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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 X
  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, and update to the latest MSYS make (note: not
  340. mingw32-make). You can find detailed installation
  341. instructions in the download section and the FAQ.
  342. Within the MSYS shell, configure and make with:
  343. @example
  344. ./configure --enable-memalign-hack
  345. make
  346. make install
  347. @end example
  348. This will install @file{ffmpeg.exe} along with many other development files
  349. to @file{/usr/local}. You may specify another install path using the
  350. @code{--prefix} option in @file{configure}.
  351. Notes:
  352. @itemize
  353. @item Use at least bash 3.1. Older versions are known to fail on the
  354. configure script.
  355. @item In order to compile vhooks, you must have a POSIX-compliant libdl in
  356. your MinGW system. Get dlfcn-win32 from
  357. @url{http://code.google.com/p/dlfcn-win32}.
  358. @item In order to compile FFplay, you must have the MinGW development library
  359. of SDL. Get it from @url{http://www.libsdl.org}.
  360. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  361. where SDL was installed. Verify that @file{sdl-config} can be launched from
  362. the MSYS command line.
  363. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  364. you can build libavutil, libavcodec and libavformat as DLLs.
  365. @end itemize
  366. @subsection Microsoft Visual C++ compatibility
  367. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  368. want to use the libav* libraries in your own applications, you can still
  369. compile those applications using MSVC++. But the libav* libraries you link
  370. to @emph{must} be built with MinGW. However, you will not be able to debug
  371. inside the libav* libraries, since MSVC++ does not recognize the debug
  372. symbols generated by GCC.
  373. We strongly recommend you to move over from MSVC++ to MinGW tools.
  374. This description of how to use the FFmpeg libraries with MSVC++ is based on
  375. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  376. you might have to modify the procedures slightly.
  377. @subsubsection Using static libraries
  378. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  379. @enumerate
  380. @item Create a new console application ("File / New / Project") and then
  381. select "Win32 Console Application". On the appropriate page of the
  382. Application Wizard, uncheck the "Precompiled headers" option.
  383. @item Write the source code for your application, or, for testing, just
  384. copy the code from an existing sample application into the source file
  385. that MSVC++ has already created for you. For example, you can copy
  386. @file{output_example.c} from the FFmpeg distribution.
  387. @item Open the "Project / Properties" dialog box. In the "Configuration"
  388. combo box, select "All Configurations" so that the changes you make will
  389. affect both debug and release builds. In the tree view on the left hand
  390. side, select "C/C++ / General", then edit the "Additional Include
  391. Directories" setting to contain the path where the FFmpeg includes were
  392. installed (i.e. @file{c:\msys\1.0\local\include}).
  393. @item Still in the "Project / Properties" dialog box, select
  394. "Linker / General" from the tree view and edit the
  395. "Additional Library Directories" setting to contain the @file{lib}
  396. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  397. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  398. and the directory where MinGW's GCC libs are installed
  399. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  400. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  401. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  402. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  403. to the end of "Additional Dependencies".
  404. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  405. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  406. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  407. the "Configuration" combo box and make sure that "Runtime Library" is
  408. set to "Multi-threaded DLL".
  409. @item Click "OK" to close the "Project / Properties" dialog box.
  410. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  411. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  412. and install it in MSVC++'s include directory
  413. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  414. @item MSVC++ also does not understand the @code{inline} keyword used by
  415. FFmpeg, so you must add this line before @code{#include}ing libav*:
  416. @example
  417. #define inline _inline
  418. @end example
  419. @item If you used @file{output_example.c} as your sample application,
  420. you will have to edit the @code{#include}s to point to the files which
  421. are under the @file{ffmpeg} directory (i.e. @code{<ffmpeg/avformat.h>}).
  422. @item Build your application, everything should work.
  423. @end enumerate
  424. @subsubsection Using shared libraries
  425. This is how to create DLL and LIB files that are compatible with MSVC++:
  426. @enumerate
  427. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  428. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  429. The standard location for @file{vcvars32.bat} is
  430. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  431. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  432. If this corresponds to your setup, add the following line as the first line
  433. of @file{msys.bat}:
  434. @example
  435. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  436. @end example
  437. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  438. and run @file{c:\msys\1.0\msys.bat} from there.
  439. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  440. from @file{Microsoft (R) Library Manager}, this means your environment
  441. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  442. is on the path and will be used by FFmpeg to create
  443. MSVC++-compatible import libraries.
  444. @item Build FFmpeg with
  445. @example
  446. ./configure --enable-shared --enable-memalign-hack
  447. make
  448. make install
  449. @end example
  450. Your install path (@file{/usr/local/} by default) should now have the
  451. necessary DLL and LIB files under the @file{bin} directory.
  452. @end enumerate
  453. To use those files with MSVC++, do the same as you would do with
  454. the static libraries, as described above. But in Step 4,
  455. you should only need to add the directory where the LIB files are installed
  456. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  457. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  458. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  459. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  460. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  461. statically linked into the DLLs. The @file{bin} directory contains a bunch
  462. of DLL files, but the ones that are actually used to run your application
  463. are the ones with a major version number in their filenames
  464. (i.e. @file{avcodec-51.dll}).
  465. @subsection Cross compilation for Windows with Linux
  466. You must use the MinGW cross compilation tools available at
  467. @url{http://www.mingw.org/}.
  468. Then configure FFmpeg with the following options:
  469. @example
  470. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  471. @end example
  472. (you can change the cross-prefix according to the prefix chosen for the
  473. MinGW tools).
  474. Then you can easily test FFmpeg with Wine
  475. (@url{http://www.winehq.com/}).
  476. @subsection Compilation under Cygwin
  477. The main issue with Cygwin is that newlib, its C library, does not
  478. contain llrint(). However, it is possible to leverage the
  479. implementation in MinGW.
  480. Just install your Cygwin with all the "Base" packages, plus the
  481. following "Devel" ones:
  482. @example
  483. binutils, gcc-core, make, subversion, mingw-runtime
  484. @end example
  485. Do not install binutils-20060709-1 (they are buggy on shared builds);
  486. use binutils-20050610-1 instead.
  487. Then create a small library that just contains llrint():
  488. @example
  489. ar x /usr/lib/mingw/libmingwex.a llrint.o
  490. ar cq /usr/local/lib/libllrint.a llrint.o
  491. @end example
  492. Then run
  493. @example
  494. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  495. @end example
  496. to make a static build or
  497. @example
  498. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  499. @end example
  500. to build shared libraries.
  501. If you want to build FFmpeg with additional libraries, download Cygwin
  502. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
  503. and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
  504. (@url{http://cygwinports.dotsrc.org/}).
  505. @subsection Crosscompilation for Windows under Cygwin
  506. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  507. Just install your Cygwin as explained before, plus these additional
  508. "Devel" packages:
  509. @example
  510. gcc-mingw-core, mingw-runtime, mingw-zlib
  511. @end example
  512. and add some special flags to your configure invocation.
  513. For a static build run
  514. @example
  515. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  516. @end example
  517. and for a build with shared libraries
  518. @example
  519. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  520. @end example
  521. @section BeOS
  522. BeOS support is broken in mysterious ways.
  523. @section OS/2
  524. For information about compiling FFmpeg on OS/2 see
  525. @url{http://www.edm2.com/index.php/FFmpeg}.
  526. @chapter Developers Guide
  527. @section API
  528. @itemize @bullet
  529. @item libavcodec is the library containing the codecs (both encoding and
  530. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  531. @item libavformat is the library containing the file format handling (mux and
  532. demux code for several formats). Look at @file{ffplay.c} to use it in a
  533. player. See @file{output_example.c} to use it to generate audio or video
  534. streams.
  535. @end itemize
  536. @section Integrating libavcodec or libavformat in your program
  537. You can integrate all the source code of the libraries to link them
  538. statically to avoid any version problem. All you need is to provide a
  539. 'config.mak' and a 'config.h' in the parent directory. See the defines
  540. generated by ./configure to understand what is needed.
  541. You can use libavcodec or libavformat in your commercial program, but
  542. @emph{any patch you make must be published}. The best way to proceed is
  543. to send your patches to the FFmpeg mailing list.
  544. @node Coding Rules
  545. @section Coding Rules
  546. FFmpeg is programmed in the ISO C90 language with a few additional
  547. features from ISO C99, namely:
  548. @itemize @bullet
  549. @item
  550. the @samp{inline} keyword;
  551. @item
  552. @samp{//} comments;
  553. @item
  554. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  555. @item
  556. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  557. @end itemize
  558. These features are supported by all compilers we care about, so we will not
  559. accept patches to remove their use unless they absolutely do not impair
  560. clarity and performance.
  561. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  562. compiles with several other compilers, such as the Compaq ccc compiler
  563. or Sun Studio 9, and we would like to keep it that way unless it would
  564. be exceedingly involved. To ensure compatibility, please do not use any
  565. additional C99 features or GCC extensions. Especially watch out for:
  566. @itemize @bullet
  567. @item
  568. mixing statements and declarations;
  569. @item
  570. @samp{long long} (use @samp{int64_t} instead);
  571. @item
  572. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  573. @item
  574. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  575. @end itemize
  576. Indent size is 4.
  577. The presentation is the one specified by 'indent -i4 -kr -nut'.
  578. The TAB character is forbidden outside of Makefiles as is any
  579. form of trailing whitespace. Commits containing either will be
  580. rejected by the Subversion repository.
  581. The main priority in FFmpeg is simplicity and small code size in order to
  582. minimize the bug count.
  583. Comments: Use the JavaDoc/Doxygen
  584. format (see examples below) so that code documentation
  585. can be generated automatically. All nontrivial functions should have a comment
  586. above them explaining what the function does, even if it is just one sentence.
  587. All structures and their member variables should be documented, too.
  588. @example
  589. /**
  590. * @@file mpeg.c
  591. * MPEG codec.
  592. * @@author ...
  593. */
  594. /**
  595. * Summary sentence.
  596. * more text ...
  597. * ...
  598. */
  599. typedef struct Foobar@{
  600. int var1; /**< var1 description */
  601. int var2; ///< var2 description
  602. /** var3 description */
  603. int var3;
  604. @} Foobar;
  605. /**
  606. * Summary sentence.
  607. * more text ...
  608. * ...
  609. * @@param my_parameter description of my_parameter
  610. * @@return return value description
  611. */
  612. int myfunc(int my_parameter)
  613. ...
  614. @end example
  615. fprintf and printf are forbidden in libavformat and libavcodec,
  616. please use av_log() instead.
  617. Casts should be used only when necessary. Unneeded parentheses
  618. should also be avoided if they don't make the code easier to understand.
  619. @section Development Policy
  620. @enumerate
  621. @item
  622. Contributions should be licensed under the LGPL 2.1, including an
  623. "or any later version" clause, or the MIT license. GPL 2 including
  624. an "or any later version" clause is also acceptable, but LGPL is
  625. preferred.
  626. @item
  627. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  628. enabled code which breaks compilation or compiles but does not work or
  629. breaks the regression tests)
  630. You can commit unfinished stuff (for testing etc), but it must be disabled
  631. (#ifdef etc) by default so it does not interfere with other developers'
  632. work.
  633. @item
  634. You do not have to over-test things. If it works for you, and you think it
  635. should work for others, then commit. If your code has problems
  636. (portability, triggers compiler bugs, unusual environment etc) they will be
  637. reported and eventually fixed.
  638. @item
  639. Do not commit unrelated changes together, split them into self-contained
  640. pieces. Also do not forget that if part B depends on part A, but A does not
  641. depend on B, then A can and should be committed first and separate from B.
  642. Keeping changes well split into self-contained parts makes reviewing and
  643. understanding them on the commit log mailing list easier. This also helps
  644. in case of debugging later on.
  645. Also if you have doubts about splitting or not splitting, do not hesitate to
  646. ask/discuss it on the developer mailing list.
  647. @item
  648. Do not change behavior of the program (renaming options etc) without
  649. first discussing it on the ffmpeg-devel mailing list. Do not remove
  650. functionality from the code. Just improve!
  651. Note: Redundant code can be removed.
  652. @item
  653. Do not commit changes to the build system (Makefiles, configure script)
  654. which change behavior, defaults etc, without asking first. The same
  655. applies to compiler warning fixes, trivial looking fixes and to code
  656. maintained by other developers. We usually have a reason for doing things
  657. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  658. list, and if the code maintainers say OK, you may commit. This does not
  659. apply to files you wrote and/or maintain.
  660. @item
  661. We refuse source indentation and other cosmetic changes if they are mixed
  662. with functional changes, such commits will be rejected and removed. Every
  663. developer has his own indentation style, you should not change it. Of course
  664. if you (re)write something, you can use your own style, even though we would
  665. prefer if the indentation throughout FFmpeg was consistent (Many projects
  666. force a given indentation style - we do not.). If you really need to make
  667. indentation changes (try to avoid this), separate them strictly from real
  668. changes.
  669. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  670. then either do NOT change the indentation of the inner part within (do not
  671. move it to the right)! or do so in a separate commit
  672. @item
  673. Always fill out the commit log message. Describe in a few lines what you
  674. changed and why. You can refer to mailing list postings if you fix a
  675. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  676. @item
  677. If you apply a patch by someone else, include the name and email address in
  678. the log message. Since the ffmpeg-cvslog mailing list is publicly
  679. archived you should add some SPAM protection to the email address. Send an
  680. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  681. you applied the patch.
  682. @item
  683. When applying patches that have been discussed (at length) on the mailing
  684. list, reference the thread in the log message.
  685. @item
  686. Do NOT commit to code actively maintained by others without permission.
  687. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  688. timeframe (12h for build failures and security fixes, 3 days small changes,
  689. 1 week for big patches) then commit your patch if you think it is OK.
  690. Also note, the maintainer can simply ask for more time to review!
  691. @item
  692. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  693. are sent there and reviewed by all the other developers. Bugs and possible
  694. improvements or general questions regarding commits are discussed there. We
  695. expect you to react if problems with your code are uncovered.
  696. @item
  697. Update the documentation if you change behavior or add features. If you are
  698. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  699. maintainer(s) will review and commit your stuff.
  700. @item
  701. Try to keep important discussions and requests (also) on the public
  702. developer mailing list, so that all developers can benefit from them.
  703. @item
  704. Never write to unallocated memory, never write over the end of arrays,
  705. always check values read from some untrusted source before using them
  706. as array index or other risky things.
  707. @item
  708. Remember to check if you need to bump versions for the specific libav
  709. parts (libavutil, libavcodec, libavformat) you are changing. You need
  710. to change the version integer and the version string.
  711. Incrementing the first component means no backward compatibility to
  712. previous versions (e.g. removal of a function from the public API).
  713. Incrementing the second component means backward compatible change
  714. (e.g. addition of a function to the public API).
  715. Incrementing the third component means a noteworthy binary compatible
  716. change (e.g. encoder bug fix that matters for the decoder).
  717. @item
  718. If you add a new codec, remember to update the changelog, add it to
  719. the supported codecs table in the documentation and bump the second
  720. component of the @file{libavcodec} version number appropriately. If
  721. it has a fourcc, add it to @file{libavformat/riff.c}, even if it
  722. is only a decoder.
  723. @item
  724. Compiler warnings indicate potential bugs or code with bad style. If a type of
  725. warning always points to correct and clean code, that warning should
  726. be disabled, not the code changed.
  727. Thus the remaining warnings can either be bugs or correct code.
  728. If it is a bug, the bug has to be fixed. If it is not, the code should
  729. be changed to not generate a warning unless that causes a slowdown
  730. or obfuscates the code.
  731. @item
  732. If you add a new file, give it a proper license header. Do not copy and
  733. paste it from a random place, use an existing file as template.
  734. @end enumerate
  735. We think our rules are not too hard. If you have comments, contact us.
  736. Note, these rules are mostly borrowed from the MPlayer project.
  737. @section Submitting patches
  738. First, (@pxref{Coding Rules}) above if you did not yet.
  739. When you submit your patch, try to send a unified diff (diff '-up'
  740. option). We cannot read other diffs :-)
  741. Also please do not submit a patch which contains several unrelated changes.
  742. Split it into separate, self-contained pieces. This does not mean splitting
  743. file by file. Instead, make the patch as small as possible while still
  744. keeping it as a logical unit that contains an individual change, even
  745. if it spans multiple files. This makes reviewing your patches much easier
  746. for us and greatly increases your chances of getting your patch applied.
  747. Run the regression tests before submitting a patch so that you can
  748. verify that there are no big problems.
  749. Patches should be posted as base64 encoded attachments (or any other
  750. encoding which ensures that the patch will not be trashed during
  751. transmission) to the ffmpeg-devel mailing list, see
  752. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  753. It also helps quite a bit if you tell us what the patch does (for example
  754. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  755. and has no lrint()')
  756. Also please if you send several patches, send each patch as a separate mail,
  757. do not attach several unrelated patches to the same mail.
  758. @section patch submission checklist
  759. @enumerate
  760. @item
  761. Do the regression tests pass with the patch applied?
  762. @item
  763. Is the patch a unified diff?
  764. @item
  765. Is the patch against latest FFmpeg SVN?
  766. @item
  767. Are you subscribed to ffmpeg-dev?
  768. (the list is subscribers only due to spam)
  769. @item
  770. Have you checked that the changes are minimal, so that the same cannot be
  771. achieved with a smaller patch and/or simpler final code?
  772. @item
  773. If the change is to speed critical code, did you benchmark it?
  774. @item
  775. If you did any benchmarks, did you provide them in the mail?
  776. @item
  777. Have you checked that the patch does not introduce buffer overflows or
  778. other security issues?
  779. @item
  780. If you add a new demuxer or decoder, have you checked that it does not
  781. crash with damaged input (see tools/trasher)?
  782. @item
  783. Is the patch created from the root of the source tree, so it can be
  784. applied with @code{patch -p0}?
  785. @item
  786. Does the patch not mix functional and cosmetic changes?
  787. @item
  788. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  789. @item
  790. Is the patch attached to the email you send?
  791. @item
  792. Is the mime type of the patch correct? It should be text/x-diff or
  793. text/x-patch or at least text/plain and not application/octet-stream.
  794. @item
  795. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  796. @item
  797. If the patch fixes a bug, did you provide enough information, including
  798. a sample, so the bug can be reproduced and the fix can be verified?
  799. Note please do not attach samples >100k to mails but rather provide a
  800. URL, you can upload to ftp://upload.mplayerhq.hu
  801. @item
  802. Did you provide a verbose summary about what the patch does change?
  803. @item
  804. Did you provide a verbose explanation why it changes things like it does?
  805. @item
  806. Did you provide a verbose summary of the user visible advantages and
  807. disadvantages if the patch is applied?
  808. @item
  809. Did you provide an example so we can verify the new feature added by the
  810. patch easily?
  811. @item
  812. If you added a new file, did you insert a license header? It should be
  813. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  814. @item
  815. You should maintain alphabetical order in alphabetically ordered lists as
  816. long as doing so does not break API/ABI compatibility.
  817. @item
  818. Lines with similar content should be aligned vertically when doing so
  819. improves readability.
  820. @item
  821. Did you provide a suggestion for a clear commit log message?
  822. @item
  823. Did you test your decoder or demuxer against damaged data? If no, see
  824. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  825. should not crash or end in a (near) infinite loop when fed damaged data.
  826. @end enumerate
  827. @section Patch review process
  828. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  829. clear note that the patch is not for SVN.
  830. Reviews and comments will be posted as replies to the patch on the
  831. mailing list. The patch submitter then has to take care of every comment,
  832. that can be by resubmitting a changed patch or by discussion. Resubmitted
  833. patches will themselves be reviewed like any other patch. If at some point
  834. a patch passes review with no comments then it is approved, that can for
  835. simple and small patches happen immediately while large patches will generally
  836. have to be changed and reviewed many times before they are approved.
  837. After a patch is approved it will be committed to the repository.
  838. We will review all submitted patches, but sometimes we are quite busy so
  839. especially for large patches this can take several weeks.
  840. When resubmitting patches, please do not make any significant changes
  841. not related to the comments received during review. Such patches will
  842. be rejected. Instead, submit significant changes or new features as
  843. separate patches.
  844. @section Regression tests
  845. Before submitting a patch (or committing to the repository), you should at least
  846. test that you did not break anything.
  847. The regression tests build a synthetic video stream and a synthetic
  848. audio stream. These are then encoded and decoded with all codecs or
  849. formats. The CRC (or MD5) of each generated file is recorded in a
  850. result file. A 'diff' is launched to compare the reference results and
  851. the result file.
  852. The regression tests then go on to test the FFserver code with a
  853. limited set of streams. It is important that this step runs correctly
  854. as well.
  855. Run 'make test' to test all the codecs and formats.
  856. Run 'make fulltest' to test all the codecs, formats and FFserver.
  857. [Of course, some patches may change the results of the regression tests. In
  858. this case, the reference results of the regression tests shall be modified
  859. accordingly].
  860. @bye