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