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