libavformat and libavcodec,
  718. please use av_log() instead.
  719. Casts should be used only when necessary. Unneeded parentheses
  720. should also be avoided if they don't make the code easier to understand.
  721. @section Development Policy
  722. @enumerate
  723. @item
  724. Contributions should be licensed under the LGPL 2.1, including an
  725. "or any later version" clause, or the MIT license. GPL 2 including
  726. an "or any later version" clause is also acceptable, but LGPL is
  727. preferred.
  728. @item
  729. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  730. enabled code which breaks compilation or compiles but does not work or
  731. breaks the regression tests)
  732. You can commit unfinished stuff (for testing etc), but it must be disabled
  733. (#ifdef etc) by default so it does not interfere with other developers'
  734. work.
  735. @item
  736. You do not have to over-test things. If it works for you, and you think it
  737. should work for others, then commit. If your code has problems
  738. (portability, triggers compiler bugs, unusual environment etc) they will be
  739. reported and eventually fixed.
  740. @item
  741. Do not commit unrelated changes together, split them into self-contained
  742. pieces. Also do not forget that if part B depends on part A, but A does not
  743. depend on B, then A can and should be committed first and separate from B.
  744. Keeping changes well split into self-contained parts makes reviewing and
  745. understanding them on the commit log mailing list easier. This also helps
  746. in case of debugging later on.
  747. Also if you have doubts about splitting or not splitting, do not hesitate to
  748. ask/discuss it on the developer mailing list.
  749. @item
  750. Do not change behavior of the program (renaming options etc) without
  751. first discussing it on the ffmpeg-devel mailing list. Do not remove
  752. functionality from the code. Just improve!
  753. Note: Redundant code can be removed.
  754. @item
  755. Do not commit changes to the build system (Makefiles, configure script)
  756. which change behavior, defaults etc, without asking first. The same
  757. applies to compiler warning fixes, trivial looking fixes and to code
  758. maintained by other developers. We usually have a reason for doing things
  759. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  760. list, and if the code maintainers say OK, you may commit. This does not
  761. apply to files you wrote and/or maintain.
  762. @item
  763. We refuse source indentation and other cosmetic changes if they are mixed
  764. with functional changes, such commits will be rejected and removed. Every
  765. developer has his own indentation style, you should not change it. Of course
  766. if you (re)write something, you can use your own style, even though we would
  767. prefer if the indentation throughout FFmpeg was consistent (Many projects
  768. force a given indentation style - we do not.). If you really need to make
  769. indentation changes (try to avoid this), separate them strictly from real
  770. changes.
  771. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  772. then either do NOT change the indentation of the inner part within (do not
  773. move it to the right)! or do so in a separate commit
  774. @item
  775. Always fill out the commit log message. Describe in a few lines what you
  776. changed and why. You can refer to mailing list postings if you fix a
  777. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  778. @item
  779. If you apply a patch by someone else, include the name and email address in
  780. the log message. Since the ffmpeg-cvslog mailing list is publicly
  781. archived you should add some SPAM protection to the email address. Send an
  782. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  783. you applied the patch.
  784. @item
  785. When applying patches that have been discussed (at length) on the mailing
  786. list, reference the thread in the log message.
  787. @item
  788. Do NOT commit to code actively maintained by others without permission.
  789. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  790. timeframe (12h for build failures and security fixes, 3 days small changes,
  791. 1 week for big patches) then commit your patch if you think it is OK.
  792. Also note, the maintainer can simply ask for more time to review!
  793. @item
  794. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  795. are sent there and reviewed by all the other developers. Bugs and possible
  796. improvements or general questions regarding commits are discussed there. We
  797. expect you to react if problems with your code are uncovered.
  798. @item
  799. Update the documentation if you change behavior or add features. If you are
  800. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  801. maintainer(s) will review and commit your stuff.
  802. @item
  803. Try to keep important discussions and requests (also) on the public
  804. developer mailing list, so that all developers can benefit from them.
  805. @item
  806. Never write to unallocated memory, never write over the end of arrays,
  807. always check values read from some untrusted source before using them
  808. as array index or other risky things.
  809. @item
  810. Remember to check if you need to bump versions for the specific libav
  811. parts (libavutil, libavcodec, libavformat) you are changing. You need
  812. to change the version integer.
  813. Incrementing the first component means no backward compatibility to
  814. previous versions (e.g. removal of a function from the public API).
  815. Incrementing the second component means backward compatible change
  816. (e.g. addition of a function to the public API or extension of an
  817. existing data structure).
  818. Incrementing the third component means a noteworthy binary compatible
  819. change (e.g. encoder bug fix that matters for the decoder).
  820. @item
  821. Compiler warnings indicate potential bugs or code with bad style. If a type of
  822. warning always points to correct and clean code, that warning should
  823. be disabled, not the code changed.
  824. Thus the remaining warnings can either be bugs or correct code.
  825. If it is a bug, the bug has to be fixed. If it is not, the code should
  826. be changed to not generate a warning unless that causes a slowdown
  827. or obfuscates the code.
  828. @item
  829. If you add a new file, give it a proper license header. Do not copy and
  830. paste it from a random place, use an existing file as template.
  831. @end enumerate
  832. We think our rules are not too hard. If you have comments, contact us.
  833. Note, these rules are mostly borrowed from the MPlayer project.
  834. @section Submitting patches
  835. First, (@pxref{Coding Rules}) above if you did not yet.
  836. When you submit your patch, try to send a unified diff (diff '-up'
  837. option). We cannot read other diffs :-)
  838. Also please do not submit a patch which contains several unrelated changes.
  839. Split it into separate, self-contained pieces. This does not mean splitting
  840. file by file. Instead, make the patch as small as possible while still
  841. keeping it as a logical unit that contains an individual change, even
  842. if it spans multiple files. This makes reviewing your patches much easier
  843. for us and greatly increases your chances of getting your patch applied.
  844. Run the regression tests before submitting a patch so that you can
  845. verify that there are no big problems.
  846. Patches should be posted as base64 encoded attachments (or any other
  847. encoding which ensures that the patch will not be trashed during
  848. transmission) to the ffmpeg-devel mailing list, see
  849. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  850. It also helps quite a bit if you tell us what the patch does (for example
  851. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  852. and has no lrint()')
  853. Also please if you send several patches, send each patch as a separate mail,
  854. do not attach several unrelated patches to the same mail.
  855. @section New codecs or formats checklist
  856. @enumerate
  857. @item
  858. Did you use av_cold for codec initialization and close functions?
  859. @item
  860. Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
  861. AVInputFormat/AVOutputFormat struct?
  862. @item
  863. Did you bump the minor version number in @file{avcodec.h} or
  864. @file{avformat.h}?
  865. @item
  866. Did you register it in @file{allcodecs.c} or @file{allformats.c}?
  867. @item
  868. Did you add the CodecID to @file{avcodec.h}?
  869. @item
  870. If it has a fourcc, did you add it to @file{libavformat/riff.c},
  871. even if it is only a decoder?
  872. @item
  873. Did you add a rule to compile the appropriate files in the Makefile?
  874. Remember to do this even if you're just adding a format to a file that is
  875. already being compiled by some other rule, like a raw demuxer.
  876. @item
  877. Did you add an entry to the table of supported formats or codecs in the
  878. documentation?
  879. @item
  880. Did you add an entry in the Changelog?
  881. @item
  882. If it depends on a parser or a library, did you add that dependency in
  883. configure?
  884. @item
  885. Did you "svn add" the appropriate files before commiting?
  886. @end enumerate
  887. @section patch submission checklist
  888. @enumerate
  889. @item
  890. Do the regression tests pass with the patch applied?
  891. @item
  892. Does @code{make checkheaders} pass with the patch applied?
  893. @item
  894. Is the patch a unified diff?
  895. @item
  896. Is the patch against latest FFmpeg SVN?
  897. @item
  898. Are you subscribed to ffmpeg-dev?
  899. (the list is subscribers only due to spam)
  900. @item
  901. Have you checked that the changes are minimal, so that the same cannot be
  902. achieved with a smaller patch and/or simpler final code?
  903. @item
  904. If the change is to speed critical code, did you benchmark it?
  905. @item
  906. If you did any benchmarks, did you provide them in the mail?
  907. @item
  908. Have you checked that the patch does not introduce buffer overflows or
  909. other security issues?
  910. @item
  911. Did you test your decoder or demuxer against damaged data? If no, see
  912. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  913. should not crash or end in a (near) infinite loop when fed damaged data.
  914. @item
  915. Is the patch created from the root of the source tree, so it can be
  916. applied with @code{patch -p0}?
  917. @item
  918. Does the patch not mix functional and cosmetic changes?
  919. @item
  920. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  921. @item
  922. Is the patch attached to the email you send?
  923. @item
  924. Is the mime type of the patch correct? It should be text/x-diff or
  925. text/x-patch or at least text/plain and not application/octet-stream.
  926. @item
  927. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  928. @item
  929. If the patch fixes a bug, did you provide enough information, including
  930. a sample, so the bug can be reproduced and the fix can be verified?
  931. Note please do not attach samples >100k to mails but rather provide a
  932. URL, you can upload to ftp://upload.mplayerhq.hu
  933. @item
  934. Did you provide a verbose summary about what the patch does change?
  935. @item
  936. Did you provide a verbose explanation why it changes things like it does?
  937. @item
  938. Did you provide a verbose summary of the user visible advantages and
  939. disadvantages if the patch is applied?
  940. @item
  941. Did you provide an example so we can verify the new feature added by the
  942. patch easily?
  943. @item
  944. If you added a new file, did you insert a license header? It should be
  945. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  946. @item
  947. You should maintain alphabetical order in alphabetically ordered lists as
  948. long as doing so does not break API/ABI compatibility.
  949. @item
  950. Lines with similar content should be aligned vertically when doing so
  951. improves readability.
  952. @item
  953. Did you provide a suggestion for a clear commit log message?
  954. @end enumerate
  955. @section Patch review process
  956. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  957. clear note that the patch is not for SVN.
  958. Reviews and comments will be posted as replies to the patch on the
  959. mailing list. The patch submitter then has to take care of every comment,
  960. that can be by resubmitting a changed patch or by discussion. Resubmitted
  961. patches will themselves be reviewed like any other patch. If at some point
  962. a patch passes review with no comments then it is approved, that can for
  963. simple and small patches happen immediately while large patches will generally
  964. have to be changed and reviewed many times before they are approved.
  965. After a patch is approved it will be committed to the repository.
  966. We will review all submitted patches, but sometimes we are quite busy so
  967. especially for large patches this can take several weeks.
  968. When resubmitting patches, please do not make any significant changes
  969. not related to the comments received during review. Such patches will
  970. be rejected. Instead, submit significant changes or new features as
  971. separate patches.
  972. @section Regression tests
  973. Before submitting a patch (or committing to the repository), you should at least
  974. test that you did not break anything.
  975. The regression tests build a synthetic video stream and a synthetic
  976. audio stream. These are then encoded and decoded with all codecs or
  977. formats. The CRC (or MD5) of each generated file is recorded in a
  978. result file. A 'diff' is launched to compare the reference results and
  979. the result file.
  980. The regression tests then go on to test the FFserver code with a
  981. limited set of streams. It is important that this step runs correctly
  982. as well.
  983. Run 'make test' to test all the codecs and formats.
  984. Run 'make fulltest' to test all the codecs, formats and FFserver.
  985. [Of course, some patches may change the results of the regression tests. In
  986. this case, the reference results of the regression tests shall be modified
  987. accordingly].
  988. @bye