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- \input texinfo @c -*- texinfo -*-
-
- @settitle General Documentation
- @titlepage
- @sp 7
- @center @titlefont{General Documentation}
- @sp 3
- @end titlepage
-
-
- @chapter external libraries
-
- FFmpeg can be hooked up with a number of external libraries to add support
- for more formats. None of them are used by default, their use has to be
- explicitly requested by passing the appropriate flags to @file{./configure}.
-
- @section AMR
-
- AMR comes in two different flavors, WB and NB. FFmpeg can make use of the
- AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
- decoders and encoders.
-
- Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
- installing the libraries. Then pass @code{--enable-libamr-nb} and/or
- @code{--enable-libamr-wb} to configure to enable the libraries.
-
-
- @chapter Supported File Formats and Codecs
-
- You can use the @code{-formats} option to have an exhaustive list.
-
- @section File Formats
-
- FFmpeg supports the following file formats through the @code{libavformat}
- library:
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Supported File Format @tab Encoding @tab Decoding @tab Comments
- @item MPEG audio @tab X @tab X
- @item MPEG-1 systems @tab X @tab X
- @tab muxed audio and video
- @item MPEG-2 PS @tab X @tab X
- @tab also known as @code{VOB} file
- @item MPEG-2 TS @tab @tab X
- @tab also known as DVB Transport Stream
- @item ASF@tab X @tab X
- @item AVI@tab X @tab X
- @item WAV@tab X @tab X
- @item Macromedia Flash@tab X @tab X
- @tab Only embedded audio is decoded.
- @item FLV @tab X @tab X
- @tab Macromedia Flash video files
- @item Real Audio and Video @tab X @tab X
- @item Raw AC3 @tab X @tab X
- @item Raw MJPEG @tab X @tab X
- @item Raw MPEG video @tab X @tab X
- @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
- @item Raw CRI ADX audio @tab X @tab X
- @item Raw Shorten audio @tab @tab X
- @item SUN AU format @tab X @tab X
- @item NUT @tab X @tab X @tab NUT Open Container Format
- @item QuickTime @tab X @tab X
- @item MPEG-4 @tab X @tab X
- @tab MPEG-4 is a variant of QuickTime.
- @item Raw MPEG4 video @tab X @tab X
- @item DV @tab X @tab X
- @item 4xm @tab @tab X
- @tab 4X Technologies format, used in some games.
- @item Playstation STR @tab @tab X
- @item Id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Interplay MVE @tab @tab X
- @tab Format used in various Interplay computer games.
- @item WC3 Movie @tab @tab X
- @tab Multimedia format used in Origin's Wing Commander III computer game.
- @item Sega FILM/CPK @tab @tab X
- @tab Used in many Sega Saturn console games.
- @item Westwood Studios VQA/AUD @tab @tab X
- @tab Multimedia formats used in Westwood Studios games.
- @item Id Cinematic (.cin) @tab @tab X
- @tab Used in Quake II.
- @item FLIC format @tab @tab X
- @tab .fli/.flc files
- @item Sierra VMD @tab @tab X
- @tab Used in Sierra CD-ROM games.
- @item Sierra Online @tab @tab X
- @tab .sol files used in Sierra Online games.
- @item Matroska @tab X @tab X
- @item Electronic Arts Multimedia @tab @tab X
- @tab Used in various EA games; files have extensions like WVE and UV2.
- @item Nullsoft Video (NSV) format @tab @tab X
- @item ADTS AAC audio @tab X @tab X
- @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
- @item American Laser Games MM @tab @tab X
- @tab Multimedia format used in games like Mad Dog McCree
- @item AVS @tab @tab X
- @tab Multimedia format used by the Creature Shock game.
- @item Smacker @tab @tab X
- @tab Multimedia format used by many games.
- @item GXF @tab X @tab X
- @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
- @item CIN @tab @tab X
- @tab Multimedia format used by Delphine Software games.
- @item MXF @tab @tab X
- @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
- @item SEQ @tab @tab X
- @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
- @item DXA @tab @tab X
- @tab This format is used in non-Windows version of Feeble Files game and
- different game cutscenes repacked for use with ScummVM.
- @item THP @tab @tab X
- @tab Used on the Nintendo GameCube.
- @item C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- @item Bethsoft VID @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- @item CRYO APC @tab @tab X
- @tab Audio format used in some games by CRYO Interactive Entertainment.
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @section Image Formats
-
- FFmpeg can read and write images for each frame of a video sequence. The
- following image formats are supported:
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Supported Image Format @tab Encoding @tab Decoding @tab Comments
- @item PGM, PPM @tab X @tab X
- @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
- @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
- @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
- @item .Y.U.V @tab X @tab X @tab one raw file per component
- @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
- @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
- @item Targa @tab @tab X @tab Targa (.TGA) image format.
- @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
- @item SGI @tab X @tab X @tab SGI RGB image format
- @item PTX @tab @tab X @tab V.Flash PTX format
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @section Video Codecs
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Supported Codec @tab Encoding @tab Decoding @tab Comments
- @item MPEG-1 video @tab X @tab X
- @item MPEG-2 video @tab X @tab X
- @item MPEG-4 @tab X @tab X
- @item MSMPEG4 V1 @tab X @tab X
- @item MSMPEG4 V2 @tab X @tab X
- @item MSMPEG4 V3 @tab X @tab X
- @item WMV7 @tab X @tab X
- @item WMV8 @tab X @tab X @tab not completely working
- @item WMV9 @tab @tab X @tab not completely working
- @item VC1 @tab @tab X
- @item H.261 @tab X @tab X
- @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
- @item H.264 @tab @tab X
- @item RealVideo 1.0 @tab X @tab X
- @item RealVideo 2.0 @tab X @tab X
- @item MJPEG @tab X @tab X
- @item lossless MJPEG @tab X @tab X
- @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
- @item Apple MJPEG-B @tab @tab X
- @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
- @item DV @tab X @tab X
- @item HuffYUV @tab X @tab X
- @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
- @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
- @item Asus v1 @tab X @tab X @tab fourcc: ASV1
- @item Asus v2 @tab X @tab X @tab fourcc: ASV2
- @item Creative YUV @tab @tab X @tab fourcc: CYUV
- @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
- @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
- @item On2 VP3 @tab @tab X @tab still experimental
- @item On2 VP5 @tab @tab X @tab fourcc: VP50
- @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
- @item Theora @tab X @tab X @tab still experimental
- @item Intel Indeo 3 @tab @tab X
- @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
- @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
- @item ATI VCR1 @tab @tab X @tab fourcc: VCR1
- @item ATI VCR2 @tab @tab X @tab fourcc: VCR2
- @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
- @item 4X Video @tab @tab X @tab Used in certain computer games.
- @item Sony Playstation MDEC @tab @tab X
- @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
- @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
- @item Apple Animation @tab X @tab X @tab fourcc: 'rle '
- @item Apple Graphics @tab @tab X @tab fourcc: 'smc '
- @item Apple Video @tab @tab X @tab fourcc: rpza
- @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
- @item Cinepak @tab @tab X
- @item Microsoft RLE @tab @tab X
- @item Microsoft Video-1 @tab @tab X
- @item Westwood VQA @tab @tab X
- @item Id Cinematic Video @tab @tab X @tab Used in Quake II.
- @item Planar RGB @tab @tab X @tab fourcc: 8BPS
- @item FLIC video @tab @tab X
- @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
- @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
- @item VMD Video @tab @tab X @tab Used in Sierra VMD files.
- @item MSZH @tab @tab X @tab Part of LCL
- @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
- @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
- @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
- @item Miro VideoXL @tab @tab X @tab fourcc: VIXL
- @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
- @item LOCO @tab @tab X @tab
- @item Winnov WNV1 @tab @tab X @tab
- @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
- @item Fraps FPS1 @tab @tab X @tab
- @item CamStudio @tab @tab X @tab fourcc: CSCD
- @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
- @item ZMBV @tab X @tab X @tab Encoder works only on PAL8
- @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
- @item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
- @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
- @item KMVC @tab @tab X @tab Codec used in Worms games.
- @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
- @item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
- @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
- @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
- @item AVID DNxHD @tab @tab X @tab aka SMPTE VC3
- @item C93 Video @tab @tab X @tab Codec used in Cyberia game.
- @item THP @tab @tab X @tab Used on the Nintendo GameCube.
- @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
- @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @section Audio Codecs
-
- @multitable @columnfractions .4 .1 .1 .1 .7
- @item Supported Codec @tab Encoding @tab Decoding @tab Comments
- @item MPEG audio layer 2 @tab IX @tab IX
- @item MPEG audio layer 1/3 @tab IX @tab IX
- @tab MP3 encoding is supported through the external library LAME.
- @item AC3 @tab IX @tab IX
- @tab liba52 is used internally for decoding.
- @item Vorbis @tab X @tab X
- @item WMA V1/V2 @tab X @tab X
- @item AAC @tab X @tab X
- @tab Supported through the external library libfaac/libfaad.
- @item Microsoft ADPCM @tab X @tab X
- @item MS IMA ADPCM @tab X @tab X
- @item QT IMA ADPCM @tab @tab X
- @item 4X IMA ADPCM @tab @tab X
- @item G.726 ADPCM @tab X @tab X
- @item Duck DK3 IMA ADPCM @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item Duck DK4 IMA ADPCM @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item Westwood Studios IMA ADPCM @tab @tab X
- @tab Used in Westwood Studios games like Command and Conquer.
- @item SMJPEG IMA ADPCM @tab @tab X
- @tab Used in certain Loki game ports.
- @item CD-ROM XA ADPCM @tab @tab X
- @item CRI ADX ADPCM @tab X @tab X
- @tab Used in Sega Dreamcast games.
- @item Electronic Arts ADPCM @tab @tab X
- @tab Used in various EA titles.
- @item Creative ADPCM @tab @tab X
- @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
- @item THP ADPCM @tab @tab X
- @tab Used on the Nintendo GameCube.
- @item RA144 @tab @tab X
- @tab Real 14400 bit/s codec
- @item RA288 @tab @tab X
- @tab Real 28800 bit/s codec
- @item RADnet @tab X @tab IX
- @tab Real low bitrate AC3 codec, liba52 is used for decoding.
- @item AMR-NB @tab X @tab X
- @tab Supported through an external library.
- @item AMR-WB @tab X @tab X
- @tab Supported through an external library.
- @item DV audio @tab @tab X
- @item Id RoQ DPCM @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Interplay MVE DPCM @tab @tab X
- @tab Used in various Interplay computer games.
- @item Xan DPCM @tab @tab X
- @tab Used in Origin's Wing Commander IV AVI files.
- @item Sierra Online DPCM @tab @tab X
- @tab Used in Sierra Online game audio files.
- @item Apple MACE 3 @tab @tab X
- @item Apple MACE 6 @tab @tab X
- @item FLAC lossless audio @tab X @tab X
- @item Shorten lossless audio @tab @tab X
- @item Apple lossless audio @tab @tab X
- @tab QuickTime fourcc 'alac'
- @item FFmpeg Sonic @tab X @tab X
- @tab experimental lossy/lossless codec
- @item Qdesign QDM2 @tab @tab X
- @tab there are still some distortions
- @item Real COOK @tab @tab X
- @tab All versions except 5.1 are supported
- @item DSP Group TrueSpeech @tab @tab X
- @item True Audio (TTA) @tab @tab X
- @item Smacker Audio @tab @tab X
- @item WavPack Audio @tab @tab X
- @item Cin Audio @tab @tab X
- @tab Codec used in Delphine Software games.
- @item Intel Music Coder @tab @tab X
- @item Musepack @tab @tab X
- @tab Only SV7 is supported
- @item DT$ Coherent Audio @tab @tab X
- @item ATRAC 3 @tab @tab X
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @code{I} means that an integer-only version is available, too (ensures high
- performance on systems without hardware floating point support).
-
- @chapter Platform Specific information
-
- @section BSD
-
- BSD make will not build FFmpeg, you need to install and use GNU Make
- (@file{gmake}).
-
- @section Windows
-
- To get help and instructions for using FFmpeg under Windows, check out
- the FFmpeg Windows Help Forum at
- @url{http://arrozcru.no-ip.org/ffmpeg/}.
-
- @subsection Native Windows compilation
-
- @itemize
- @item Install the current versions of MSYS and MinGW from
- @url{http://www.mingw.org/}. You can find detailed installation
- instructions in the download section and the FAQ.
-
- NOTE: Use at least bash 3.1. Older versions are known to be failing on the
- configure script.
-
- @item If you want to test the FFplay, also download
- the MinGW development library of SDL 1.2.x
- (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
- @url{http://www.libsdl.org}. Unpack it in a temporary directory, and
- unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
- directory. Edit the @file{sdl-config} script so that it gives the
- correct SDL directory when invoked.
-
- @item If you want to use vhooks, you must have a POSIX compliant libdl in your
- MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}.
-
- @item Extract the current version of FFmpeg.
-
- @item Start the MSYS shell (file @file{msys.bat}).
-
- @item Change to the FFmpeg directory and follow
- the instructions of how to compile FFmpeg (file
- @file{INSTALL}). Usually, launching @file{./configure} and @file{make}
- suffices. If you have problems using SDL, verify that
- @file{sdl-config} can be launched from the MSYS command line.
-
- @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
- @file{make install}. Do not forget to copy @file{SDL.dll} to the place
- you launch @file{ffplay} from.
-
- @end itemize
-
- Notes:
- @itemize
-
- @item The target @file{make wininstaller} can be used to create a
- Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
- must be copied to the FFmpeg directory in order to build the
- installer.
-
- @item By using @code{./configure --enable-shared} when configuring FFmpeg,
- you can build @file{avcodec.dll} and @file{avformat.dll}. With
- @code{make install} you install the FFmpeg DLLs and the associated
- headers in @file{Program Files/FFmpeg}.
-
- @item Visual C++ compatibility: If you used @code{./configure --enable-shared}
- when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
- C++ @code{lib} tool to build @code{avcodec.lib} and
- @code{avformat.lib}. With these libraries you can link your Visual C++
- code directly with the FFmpeg DLLs (see below).
-
- @end itemize
-
- @subsection Visual C++ compatibility
-
- FFmpeg will not compile under Visual C++ -- and it has too many
- dependencies on the GCC compiler to make a port viable. However,
- if you want to use the FFmpeg libraries in your own applications,
- you can still compile those applications using Visual C++. An
- important restriction to this is that you have to use the
- dynamically linked versions of the FFmpeg libraries (i.e. the
- DLLs), and you have to make sure that Visual-C++-compatible
- import libraries are created during the FFmpeg build process.
-
- This description of how to use the FFmpeg libraries with Visual C++ is
- based on Visual C++ 2005 Express Edition Beta 2. If you have a different
- version, you might have to modify the procedures slightly.
-
- Here are the step-by-step instructions for building the FFmpeg libraries
- so they can be used with Visual C++:
-
- @enumerate
-
- @item Install Visual C++ (if you have not done so already).
-
- @item Install MinGW and MSYS as described above.
-
- @item Add a call to @file{vcvars32.bat} (which sets up the environment
- variables for the Visual C++ tools) as the first line of
- @file{msys.bat}. The standard location for @file{vcvars32.bat} is
- @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
- and the standard location for @file{msys.bat} is
- @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the
- following line as the first line of @file{msys.bat}:
-
- @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
-
- @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.
- If you get a help message with the command line options of @code{link.exe},
- this means your environment variables are set up correctly, the
- Microsoft linker is on the path and will be used by FFmpeg to
- create Visual-C++-compatible import libraries.
-
- @item Extract the current version of FFmpeg and change to the FFmpeg directory.
-
- @item Type the command
- @code{./configure --enable-shared --disable-static --enable-memalign-hack}
- to configure and, if that did not produce any errors,
- type @code{make} to build FFmpeg.
-
- @item The subdirectories @file{libavformat}, @file{libavcodec}, and
- @file{libavutil} should now contain the files @file{avformat.dll},
- @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},
- @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three
- DLLs to your System32 directory (typically @file{C:\Windows\System32}).
-
- @end enumerate
-
- And here is how to use these libraries with Visual C++:
-
- @enumerate
-
- @item Create a new console application ("File / New / Project") and then
- select "Win32 Console Application". On the appropriate page of the
- Application Wizard, uncheck the "Precompiled headers" option.
-
- @item Write the source code for your application, or, for testing, just
- copy the code from an existing sample application into the source file
- that Visual C++ has already created for you. (Note that your source
- filehas to have a @code{.cpp} extension; otherwise, Visual C++ will not
- compile the FFmpeg headers correctly because in C mode, it does not
- recognize the @code{inline} keyword.) For example, you can copy
- @file{output_example.c} from the FFmpeg distribution (but you will
- have to make minor modifications so the code will compile under
- C++, see below).
-
- @item Open the "Project / Properties" dialog box. In the "Configuration"
- combo box, select "All Configurations" so that the changes you make will
- affect both debug and release builds. In the tree view on the left hand
- side, select "C/C++ / General", then edit the "Additional Include
- Directories" setting to contain the complete paths to the
- @file{libavformat}, @file{libavcodec}, and @file{libavutil}
- subdirectories of your FFmpeg directory. Note that the directories have
- to be separated using semicolons. Now select "Linker / General" from the
- tree view and edit the "Additional Library Directories" setting to
- contain the same three directories.
-
- @item Still in the "Project / Properties" dialog box, select "Linker / Input"
- from the tree view, then add the files @file{avformat.lib},
- @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional
- Dependencies". Note that the names of the libraries have to be separated
- using spaces.
-
- @item Now, select "C/C++ / Code Generation" from the tree view. Select
- "Debug" in the "Configuration" combo box. Make sure that "Runtime
- Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
- the "Configuration" combo box and make sure that "Runtime Library" is
- set to "Multi-threaded DLL".
-
- @item Click "OK" to close the "Project / Properties" dialog box and build
- the application. Hopefully, it should compile and run cleanly. If you
- used @file{output_example.c} as your sample application, you will get a
- few compiler errors, but they are easy to fix. The first type of error
- occurs because Visual C++ does not allow an @code{int} to be converted to
- an @code{enum} without a cast. To solve the problem, insert the required
- casts (this error occurs once for a @code{CodecID} and once for a
- @code{CodecType}). The second type of error occurs because C++ requires
- the return value of @code{malloc} to be cast to the exact type of the
- pointer it is being assigned to. Visual C++ will complain that, for
- example, @code{(void *)} is being assigned to @code{(uint8_t *)} without
- an explicit cast. So insert an explicit cast in these places to silence
- the compiler. The third type of error occurs because the @code{snprintf}
- library function is called @code{_snprintf} under Visual C++. So just
- add an underscore to fix the problem. With these changes,
- @file{output_example.c} should compile under Visual C++, and the
- resulting executable should produce valid video files.
-
- @end enumerate
-
- @subsection Cross compilation for Windows with Linux
-
- You must use the MinGW cross compilation tools available at
- @url{http://www.mingw.org/}.
-
- Then configure FFmpeg with the following options:
- @example
- ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
- @end example
- (you can change the cross-prefix according to the prefix chosen for the
- MinGW tools).
-
- Then you can easily test FFmpeg with Wine
- (@url{http://www.winehq.com/}).
-
- @subsection Compilation under Cygwin
-
- Cygwin works very much like Unix.
-
- Just install your Cygwin with all the "Base" packages, plus the
- following "Devel" ones:
- @example
- binutils, gcc-core, make, subversion
- @end example
-
- Do not install binutils-20060709-1 (they are buggy on shared builds);
- use binutils-20050610-1 instead.
-
- Then run
-
- @example
- ./configure --enable-static --disable-shared
- @end example
-
- to make a static build or
-
- @example
- ./configure --enable-shared --disable-static
- @end example
-
- to build shared libraries.
-
- If you want to build FFmpeg with additional libraries, download Cygwin
- "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
- and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
- (@url{http://cygwinports.dotsrc.org/}).
-
- @subsection Crosscompilation for Windows under Cygwin
-
- With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
-
- Just install your Cygwin as explained before, plus these additional
- "Devel" packages:
- @example
- gcc-mingw-core, mingw-runtime, mingw-zlib
- @end example
-
- and add some special flags to your configure invocation.
-
- For a static build run
- @example
- ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- @end example
-
- and for a build with shared libraries
- @example
- ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- @end example
-
- @section BeOS
-
- BeOS support is broken in mysterious ways.
-
- @chapter Developers Guide
-
- @section API
- @itemize @bullet
- @item libavcodec is the library containing the codecs (both encoding and
- decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
-
- @item libavformat is the library containing the file format handling (mux and
- demux code for several formats). Look at @file{ffplay.c} to use it in a
- player. See @file{output_example.c} to use it to generate audio or video
- streams.
-
- @end itemize
-
- @section Integrating libavcodec or libavformat in your program
-
- You can integrate all the source code of the libraries to link them
- statically to avoid any version problem. All you need is to provide a
- 'config.mak' and a 'config.h' in the parent directory. See the defines
- generated by ./configure to understand what is needed.
-
- You can use libavcodec or libavformat in your commercial program, but
- @emph{any patch you make must be published}. The best way to proceed is
- to send your patches to the FFmpeg mailing list.
-
- @node Coding Rules
- @section Coding Rules
-
- FFmpeg is programmed in the ISO C90 language with a few additional
- features from ISO C99, namely:
- @itemize @bullet
- @item
- the @samp{inline} keyword;
- @item
- @samp{//} comments;
- @item
- designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
- @item
- compound literals (@samp{x = (struct s) @{ 17, 23 @};})
- @end itemize
-
- These features are supported by all compilers we care about, so we will not
- accept patches to remove their use unless they absolutely do not impair
- clarity and performance.
-
- All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
- compiles with several other compilers, such as the Compaq ccc compiler
- or Sun Studio 9, and we would like to keep it that way unless it would
- be exceedingly involved. To ensure compatibility, please do not use any
- additional C99 features or GCC extensions. Especially watch out for:
- @itemize @bullet
- @item
- mixing statements and declarations;
- @item
- @samp{long long} (use @samp{int64_t} instead);
- @item
- @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
- @item
- GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
- @end itemize
-
- Indent size is 4.
- The presentation is the one specified by 'indent -i4 -kr -nut'.
- The TAB character is forbidden outside of Makefiles as is any
- form of trailing whitespace. Commits containing either will be
- rejected by the Subversion repository.
-
- The main priority in FFmpeg is simplicity and small code size in order to
- minimize the bug count.
-
- Comments: Use the JavaDoc/Doxygen
- format (see examples below) so that code documentation
- can be generated automatically. All nontrivial functions should have a comment
- above them explaining what the function does, even if it is just one sentence.
- All structures and their member variables should be documented, too.
- @example
- /**
- * @@file mpeg.c
- * MPEG codec.
- * @@author ...
- */
-
- /**
- * Summary sentence.
- * more text ...
- * ...
- */
- typedef struct Foobar@{
- int var1; /**< var1 description */
- int var2; ///< var2 description
- /** var3 description */
- int var3;
- @} Foobar;
-
- /**
- * Summary sentence.
- * more text ...
- * ...
- * @@param my_parameter description of my_parameter
- * @@return return value description
- */
- int myfunc(int my_parameter)
- ...
- @end example
-
- fprintf and printf are forbidden in libavformat and libavcodec,
- please use av_log() instead.
-
- Casts should be used only when necessary. Unneeded parentheses
- should also be avoided if they don't make the code easier to understand.
-
- @section Development Policy
-
- @enumerate
- @item
- Contributions should be licensed under the LGPL 2.1, including an
- "or any later version" clause, or the MIT license. GPL 2 including
- an "or any later version" clause is also acceptable, but LGPL is
- preferred.
- @item
- You must not commit code which breaks FFmpeg! (Meaning unfinished but
- enabled code which breaks compilation or compiles but does not work or
- breaks the regression tests)
- You can commit unfinished stuff (for testing etc), but it must be disabled
- (#ifdef etc) by default so it does not interfere with other developers'
- work.
- @item
- You do not have to over-test things. If it works for you, and you think it
- should work for others, then commit. If your code has problems
- (portability, triggers compiler bugs, unusual environment etc) they will be
- reported and eventually fixed.
- @item
- Do not commit unrelated changes together, split them into self-contained
- pieces. Also do not forget that if part B depends on part A, but A does not
- depend on B, then A can and should be committed first and separate from B.
- Keeping changes well split into self-contained parts makes reviewing and
- understanding them on the commit log mailing list easier. This also helps
- in case of debugging later on.
- Also if you have doubts about splitting or not splitting, do not hesitate to
- ask/discuss it on the developer mailing list.
- @item
- Do not change behavior of the program (renaming options etc) without
- first discussing it on the ffmpeg-devel mailing list. Do not remove
- functionality from the code. Just improve!
-
- Note: Redundant code can be removed.
- @item
- Do not commit changes to the build system (Makefiles, configure script)
- which change behavior, defaults etc, without asking first. The same
- applies to compiler warning fixes, trivial looking fixes and to code
- maintained by other developers. We usually have a reason for doing things
- the way we do. Send your changes as patches to the ffmpeg-devel mailing
- list, and if the code maintainers say OK, you may commit. This does not
- apply to files you wrote and/or maintain.
- @item
- We refuse source indentation and other cosmetic changes if they are mixed
- with functional changes, such commits will be rejected and removed. Every
- developer has his own indentation style, you should not change it. Of course
- if you (re)write something, you can use your own style, even though we would
- prefer if the indentation throughout FFmpeg was consistent (Many projects
- force a given indentation style - we do not.). If you really need to make
- indentation changes (try to avoid this), separate them strictly from real
- changes.
-
- NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
- then either do NOT change the indentation of the inner part within (do not
- move it to the right)! or do so in a separate commit
- @item
- Always fill out the commit log message. Describe in a few lines what you
- changed and why. You can refer to mailing list postings if you fix a
- particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
- @item
- If you apply a patch by someone else, include the name and email address in
- the log message. Since the ffmpeg-cvslog mailing list is publicly
- archived you should add some SPAM protection to the email address. Send an
- answer to ffmpeg-devel (or wherever you got the patch from) saying that
- you applied the patch.
- @item
- When applying patches that have been discussed (at length) on the mailing
- list, reference the thread in the log message.
- @item
- Do NOT commit to code actively maintained by others without permission.
- Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
- timeframe (12h for build failures and security fixes, 3 days small changes,
- 1 week for big patches) then commit your patch if you think it is OK.
- Also note, the maintainer can simply ask for more time to review!
- @item
- Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
- are sent there and reviewed by all the other developers. Bugs and possible
- improvements or general questions regarding commits are discussed there. We
- expect you to react if problems with your code are uncovered.
- @item
- Update the documentation if you change behavior or add features. If you are
- unsure how best to do this, send a patch to ffmpeg-devel, the documentation
- maintainer(s) will review and commit your stuff.
- @item
- Try to keep important discussions and requests (also) on the public
- developer mailing list, so that all developers can benefit from them.
- @item
- Never write to unallocated memory, never write over the end of arrays,
- always check values read from some untrusted source before using them
- as array index or other risky things.
- @item
- Remember to check if you need to bump versions for the specific libav
- parts (libavutil, libavcodec, libavformat) you are changing. You need
- to change the version integer and the version string.
- Incrementing the first component means no backward compatibility to
- previous versions (e.g. removal of a function from the public API).
- Incrementing the second component means backward compatible change
- (e.g. addition of a function to the public API).
- Incrementing the third component means a noteworthy binary compatible
- change (e.g. encoder bug fix that matters for the decoder).
- @item
- If you add a new codec, remember to update the changelog, add it to
- the supported codecs table in the documentation and bump the second
- component of the @file{libavcodec} version number appropriately. If
- it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
- is only a decoder.
- @item
- Do not change code to hide warnings without ensuring that the underlying
- logic is correct and thus the warning was inappropriate.
- @item
- If you add a new file, give it a proper license header. Do not copy and
- paste it from a random place, use an existing file as template.
- @end enumerate
-
- We think our rules are not too hard. If you have comments, contact us.
-
- Note, these rules are mostly borrowed from the MPlayer project.
-
- @section Submitting patches
-
- First, (@pxref{Coding Rules}) above if you did not yet.
-
- When you submit your patch, try to send a unified diff (diff '-up'
- option). We cannot read other diffs :-)
-
- Also please do not submit a patch which contains several unrelated changes.
- Split it into separate, self-contained pieces. This does not mean splitting
- file by file. Instead, make the patch as small as possible while still
- keeping it as a logical unit that contains an individual change, even
- if it spans multiple files. This makes reviewing your patches much easier
- for us and greatly increases your chances of getting your patch applied.
-
- Run the regression tests before submitting a patch so that you can
- verify that there are no big problems.
-
- Patches should be posted as base64 encoded attachments (or any other
- encoding which ensures that the patch will not be trashed during
- transmission) to the ffmpeg-devel mailing list, see
- @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
-
- It also helps quite a bit if you tell us what the patch does (for example
- 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
- and has no lrint()')
-
- Also please if you send several patches, send each patch as a separate mail,
- do not attach several unrelated patches to the same mail.
-
- @section patch submission checklist
-
- @enumerate
- @item
- Do the regression tests pass with the patch applied?
- @item
- Is the patch a unified diff?
- @item
- Is the patch against latest FFmpeg SVN?
- @item
- Are you subscribed to ffmpeg-dev?
- (the list is subscribers only due to spam)
- @item
- Have you checked that the changes are minimal, so that the same cannot be
- achieved with a smaller patch and/or simpler final code?
- @item
- If the change is to speed critical code, did you benchmark it?
- @item
- If you did any benchmarks, did you provide them in the mail?
- @item
- Have you checked that the patch does not introduce buffer overflows or
- other security issues?
- @item
- Is the patch created from the root of the source tree, so it can be
- applied with @code{patch -p0}?
- @item
- Does the patch not mix functional and cosmetic changes?
- @item
- Did you add tabs or trailing whitespace to the code? Both are forbidden.
- @item
- Is the patch attached to the email you send?
- @item
- Is the mime type of the patch correct? It should be text/x-diff or
- text/x-patch or at least text/plain and not application/octet-stream.
- @item
- If the patch fixes a bug, did you provide a verbose analysis of the bug?
- @item
- If the patch fixes a bug, did you provide enough information, including
- a sample, so the bug can be reproduced and the fix can be verified?
- Note please do not attach samples >100k to mails but rather provide a
- URL, you can upload to ftp://upload.mplayerhq.hu
- @item
- Did you provide a verbose summary about what the patch does change?
- @item
- Did you provide a verbose explanation why it changes things like it does?
- @item
- Did you provide a verbose summary of the user visible advantages and
- disadvantages if the patch is applied?
- @item
- Did you provide an example so we can verify the new feature added by the
- patch easily?
- @item
- If you added a new file, did you insert a license header? It should be
- taken from FFmpeg, not randomly copied and pasted from somewhere else.
- @item
- You should maintain alphabetical order in alphabetically ordered lists as
- long as doing so does not break API/ABI compatibility.
- @item
- Lines with similar content should be aligned vertically when doing so
- improves readability.
- @item
- Did you provide a suggestion for a clear commit log message?
- @end enumerate
-
- @section Patch review process
-
- All patches posted to ffmpeg-devel will be reviewed, unless they contain a
- clear note that the patch is not for SVN.
- Reviews and comments will be posted as replies to the patch on the
- mailing list. The patch submitter then has to take care of every comment,
- that can be by resubmitting a changed patch or by discussion. Resubmitted
- patches will themselves be reviewed like any other patch. If at some point
- a patch passes review with no comments then it is approved, that can for
- simple and small patches happen immediately while large patches will generally
- have to be changed and reviewed many times before they are approved.
- After a patch is approved it will be committed to the repository.
-
- We will review all submitted patches, but sometimes we are quite busy so
- especially for large patches this can take several weeks.
-
- When resubmitting patches, please do not make any significant changes
- not related to the comments received during review. Such patches will
- be rejected. Instead, submit significant changes or new features as
- separate patches.
-
- @section Regression tests
-
- Before submitting a patch (or committing to the repository), you should at least
- test that you did not break anything.
-
- The regression tests build a synthetic video stream and a synthetic
- audio stream. These are then encoded and decoded with all codecs or
- formats. The CRC (or MD5) of each generated file is recorded in a
- result file. A 'diff' is launched to compare the reference results and
- the result file.
-
- The regression tests then go on to test the FFserver code with a
- limited set of streams. It is important that this step runs correctly
- as well.
-
- Run 'make test' to test all the codecs and formats.
-
- Run 'make fulltest' to test all the codecs, formats and FFserver.
-
- [Of course, some patches may change the results of the regression tests. In
- this case, the reference results of the regression tests shall be modified
- accordingly].
-
- @bye
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