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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 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 @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 bits, 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 Supported Image Format @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 Supported Codec @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 X @tab X
  201. @tab Supported through the 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 FFmpeg Video 1 @tab X @tab X
  212. @tab experimental lossless codec (fourcc: FFV1)
  213. @item Flash Screen Video @tab X @tab X
  214. @tab fourcc: FSV1
  215. @item FLIC video @tab @tab X
  216. @item FLV @tab X @tab X
  217. @tab Sorenson H.263 used in Flash
  218. @item Fraps FPS1 @tab @tab X
  219. @item H.261 @tab X @tab X
  220. @item H.263(+) @tab X @tab X
  221. @tab also known as RealVideo 1.0
  222. @item H.264 @tab @tab X
  223. @item HuffYUV @tab X @tab X
  224. @item IBM Ultimotion @tab @tab X
  225. @tab fourcc: ULTI
  226. @item id Cinematic video @tab @tab X
  227. @tab Used in Quake II.
  228. @item id RoQ @tab X @tab X
  229. @tab Used in Quake III, Jedi Knight 2, other computer games.
  230. @item Intel Indeo 3 @tab @tab X
  231. @item Interplay Video @tab @tab X
  232. @tab Used in Interplay .MVE files.
  233. @item JPEG-LS @tab X @tab X
  234. @tab fourcc: MJLS, lossless and near-lossless is supported.
  235. @item KMVC @tab @tab X
  236. @tab Codec used in Worms games.
  237. @item LOCO @tab @tab X
  238. @item lossless MJPEG @tab X @tab X
  239. @item Microsoft RLE @tab @tab X
  240. @item Microsoft Video-1 @tab @tab X
  241. @item Mimic @tab @tab X
  242. @tab Used in MSN Messenger Webcam streams.
  243. @item Miro VideoXL @tab @tab X
  244. @tab fourcc: VIXL
  245. @item MJPEG @tab X @tab X
  246. @item Motion Pixels Video @tab @tab X
  247. @item MPEG-1 @tab X @tab X
  248. @item MPEG-2 @tab X @tab X
  249. @item MPEG-4 @tab X @tab X
  250. @item MSMPEG4 V1 @tab X @tab X
  251. @item MSMPEG4 V2 @tab X @tab X
  252. @item MSMPEG4 V3 @tab X @tab X
  253. @item MSZH @tab @tab X
  254. @tab Part of LCL
  255. @item On2 VP3 @tab @tab X
  256. @tab still experimental
  257. @item On2 VP5 @tab @tab X
  258. @tab fourcc: VP50
  259. @item On2 VP6 @tab @tab X
  260. @tab fourcc: VP60,VP61,VP62
  261. @item planar RGB @tab @tab X
  262. @tab fourcc: 8BPS
  263. @item QPEG @tab @tab X
  264. @tab fourccs: QPEG, Q1.0, Q1.1
  265. @item RealVideo 1.0 @tab X @tab X
  266. @item RealVideo 2.0 @tab X @tab X
  267. @item Renderware TXD @tab @tab X
  268. @tab Texture dictionaries used by the Renderware Engine.
  269. @item RTjpeg @tab @tab X
  270. @tab Video encoding used in NuppelVideo files.
  271. @item Smacker video @tab @tab X
  272. @tab Video encoding used in Smacker.
  273. @item Snow @tab X @tab X
  274. @tab experimental wavelet codec (fourcc: SNOW)
  275. @item Sony PlayStation MDEC @tab @tab X
  276. @item Sorenson Video 1 @tab X @tab X
  277. @tab fourcc: SVQ1
  278. @item Sorenson Video 3 @tab @tab X
  279. @tab fourcc: SVQ3
  280. @item Sunplus MJPEG @tab @tab X
  281. @tab fourcc: SP5X
  282. @item TechSmith Camtasia @tab @tab X
  283. @tab fourcc: TSCC
  284. @item Theora @tab X @tab X
  285. @tab still experimental
  286. @item THP @tab @tab X
  287. @tab Used on the Nintendo GameCube.
  288. @item Tiertex Seq video @tab @tab X
  289. @tab Codec used in DOS CD-ROM FlashBack game.
  290. @item VC-1 @tab @tab X
  291. @item VMD Video @tab @tab X
  292. @tab Used in Sierra VMD files.
  293. @item VMware Video @tab @tab X
  294. @tab Codec used in videos captured by VMware.
  295. @item Westwood VQA @tab @tab X
  296. @item Winnov WNV1 @tab @tab X
  297. @item WMV7 @tab X @tab X
  298. @item WMV8 @tab X @tab X
  299. @item WMV9 @tab @tab X
  300. @tab not completely working
  301. @item Xan/WC3 @tab @tab X
  302. @tab Used in Wing Commander III .MVE files.
  303. @item ZLIB @tab X @tab X
  304. @tab part of LCL, encoder experimental
  305. @item ZMBV @tab X @tab X
  306. @tab Encoder works only in PAL8.
  307. @end multitable
  308. @code{X} means that encoding (resp. decoding) is supported.
  309. @section Audio Codecs
  310. @multitable @columnfractions .4 .1 .1 .1 .7
  311. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  312. @item 4X IMA ADPCM @tab @tab X
  313. @item 8SVX audio @tab @tab X
  314. @item AAC @tab X @tab X
  315. @tab Supported through the external library libfaac/libfaad.
  316. @item AC-3 @tab IX @tab IX
  317. @tab liba52 can be used alternatively for decoding.
  318. @item AMR-NB @tab X @tab X
  319. @tab Supported through an external library.
  320. @item AMR-WB @tab X @tab X
  321. @tab Supported through an external library.
  322. @item AMV IMA ADPCM @tab @tab X
  323. @tab Used in AMV files
  324. @item Apple lossless audio @tab @tab X
  325. @tab QuickTime fourcc 'alac'
  326. @item Apple MACE 3 @tab @tab X
  327. @item Apple MACE 6 @tab @tab X
  328. @item ATRAC 3 @tab @tab X
  329. @item CD-ROM XA ADPCM @tab @tab X
  330. @item Cin audio @tab @tab X
  331. @tab Codec used in Delphine Software International games.
  332. @item Creative ADPCM @tab @tab X
  333. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  334. @item CRI ADX ADPCM @tab X @tab X
  335. @tab Used in Sega Dreamcast games.
  336. @item DSP Group TrueSpeech @tab @tab X
  337. @item DTS Coherent Audio @tab @tab X
  338. @item Duck DK3 IMA ADPCM @tab @tab X
  339. @tab Used in some Sega Saturn console games.
  340. @item Duck DK4 IMA ADPCM @tab @tab X
  341. @tab Used in some Sega Saturn console games.
  342. @item DV audio @tab @tab X
  343. @item Electronic Arts ADPCM @tab @tab X
  344. @tab Used in various EA titles.
  345. @item Sonic @tab X @tab X
  346. @tab experimental codec
  347. @item Sonic lossless @tab X @tab X
  348. @tab experimental codec
  349. @item FLAC lossless audio @tab X @tab X
  350. @item G.726 ADPCM @tab X @tab X
  351. @item id RoQ DPCM @tab X @tab X
  352. @tab Used in Quake III, Jedi Knight 2, other computer games.
  353. @item Intel Music Coder @tab @tab X
  354. @item Interplay MVE DPCM @tab @tab X
  355. @tab Used in various Interplay computer games.
  356. @item MAXIS EA ADPCM @tab @tab X
  357. @tab Used in Sim City 3000.
  358. @item Microsoft ADPCM @tab X @tab X
  359. @item MLP/TrueHD @tab @tab X
  360. @tab Used in DVD-Audio and Blu-Ray discs.
  361. @item Monkey's Audio @tab @tab X
  362. @tab Only versions 3.97-3.99 are supported.
  363. @item MPEG audio layer 1/3 @tab X @tab IX
  364. @tab MP3 encoding is supported through the external library LAME.
  365. @item MPEG audio layer 2 @tab IX @tab IX
  366. @item MS IMA ADPCM @tab X @tab X
  367. @item Musepack @tab @tab X
  368. @tab SV7 and SV8 are supported.
  369. @item Nellymoser ASAO @tab @tab X
  370. @item Qdesign QDM2 @tab @tab X
  371. @tab There are still some distortions.
  372. @item QT IMA ADPCM @tab X @tab X
  373. @item RA144 @tab @tab X
  374. @tab Real 14400 bit/s codec
  375. @item RA288 @tab @tab X
  376. @tab Real 28800 bit/s codec
  377. @item RADnet @tab X @tab IX
  378. @tab real low bitrate AC-3 codec
  379. @item Real COOK @tab @tab X
  380. @tab All versions except 5.1 are supported.
  381. @item Shorten @tab @tab X
  382. @item Sierra Online DPCM @tab @tab X
  383. @tab Used in Sierra Online game audio files.
  384. @item Smacker audio @tab @tab X
  385. @item SMJPEG IMA ADPCM @tab @tab X
  386. @tab Used in certain Loki game ports.
  387. @item THP ADPCM @tab @tab X
  388. @tab Used on the Nintendo GameCube.
  389. @item True Audio (TTA) @tab @tab X
  390. @item Vorbis @tab X @tab X
  391. @item WavPack @tab @tab X
  392. @item Westwood Studios IMA ADPCM @tab @tab X
  393. @tab Used in Westwood Studios games like Command and Conquer.
  394. @item WMA v1/v2 @tab X @tab X
  395. @item Xan DPCM @tab @tab X
  396. @tab Used in Origin's Wing Commander IV AVI files.
  397. @end multitable
  398. @code{X} means that encoding (resp. decoding) is supported.
  399. @code{I} means that an integer-only version is available, too (ensures high
  400. performance on systems without hardware floating point support).
  401. @chapter Platform Specific information
  402. @section BSD
  403. BSD make will not build FFmpeg, you need to install and use GNU Make
  404. (@file{gmake}).
  405. @section Windows
  406. To get help and instructions for building FFmpeg under Windows, check out
  407. the FFmpeg Windows Help Forum at
  408. @url{http://arrozcru.no-ip.org/ffmpeg/}.
  409. @subsection Native Windows compilation
  410. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  411. the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
  412. install the coreutils package, and update to the latest MSYS make (note: not
  413. mingw32-make). You can find detailed installation
  414. instructions in the download section and the FAQ.
  415. Within the MSYS shell, configure and make with:
  416. @example
  417. ./configure --enable-memalign-hack
  418. make
  419. make install
  420. @end example
  421. This will install @file{ffmpeg.exe} along with many other development files
  422. to @file{/usr/local}. You may specify another install path using the
  423. @code{--prefix} option in @file{configure}.
  424. Notes:
  425. @itemize
  426. @item Use at least bash 3.1. Older versions are known to fail on the
  427. configure script.
  428. @item In order to compile vhooks, you must have a POSIX-compliant libdl in
  429. your MinGW system. Get dlfcn-win32 from
  430. @url{http://code.google.com/p/dlfcn-win32}.
  431. @item In order to compile FFplay, you must have the MinGW development library
  432. of SDL. Get it from @url{http://www.libsdl.org}.
  433. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  434. where SDL was installed. Verify that @file{sdl-config} can be launched from
  435. the MSYS command line.
  436. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  437. you can build libavutil, libavcodec and libavformat as DLLs.
  438. @end itemize
  439. @subsection Microsoft Visual C++ compatibility
  440. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  441. want to use the libav* libraries in your own applications, you can still
  442. compile those applications using MSVC++. But the libav* libraries you link
  443. to @emph{must} be built with MinGW. However, you will not be able to debug
  444. inside the libav* libraries, since MSVC++ does not recognize the debug
  445. symbols generated by GCC.
  446. We strongly recommend you to move over from MSVC++ to MinGW tools.
  447. This description of how to use the FFmpeg libraries with MSVC++ is based on
  448. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  449. you might have to modify the procedures slightly.
  450. @subsubsection Using static libraries
  451. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  452. @enumerate
  453. @item Create a new console application ("File / New / Project") and then
  454. select "Win32 Console Application". On the appropriate page of the
  455. Application Wizard, uncheck the "Precompiled headers" option.
  456. @item Write the source code for your application, or, for testing, just
  457. copy the code from an existing sample application into the source file
  458. that MSVC++ has already created for you. For example, you can copy
  459. @file{output_example.c} from the FFmpeg distribution.
  460. @item Open the "Project / Properties" dialog box. In the "Configuration"
  461. combo box, select "All Configurations" so that the changes you make will
  462. affect both debug and release builds. In the tree view on the left hand
  463. side, select "C/C++ / General", then edit the "Additional Include
  464. Directories" setting to contain the path where the FFmpeg includes were
  465. installed (i.e. @file{c:\msys\1.0\local\include}).
  466. Do not add MinGW's include directory here, or the include files will
  467. conflict with MSVC's.
  468. @item Still in the "Project / Properties" dialog box, select
  469. "Linker / General" from the tree view and edit the
  470. "Additional Library Directories" setting to contain the @file{lib}
  471. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  472. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  473. and the directory where MinGW's GCC libs are installed
  474. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  475. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  476. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  477. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  478. to the end of "Additional Dependencies".
  479. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  480. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  481. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  482. the "Configuration" combo box and make sure that "Runtime Library" is
  483. set to "Multi-threaded DLL".
  484. @item Click "OK" to close the "Project / Properties" dialog box.
  485. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  486. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  487. and install it in MSVC++'s include directory
  488. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  489. @item MSVC++ also does not understand the @code{inline} keyword used by
  490. FFmpeg, so you must add this line before @code{#include}ing libav*:
  491. @example
  492. #define inline _inline
  493. @end example
  494. @item Build your application, everything should work.
  495. @end enumerate
  496. @subsubsection Using shared libraries
  497. This is how to create DLL and LIB files that are compatible with MSVC++:
  498. @enumerate
  499. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  500. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  501. The standard location for @file{vcvars32.bat} is
  502. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  503. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  504. If this corresponds to your setup, add the following line as the first line
  505. of @file{msys.bat}:
  506. @example
  507. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  508. @end example
  509. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  510. and run @file{c:\msys\1.0\msys.bat} from there.
  511. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  512. from @file{Microsoft (R) Library Manager}, this means your environment
  513. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  514. is on the path and will be used by FFmpeg to create
  515. MSVC++-compatible import libraries.
  516. @item Build FFmpeg with
  517. @example
  518. ./configure --enable-shared --enable-memalign-hack
  519. make
  520. make install
  521. @end example
  522. Your install path (@file{/usr/local/} by default) should now have the
  523. necessary DLL and LIB files under the @file{bin} directory.
  524. @end enumerate
  525. To use those files with MSVC++, do the same as you would do with
  526. the static libraries, as described above. But in Step 4,
  527. you should only need to add the directory where the LIB files are installed
  528. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  529. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  530. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  531. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  532. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  533. statically linked into the DLLs. The @file{bin} directory contains a bunch
  534. of DLL files, but the ones that are actually used to run your application
  535. are the ones with a major version number in their filenames
  536. (i.e. @file{avcodec-51.dll}).
  537. @subsection Cross compilation for Windows with Linux
  538. You must use the MinGW cross compilation tools available at
  539. @url{http://www.mingw.org/}.
  540. Then configure FFmpeg with the following options:
  541. @example
  542. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  543. @end example
  544. (you can change the cross-prefix according to the prefix chosen for the
  545. MinGW tools).
  546. Then you can easily test FFmpeg with Wine
  547. (@url{http://www.winehq.com/}).
  548. @subsection Compilation under Cygwin
  549. The main issue with Cygwin is that newlib, its C library, does not
  550. contain llrint(). However, it is possible to leverage the
  551. implementation in MinGW.
  552. Just install your Cygwin with all the "Base" packages, plus the
  553. following "Devel" ones:
  554. @example
  555. binutils, gcc-core, make, subversion, mingw-runtime
  556. @end example
  557. Do not install binutils-20060709-1 (they are buggy on shared builds);
  558. use binutils-20050610-1 instead.
  559. Then create a small library that just contains llrint():
  560. @example
  561. ar x /usr/lib/mingw/libmingwex.a llrint.o
  562. ar cq /usr/local/lib/libllrint.a llrint.o
  563. @end example
  564. Then run
  565. @example
  566. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  567. @end example
  568. to make a static build or
  569. @example
  570. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  571. @end example
  572. to build shared libraries.
  573. If you want to build FFmpeg with additional libraries, download Cygwin
  574. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
  575. and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
  576. (@url{http://cygwinports.dotsrc.org/}).
  577. @subsection Crosscompilation for Windows under Cygwin
  578. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  579. Just install your Cygwin as explained before, plus these additional
  580. "Devel" packages:
  581. @example
  582. gcc-mingw-core, mingw-runtime, mingw-zlib
  583. @end example
  584. and add some special flags to your configure invocation.
  585. For a static build run
  586. @example
  587. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  588. @end example
  589. and for a build with shared libraries
  590. @example
  591. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  592. @end example
  593. @section BeOS
  594. BeOS support is broken in mysterious ways.
  595. @section OS/2
  596. For information about compiling FFmpeg on OS/2 see
  597. @url{http://www.edm2.com/index.php/FFmpeg}.
  598. @chapter Developers Guide
  599. @section API
  600. @itemize @bullet
  601. @item libavcodec is the library containing the codecs (both encoding and
  602. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  603. @item libavformat is the library containing the file format handling (mux and
  604. demux code for several formats). Look at @file{ffplay.c} to use it in a
  605. player. See @file{output_example.c} to use it to generate audio or video
  606. streams.
  607. @end itemize
  608. @section Integrating libavcodec or libavformat in your program
  609. You can integrate all the source code of the libraries to link them
  610. statically to avoid any version problem. All you need is to provide a
  611. 'config.mak' and a 'config.h' in the parent directory. See the defines
  612. generated by ./configure to understand what is needed.
  613. You can use libavcodec or libavformat in your commercial program, but
  614. @emph{any patch you make must be published}. The best way to proceed is
  615. to send your patches to the FFmpeg mailing list.
  616. @node Coding Rules
  617. @section Coding Rules
  618. FFmpeg is programmed in the ISO C90 language with a few additional
  619. features from ISO C99, namely:
  620. @itemize @bullet
  621. @item
  622. the @samp{inline} keyword;
  623. @item
  624. @samp{//} comments;
  625. @item
  626. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  627. @item
  628. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  629. @end itemize
  630. These features are supported by all compilers we care about, so we will not
  631. accept patches to remove their use unless they absolutely do not impair
  632. clarity and performance.
  633. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  634. compiles with several other compilers, such as the Compaq ccc compiler
  635. or Sun Studio 9, and we would like to keep it that way unless it would
  636. be exceedingly involved. To ensure compatibility, please do not use any
  637. additional C99 features or GCC extensions. Especially watch out for:
  638. @itemize @bullet
  639. @item
  640. mixing statements and declarations;
  641. @item
  642. @samp{long long} (use @samp{int64_t} instead);
  643. @item
  644. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  645. @item
  646. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  647. @end itemize
  648. Indent size is 4.
  649. The presentation is the one specified by 'indent -i4 -kr -nut'.
  650. The TAB character is forbidden outside of Makefiles as is any
  651. form of trailing whitespace. Commits containing either will be
  652. rejected by the Subversion repository.
  653. The main priority in FFmpeg is simplicity and small code size in order to
  654. minimize the bug count.
  655. Comments: Use the JavaDoc/Doxygen
  656. format (see examples below) so that code documentation
  657. can be generated automatically. All nontrivial functions should have a comment
  658. above them explaining what the function does, even if it is just one sentence.
  659. All structures and their member variables should be documented, too.
  660. @example
  661. /**
  662. * @@file mpeg.c
  663. * MPEG codec.
  664. * @@author ...
  665. */
  666. /**
  667. * Summary sentence.
  668. * more text ...
  669. * ...
  670. */
  671. typedef struct Foobar@{
  672. int var1; /**< var1 description */
  673. int var2; ///< var2 description
  674. /** var3 description */
  675. int var3;
  676. @} Foobar;
  677. /**
  678. * Summary sentence.
  679. * more text ...
  680. * ...
  681. * @@param my_parameter description of my_parameter
  682. * @@return return value description
  683. */
  684. int myfunc(int my_parameter)
  685. ...
  686. @end example
  687. fprintf and printf are forbidden in libavformat and libavcodec,
  688. please use av_log() instead.
  689. Casts should be used only when necessary. Unneeded parentheses
  690. should also be avoided if they don't make the code easier to understand.
  691. @section Development Policy
  692. @enumerate
  693. @item
  694. Contributions should be licensed under the LGPL 2.1, including an
  695. "or any later version" clause, or the MIT license. GPL 2 including
  696. an "or any later version" clause is also acceptable, but LGPL is
  697. preferred.
  698. @item
  699. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  700. enabled code which breaks compilation or compiles but does not work or
  701. breaks the regression tests)
  702. You can commit unfinished stuff (for testing etc), but it must be disabled
  703. (#ifdef etc) by default so it does not interfere with other developers'
  704. work.
  705. @item
  706. You do not have to over-test things. If it works for you, and you think it
  707. should work for others, then commit. If your code has problems
  708. (portability, triggers compiler bugs, unusual environment etc) they will be
  709. reported and eventually fixed.
  710. @item
  711. Do not commit unrelated changes together, split them into self-contained
  712. pieces. Also do not forget that if part B depends on part A, but A does not
  713. depend on B, then A can and should be committed first and separate from B.
  714. Keeping changes well split into self-contained parts makes reviewing and
  715. understanding them on the commit log mailing list easier. This also helps
  716. in case of debugging later on.
  717. Also if you have doubts about splitting or not splitting, do not hesitate to
  718. ask/discuss it on the developer mailing list.
  719. @item
  720. Do not change behavior of the program (renaming options etc) without
  721. first discussing it on the ffmpeg-devel mailing list. Do not remove
  722. functionality from the code. Just improve!
  723. Note: Redundant code can be removed.
  724. @item
  725. Do not commit changes to the build system (Makefiles, configure script)
  726. which change behavior, defaults etc, without asking first. The same
  727. applies to compiler warning fixes, trivial looking fixes and to code
  728. maintained by other developers. We usually have a reason for doing things
  729. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  730. list, and if the code maintainers say OK, you may commit. This does not
  731. apply to files you wrote and/or maintain.
  732. @item
  733. We refuse source indentation and other cosmetic changes if they are mixed
  734. with functional changes, such commits will be rejected and removed. Every
  735. developer has his own indentation style, you should not change it. Of course
  736. if you (re)write something, you can use your own style, even though we would
  737. prefer if the indentation throughout FFmpeg was consistent (Many projects
  738. force a given indentation style - we do not.). If you really need to make
  739. indentation changes (try to avoid this), separate them strictly from real
  740. changes.
  741. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  742. then either do NOT change the indentation of the inner part within (do not
  743. move it to the right)! or do so in a separate commit
  744. @item
  745. Always fill out the commit log message. Describe in a few lines what you
  746. changed and why. You can refer to mailing list postings if you fix a
  747. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  748. @item
  749. If you apply a patch by someone else, include the name and email address in
  750. the log message. Since the ffmpeg-cvslog mailing list is publicly
  751. archived you should add some SPAM protection to the email address. Send an
  752. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  753. you applied the patch.
  754. @item
  755. When applying patches that have been discussed (at length) on the mailing
  756. list, reference the thread in the log message.
  757. @item
  758. Do NOT commit to code actively maintained by others without permission.
  759. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  760. timeframe (12h for build failures and security fixes, 3 days small changes,
  761. 1 week for big patches) then commit your patch if you think it is OK.
  762. Also note, the maintainer can simply ask for more time to review!
  763. @item
  764. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  765. are sent there and reviewed by all the other developers. Bugs and possible
  766. improvements or general questions regarding commits are discussed there. We
  767. expect you to react if problems with your code are uncovered.
  768. @item
  769. Update the documentation if you change behavior or add features. If you are
  770. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  771. maintainer(s) will review and commit your stuff.
  772. @item
  773. Try to keep important discussions and requests (also) on the public
  774. developer mailing list, so that all developers can benefit from them.
  775. @item
  776. Never write to unallocated memory, never write over the end of arrays,
  777. always check values read from some untrusted source before using them
  778. as array index or other risky things.
  779. @item
  780. Remember to check if you need to bump versions for the specific libav
  781. parts (libavutil, libavcodec, libavformat) you are changing. You need
  782. to change the version integer and the version string.
  783. Incrementing the first component means no backward compatibility to
  784. previous versions (e.g. removal of a function from the public API).
  785. Incrementing the second component means backward compatible change
  786. (e.g. addition of a function to the public API).
  787. Incrementing the third component means a noteworthy binary compatible
  788. change (e.g. encoder bug fix that matters for the decoder).
  789. @item
  790. Compiler warnings indicate potential bugs or code with bad style. If a type of
  791. warning always points to correct and clean code, that warning should
  792. be disabled, not the code changed.
  793. Thus the remaining warnings can either be bugs or correct code.
  794. If it is a bug, the bug has to be fixed. If it is not, the code should
  795. be changed to not generate a warning unless that causes a slowdown
  796. or obfuscates the code.
  797. @item
  798. If you add a new file, give it a proper license header. Do not copy and
  799. paste it from a random place, use an existing file as template.
  800. @end enumerate
  801. We think our rules are not too hard. If you have comments, contact us.
  802. Note, these rules are mostly borrowed from the MPlayer project.
  803. @section Submitting patches
  804. First, (@pxref{Coding Rules}) above if you did not yet.
  805. When you submit your patch, try to send a unified diff (diff '-up'
  806. option). We cannot read other diffs :-)
  807. Also please do not submit a patch which contains several unrelated changes.
  808. Split it into separate, self-contained pieces. This does not mean splitting
  809. file by file. Instead, make the patch as small as possible while still
  810. keeping it as a logical unit that contains an individual change, even
  811. if it spans multiple files. This makes reviewing your patches much easier
  812. for us and greatly increases your chances of getting your patch applied.
  813. Run the regression tests before submitting a patch so that you can
  814. verify that there are no big problems.
  815. Patches should be posted as base64 encoded attachments (or any other
  816. encoding which ensures that the patch will not be trashed during
  817. transmission) to the ffmpeg-devel mailing list, see
  818. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  819. It also helps quite a bit if you tell us what the patch does (for example
  820. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  821. and has no lrint()')
  822. Also please if you send several patches, send each patch as a separate mail,
  823. do not attach several unrelated patches to the same mail.
  824. @section New codecs or formats checklist
  825. @enumerate
  826. @item
  827. Did you use av_cold for codec initialization and close functions?
  828. @item
  829. Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
  830. AVInputFormat/AVOutputFormat struct?
  831. @item
  832. Did you bump the minor version number in @file{avcodec.h} or
  833. @file{avformat.h}?
  834. @item
  835. Did you register it in @file{allcodecs.c} or @file{allformats.c}?
  836. @item
  837. Did you add the CodecID to @file{avcodec.h}?
  838. @item
  839. If it has a fourcc, did you add it to @file{libavformat/riff.c},
  840. even if it is only a decoder?
  841. @item
  842. Did you add a rule to compile the appropriate files in the Makefile?
  843. Remember to do this even if you're just adding a format to a file that is
  844. already being compiled by some other rule, like a raw demuxer.
  845. @item
  846. Did you add an entry to the table of supported formats or codecs in the
  847. documentation?
  848. @item
  849. Did you add an entry in the Changelog?
  850. @item
  851. If it depends on a parser or a library, did you add that dependency in
  852. configure?
  853. @item
  854. Did you "svn add" the appropriate files before commiting?
  855. @end enumerate
  856. @section patch submission checklist
  857. @enumerate
  858. @item
  859. Do the regression tests pass with the patch applied?
  860. @item
  861. Is the patch a unified diff?
  862. @item
  863. Is the patch against latest FFmpeg SVN?
  864. @item
  865. Are you subscribed to ffmpeg-dev?
  866. (the list is subscribers only due to spam)
  867. @item
  868. Have you checked that the changes are minimal, so that the same cannot be
  869. achieved with a smaller patch and/or simpler final code?
  870. @item
  871. If the change is to speed critical code, did you benchmark it?
  872. @item
  873. If you did any benchmarks, did you provide them in the mail?
  874. @item
  875. Have you checked that the patch does not introduce buffer overflows or
  876. other security issues?
  877. @item
  878. If you add a new demuxer or decoder, have you checked that it does not
  879. crash with damaged input (see tools/trasher)?
  880. @item
  881. Is the patch created from the root of the source tree, so it can be
  882. applied with @code{patch -p0}?
  883. @item
  884. Does the patch not mix functional and cosmetic changes?
  885. @item
  886. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  887. @item
  888. Is the patch attached to the email you send?
  889. @item
  890. Is the mime type of the patch correct? It should be text/x-diff or
  891. text/x-patch or at least text/plain and not application/octet-stream.
  892. @item
  893. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  894. @item
  895. If the patch fixes a bug, did you provide enough information, including
  896. a sample, so the bug can be reproduced and the fix can be verified?
  897. Note please do not attach samples >100k to mails but rather provide a
  898. URL, you can upload to ftp://upload.mplayerhq.hu
  899. @item
  900. Did you provide a verbose summary about what the patch does change?
  901. @item
  902. Did you provide a verbose explanation why it changes things like it does?
  903. @item
  904. Did you provide a verbose summary of the user visible advantages and
  905. disadvantages if the patch is applied?
  906. @item
  907. Did you provide an example so we can verify the new feature added by the
  908. patch easily?
  909. @item
  910. If you added a new file, did you insert a license header? It should be
  911. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  912. @item
  913. You should maintain alphabetical order in alphabetically ordered lists as
  914. long as doing so does not break API/ABI compatibility.
  915. @item
  916. Lines with similar content should be aligned vertically when doing so
  917. improves readability.
  918. @item
  919. Did you provide a suggestion for a clear commit log message?
  920. @item
  921. Did you test your decoder or demuxer against damaged data? If no, see
  922. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  923. should not crash or end in a (near) infinite loop when fed damaged data.
  924. @end enumerate
  925. @section Patch review process
  926. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  927. clear note that the patch is not for SVN.
  928. Reviews and comments will be posted as replies to the patch on the
  929. mailing list. The patch submitter then has to take care of every comment,
  930. that can be by resubmitting a changed patch or by discussion. Resubmitted
  931. patches will themselves be reviewed like any other patch. If at some point
  932. a patch passes review with no comments then it is approved, that can for
  933. simple and small patches happen immediately while large patches will generally
  934. have to be changed and reviewed many times before they are approved.
  935. After a patch is approved it will be committed to the repository.
  936. We will review all submitted patches, but sometimes we are quite busy so
  937. especially for large patches this can take several weeks.
  938. When resubmitting patches, please do not make any significant changes
  939. not related to the comments received during review. Such patches will
  940. be rejected. Instead, submit significant changes or new features as
  941. separate patches.
  942. @section Regression tests
  943. Before submitting a patch (or committing to the repository), you should at least
  944. test that you did not break anything.
  945. The regression tests build a synthetic video stream and a synthetic
  946. audio stream. These are then encoded and decoded with all codecs or
  947. formats. The CRC (or MD5) of each generated file is recorded in a
  948. result file. A 'diff' is launched to compare the reference results and
  949. the result file.
  950. The regression tests then go on to test the FFserver code with a
  951. limited set of streams. It is important that this step runs correctly
  952. as well.
  953. Run 'make test' to test all the codecs and formats.
  954. Run 'make fulltest' to test all the codecs, formats and FFserver.
  955. [Of course, some patches may change the results of the regression tests. In
  956. this case, the reference results of the regression tests shall be modified
  957. accordingly].
  958. @bye