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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, WB and NB. FFmpeg can make use of the
  14. AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
  15. 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. @chapter Supported File Formats and Codecs
  20. You can use the @code{-formats} option to have an exhaustive list.
  21. @section File Formats
  22. FFmpeg supports the following file formats through the @code{libavformat}
  23. library:
  24. @multitable @columnfractions .4 .1 .1 .4
  25. @item Supported File Format @tab Encoding @tab Decoding @tab Comments
  26. @item MPEG audio @tab X @tab X
  27. @item MPEG-1 systems @tab X @tab X
  28. @tab muxed audio and video
  29. @item MPEG-2 PS @tab X @tab X
  30. @tab also known as @code{VOB} file
  31. @item MPEG-2 TS @tab @tab X
  32. @tab also known as DVB Transport Stream
  33. @item ASF@tab X @tab X
  34. @item AVI@tab X @tab X
  35. @item WAV@tab X @tab X
  36. @item Macromedia Flash@tab X @tab X
  37. @tab Only embedded audio is decoded.
  38. @item FLV @tab X @tab X
  39. @tab Macromedia Flash video files
  40. @item Real Audio and Video @tab X @tab X
  41. @item Raw AC3 @tab X @tab X
  42. @item Raw MJPEG @tab X @tab X
  43. @item Raw MPEG video @tab X @tab X
  44. @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
  45. @item Raw CRI ADX audio @tab X @tab X
  46. @item Raw Shorten audio @tab @tab X
  47. @item SUN AU format @tab X @tab X
  48. @item NUT @tab X @tab X @tab NUT Open Container Format
  49. @item QuickTime @tab X @tab X
  50. @item MPEG-4 @tab X @tab X
  51. @tab MPEG-4 is a variant of QuickTime.
  52. @item Raw MPEG4 video @tab X @tab X
  53. @item DV @tab X @tab X
  54. @item 4xm @tab @tab X
  55. @tab 4X Technologies format, used in some games.
  56. @item Playstation STR @tab @tab X
  57. @item Id RoQ @tab X @tab X
  58. @tab Used in Quake III, Jedi Knight 2, other computer games.
  59. @item Interplay MVE @tab @tab X
  60. @tab Format used in various Interplay computer games.
  61. @item WC3 Movie @tab @tab X
  62. @tab Multimedia format used in Origin's Wing Commander III computer game.
  63. @item Sega FILM/CPK @tab @tab X
  64. @tab Used in many Sega Saturn console games.
  65. @item Westwood Studios VQA/AUD @tab @tab X
  66. @tab Multimedia formats used in Westwood Studios games.
  67. @item Id Cinematic (.cin) @tab @tab X
  68. @tab Used in Quake II.
  69. @item FLIC format @tab @tab X
  70. @tab .fli/.flc files
  71. @item Sierra VMD @tab @tab X
  72. @tab Used in Sierra CD-ROM games.
  73. @item Sierra Online @tab @tab X
  74. @tab .sol files used in Sierra Online games.
  75. @item Matroska @tab X @tab X
  76. @item Electronic Arts Multimedia @tab @tab X
  77. @tab Used in various EA games; files have extensions like WVE and UV2.
  78. @item Nullsoft Video (NSV) format @tab @tab X
  79. @item ADTS AAC audio @tab X @tab X
  80. @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
  81. @item American Laser Games MM @tab @tab X
  82. @tab Multimedia format used in games like Mad Dog McCree
  83. @item AVS @tab @tab X
  84. @tab Multimedia format used by the Creature Shock game.
  85. @item Smacker @tab @tab X
  86. @tab Multimedia format used by many games.
  87. @item GXF @tab X @tab X
  88. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
  89. @item CIN @tab @tab X
  90. @tab Multimedia format used by Delphine Software games.
  91. @item MXF @tab @tab X
  92. @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
  93. @item SEQ @tab @tab X
  94. @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
  95. @item DXA @tab @tab X
  96. @tab This format is used in non-Windows version of Feeble Files game and
  97. different game cutscenes repacked for use with ScummVM.
  98. @item THP @tab @tab X
  99. @tab Used on the Nintendo GameCube.
  100. @item C93 @tab @tab X
  101. @tab Used in the game Cyberia from Interplay.
  102. @item Bethsoft VID @tab @tab X
  103. @tab Used in some games from Bethesda Softworks.
  104. @item CRYO APC @tab @tab X
  105. @tab Audio format used in some games by CRYO Interactive Entertainment.
  106. @item Monkey's Audio @tab @tab X
  107. @end multitable
  108. @code{X} means that encoding (resp. decoding) is supported.
  109. @section Image Formats
  110. FFmpeg can read and write images for each frame of a video sequence. The
  111. following image formats are supported:
  112. @multitable @columnfractions .4 .1 .1 .4
  113. @item Supported Image Format @tab Encoding @tab Decoding @tab Comments
  114. @item PGM, PPM @tab X @tab X
  115. @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
  116. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
  117. @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
  118. @item .Y.U.V @tab X @tab X @tab one raw file per component
  119. @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
  120. @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
  121. @item Targa @tab @tab X @tab Targa (.TGA) image format.
  122. @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
  123. @item SGI @tab X @tab X @tab SGI RGB image format
  124. @item PTX @tab @tab X @tab V.Flash PTX format
  125. @end multitable
  126. @code{X} means that encoding (resp. decoding) is supported.
  127. @section Video Codecs
  128. @multitable @columnfractions .4 .1 .1 .4
  129. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  130. @item MPEG-1 video @tab X @tab X
  131. @item MPEG-2 video @tab X @tab X
  132. @item MPEG-4 @tab X @tab X
  133. @item MSMPEG4 V1 @tab X @tab X
  134. @item MSMPEG4 V2 @tab X @tab X
  135. @item MSMPEG4 V3 @tab X @tab X
  136. @item WMV7 @tab X @tab X
  137. @item WMV8 @tab X @tab X @tab not completely working
  138. @item WMV9 @tab @tab X @tab not completely working
  139. @item VC1 @tab @tab X
  140. @item H.261 @tab X @tab X
  141. @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
  142. @item H.264 @tab @tab X
  143. @item RealVideo 1.0 @tab X @tab X
  144. @item RealVideo 2.0 @tab X @tab X
  145. @item MJPEG @tab X @tab X
  146. @item lossless MJPEG @tab X @tab X
  147. @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
  148. @item Apple MJPEG-B @tab @tab X
  149. @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
  150. @item DV @tab X @tab X
  151. @item HuffYUV @tab X @tab X
  152. @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
  153. @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
  154. @item Asus v1 @tab X @tab X @tab fourcc: ASV1
  155. @item Asus v2 @tab X @tab X @tab fourcc: ASV2
  156. @item Creative YUV @tab @tab X @tab fourcc: CYUV
  157. @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
  158. @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
  159. @item On2 VP3 @tab @tab X @tab still experimental
  160. @item On2 VP5 @tab @tab X @tab fourcc: VP50
  161. @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
  162. @item Theora @tab X @tab X @tab still experimental
  163. @item Intel Indeo 3 @tab @tab X
  164. @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
  165. @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
  166. @item ATI VCR1 @tab @tab X @tab fourcc: VCR1
  167. @item ATI VCR2 @tab @tab X @tab fourcc: VCR2
  168. @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
  169. @item 4X Video @tab @tab X @tab Used in certain computer games.
  170. @item Sony Playstation MDEC @tab @tab X
  171. @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
  172. @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
  173. @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
  174. @item Apple Animation @tab X @tab X @tab fourcc: 'rle '
  175. @item Apple Graphics @tab @tab X @tab fourcc: 'smc '
  176. @item Apple Video @tab @tab X @tab fourcc: rpza
  177. @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
  178. @item Cinepak @tab @tab X
  179. @item Microsoft RLE @tab @tab X
  180. @item Microsoft Video-1 @tab @tab X
  181. @item Westwood VQA @tab @tab X
  182. @item Id Cinematic Video @tab @tab X @tab Used in Quake II.
  183. @item Planar RGB @tab @tab X @tab fourcc: 8BPS
  184. @item FLIC video @tab @tab X
  185. @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
  186. @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
  187. @item VMD Video @tab @tab X @tab Used in Sierra VMD files.
  188. @item MSZH @tab @tab X @tab Part of LCL
  189. @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
  190. @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
  191. @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
  192. @item Miro VideoXL @tab @tab X @tab fourcc: VIXL
  193. @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
  194. @item LOCO @tab @tab X @tab
  195. @item Winnov WNV1 @tab @tab X @tab
  196. @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
  197. @item Fraps FPS1 @tab @tab X @tab
  198. @item CamStudio @tab @tab X @tab fourcc: CSCD
  199. @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
  200. @item ZMBV @tab X @tab X @tab Encoder works only on PAL8
  201. @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
  202. @item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
  203. @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
  204. @item KMVC @tab @tab X @tab Codec used in Worms games.
  205. @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
  206. @item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
  207. @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
  208. @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
  209. @item AVID DNxHD @tab @tab X @tab aka SMPTE VC3
  210. @item C93 Video @tab @tab X @tab Codec used in Cyberia game.
  211. @item THP @tab @tab X @tab Used on the Nintendo GameCube.
  212. @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
  213. @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
  214. @item AMV @tab @tab X @tab Used in Chinese MP3 players.
  215. @end multitable
  216. @code{X} means that encoding (resp. decoding) is supported.
  217. @section Audio Codecs
  218. @multitable @columnfractions .4 .1 .1 .1 .7
  219. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  220. @item MPEG audio layer 2 @tab IX @tab IX
  221. @item MPEG audio layer 1/3 @tab IX @tab IX
  222. @tab MP3 encoding is supported through the external library LAME.
  223. @item AC3 @tab IX @tab IX
  224. @tab liba52 is used internally for decoding.
  225. @item Vorbis @tab X @tab X
  226. @item WMA V1/V2 @tab X @tab X
  227. @item AAC @tab X @tab X
  228. @tab Supported through the external library libfaac/libfaad.
  229. @item Microsoft ADPCM @tab X @tab X
  230. @item AMV IMA ADPCM @tab @tab X
  231. @tab Used in AMV files
  232. @item MS IMA ADPCM @tab X @tab X
  233. @item QT IMA ADPCM @tab @tab X
  234. @item 4X IMA ADPCM @tab @tab X
  235. @item G.726 ADPCM @tab X @tab X
  236. @item Duck DK3 IMA ADPCM @tab @tab X
  237. @tab Used in some Sega Saturn console games.
  238. @item Duck DK4 IMA ADPCM @tab @tab X
  239. @tab Used in some Sega Saturn console games.
  240. @item Westwood Studios IMA ADPCM @tab @tab X
  241. @tab Used in Westwood Studios games like Command and Conquer.
  242. @item SMJPEG IMA ADPCM @tab @tab X
  243. @tab Used in certain Loki game ports.
  244. @item CD-ROM XA ADPCM @tab @tab X
  245. @item CRI ADX ADPCM @tab X @tab X
  246. @tab Used in Sega Dreamcast games.
  247. @item Electronic Arts ADPCM @tab @tab X
  248. @tab Used in various EA titles.
  249. @item Creative ADPCM @tab @tab X
  250. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  251. @item THP ADPCM @tab @tab X
  252. @tab Used on the Nintendo GameCube.
  253. @item RA144 @tab @tab X
  254. @tab Real 14400 bit/s codec
  255. @item RA288 @tab @tab X
  256. @tab Real 28800 bit/s codec
  257. @item RADnet @tab X @tab IX
  258. @tab Real low bitrate AC3 codec, liba52 is used for decoding.
  259. @item AMR-NB @tab X @tab X
  260. @tab Supported through an external library.
  261. @item AMR-WB @tab X @tab X
  262. @tab Supported through an external library.
  263. @item DV audio @tab @tab X
  264. @item Id RoQ DPCM @tab X @tab X
  265. @tab Used in Quake III, Jedi Knight 2, other computer games.
  266. @item Interplay MVE DPCM @tab @tab X
  267. @tab Used in various Interplay computer games.
  268. @item Xan DPCM @tab @tab X
  269. @tab Used in Origin's Wing Commander IV AVI files.
  270. @item Sierra Online DPCM @tab @tab X
  271. @tab Used in Sierra Online game audio files.
  272. @item Apple MACE 3 @tab @tab X
  273. @item Apple MACE 6 @tab @tab X
  274. @item FLAC lossless audio @tab X @tab X
  275. @item Shorten lossless audio @tab @tab X
  276. @item Apple lossless audio @tab @tab X
  277. @tab QuickTime fourcc 'alac'
  278. @item FFmpeg Sonic @tab X @tab X
  279. @tab experimental lossy/lossless codec
  280. @item Qdesign QDM2 @tab @tab X
  281. @tab there are still some distortions
  282. @item Real COOK @tab @tab X
  283. @tab All versions except 5.1 are supported
  284. @item DSP Group TrueSpeech @tab @tab X
  285. @item True Audio (TTA) @tab @tab X
  286. @item Smacker Audio @tab @tab X
  287. @item WavPack Audio @tab @tab X
  288. @item Cin Audio @tab @tab X
  289. @tab Codec used in Delphine Software games.
  290. @item Intel Music Coder @tab @tab X
  291. @item Musepack @tab @tab X
  292. @tab Only SV7 is supported
  293. @item DT$ Coherent Audio @tab @tab X
  294. @item ATRAC 3 @tab @tab X
  295. @item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
  296. @end multitable
  297. @code{X} means that encoding (resp. decoding) is supported.
  298. @code{I} means that an integer-only version is available, too (ensures high
  299. performance on systems without hardware floating point support).
  300. @chapter Platform Specific information
  301. @section BSD
  302. BSD make will not build FFmpeg, you need to install and use GNU Make
  303. (@file{gmake}).
  304. @section Windows
  305. To get help and instructions for using FFmpeg under Windows, check out
  306. the FFmpeg Windows Help Forum at
  307. @url{http://arrozcru.no-ip.org/ffmpeg/}.
  308. @subsection Native Windows compilation
  309. @itemize
  310. @item Install the current versions of MSYS and MinGW from
  311. @url{http://www.mingw.org/}. You can find detailed installation
  312. instructions in the download section and the FAQ.
  313. NOTE: Use at least bash 3.1. Older versions are known to be failing on the
  314. configure script.
  315. @item If you want to test the FFplay, also download
  316. the MinGW development library of SDL 1.2.x
  317. (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
  318. @url{http://www.libsdl.org}. Unpack it in a temporary directory, and
  319. unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
  320. directory. Edit the @file{sdl-config} script so that it gives the
  321. correct SDL directory when invoked.
  322. @item If you want to use vhooks, you must have a POSIX compliant libdl in your
  323. MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}.
  324. @item Extract the current version of FFmpeg.
  325. @item Start the MSYS shell (file @file{msys.bat}).
  326. @item Change to the FFmpeg directory and follow
  327. the instructions of how to compile FFmpeg (file
  328. @file{INSTALL}). Usually, launching @file{./configure} and @file{make}
  329. suffices. If you have problems using SDL, verify that
  330. @file{sdl-config} can be launched from the MSYS command line.
  331. @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
  332. @file{make install}. Do not forget to copy @file{SDL.dll} to the place
  333. you launch @file{ffplay} from.
  334. @end itemize
  335. Notes:
  336. @itemize
  337. @item The target @file{make wininstaller} can be used to create a
  338. Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
  339. must be copied to the FFmpeg directory in order to build the
  340. installer.
  341. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  342. you can build @file{avcodec.dll} and @file{avformat.dll}. With
  343. @code{make install} you install the FFmpeg DLLs and the associated
  344. headers in @file{Program Files/FFmpeg}.
  345. @item Visual C++ compatibility: If you used @code{./configure --enable-shared}
  346. when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
  347. C++ @code{lib} tool to build @code{avcodec.lib} and
  348. @code{avformat.lib}. With these libraries you can link your Visual C++
  349. code directly with the FFmpeg DLLs (see below).
  350. @end itemize
  351. @subsection Visual C++ compatibility
  352. FFmpeg will not compile under Visual C++ -- and it has too many
  353. dependencies on the GCC compiler to make a port viable. However,
  354. if you want to use the FFmpeg libraries in your own applications,
  355. you can still compile those applications using Visual C++. An
  356. important restriction to this is that you have to use the
  357. dynamically linked versions of the FFmpeg libraries (i.e. the
  358. DLLs), and you have to make sure that Visual-C++-compatible
  359. import libraries are created during the FFmpeg build process.
  360. This description of how to use the FFmpeg libraries with Visual C++ is
  361. based on Visual C++ 2005 Express Edition Beta 2. If you have a different
  362. version, you might have to modify the procedures slightly.
  363. Here are the step-by-step instructions for building the FFmpeg libraries
  364. so they can be used with Visual C++:
  365. @enumerate
  366. @item Install Visual C++ (if you have not done so already).
  367. @item Install MinGW and MSYS as described above.
  368. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  369. variables for the Visual C++ tools) as the first line of
  370. @file{msys.bat}. The standard location for @file{vcvars32.bat} is
  371. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  372. and the standard location for @file{msys.bat} is
  373. @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the
  374. following line as the first line of @file{msys.bat}:
  375. @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
  376. @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.
  377. If you get a help message with the command line options of @code{link.exe},
  378. this means your environment variables are set up correctly, the
  379. Microsoft linker is on the path and will be used by FFmpeg to
  380. create Visual-C++-compatible import libraries.
  381. @item Extract the current version of FFmpeg and change to the FFmpeg directory.
  382. @item Type the command
  383. @code{./configure --enable-shared --disable-static --enable-memalign-hack}
  384. to configure and, if that did not produce any errors,
  385. type @code{make} to build FFmpeg.
  386. @item The subdirectories @file{libavformat}, @file{libavcodec}, and
  387. @file{libavutil} should now contain the files @file{avformat.dll},
  388. @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},
  389. @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three
  390. DLLs to your System32 directory (typically @file{C:\Windows\System32}).
  391. @end enumerate
  392. And here is how to use these libraries with Visual C++:
  393. @enumerate
  394. @item Create a new console application ("File / New / Project") and then
  395. select "Win32 Console Application". On the appropriate page of the
  396. Application Wizard, uncheck the "Precompiled headers" option.
  397. @item Write the source code for your application, or, for testing, just
  398. copy the code from an existing sample application into the source file
  399. that Visual C++ has already created for you. (Note that your source
  400. filehas to have a @code{.cpp} extension; otherwise, Visual C++ will not
  401. compile the FFmpeg headers correctly because in C mode, it does not
  402. recognize the @code{inline} keyword.) For example, you can copy
  403. @file{output_example.c} from the FFmpeg distribution (but you will
  404. have to make minor modifications so the code will compile under
  405. C++, see below).
  406. @item Open the "Project / Properties" dialog box. In the "Configuration"
  407. combo box, select "All Configurations" so that the changes you make will
  408. affect both debug and release builds. In the tree view on the left hand
  409. side, select "C/C++ / General", then edit the "Additional Include
  410. Directories" setting to contain the complete paths to the
  411. @file{libavformat}, @file{libavcodec}, and @file{libavutil}
  412. subdirectories of your FFmpeg directory. Note that the directories have
  413. to be separated using semicolons. Now select "Linker / General" from the
  414. tree view and edit the "Additional Library Directories" setting to
  415. contain the same three directories.
  416. @item Still in the "Project / Properties" dialog box, select "Linker / Input"
  417. from the tree view, then add the files @file{avformat.lib},
  418. @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional
  419. Dependencies". Note that the names of the libraries have to be separated
  420. using spaces.
  421. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  422. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  423. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  424. the "Configuration" combo box and make sure that "Runtime Library" is
  425. set to "Multi-threaded DLL".
  426. @item Click "OK" to close the "Project / Properties" dialog box and build
  427. the application. Hopefully, it should compile and run cleanly. If you
  428. used @file{output_example.c} as your sample application, you will get a
  429. few compiler errors, but they are easy to fix. The first type of error
  430. occurs because Visual C++ does not allow an @code{int} to be converted to
  431. an @code{enum} without a cast. To solve the problem, insert the required
  432. casts (this error occurs once for a @code{CodecID} and once for a
  433. @code{CodecType}). The second type of error occurs because C++ requires
  434. the return value of @code{malloc} to be cast to the exact type of the
  435. pointer it is being assigned to. Visual C++ will complain that, for
  436. example, @code{(void *)} is being assigned to @code{(uint8_t *)} without
  437. an explicit cast. So insert an explicit cast in these places to silence
  438. the compiler. The third type of error occurs because the @code{snprintf}
  439. library function is called @code{_snprintf} under Visual C++. So just
  440. add an underscore to fix the problem. With these changes,
  441. @file{output_example.c} should compile under Visual C++, and the
  442. resulting executable should produce valid video files.
  443. @end enumerate
  444. @subsection Cross compilation for Windows with Linux
  445. You must use the MinGW cross compilation tools available at
  446. @url{http://www.mingw.org/}.
  447. Then configure FFmpeg with the following options:
  448. @example
  449. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  450. @end example
  451. (you can change the cross-prefix according to the prefix chosen for the
  452. MinGW tools).
  453. Then you can easily test FFmpeg with Wine
  454. (@url{http://www.winehq.com/}).
  455. @subsection Compilation under Cygwin
  456. Cygwin works very much like Unix.
  457. Just install your Cygwin with all the "Base" packages, plus the
  458. following "Devel" ones:
  459. @example
  460. binutils, gcc-core, make, subversion
  461. @end example
  462. Do not install binutils-20060709-1 (they are buggy on shared builds);
  463. use binutils-20050610-1 instead.
  464. Then run
  465. @example
  466. ./configure --enable-static --disable-shared
  467. @end example
  468. to make a static build or
  469. @example
  470. ./configure --enable-shared --disable-static
  471. @end example
  472. to build shared libraries.
  473. If you want to build FFmpeg with additional libraries, download Cygwin
  474. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
  475. and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
  476. (@url{http://cygwinports.dotsrc.org/}).
  477. @subsection Crosscompilation for Windows under Cygwin
  478. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  479. Just install your Cygwin as explained before, plus these additional
  480. "Devel" packages:
  481. @example
  482. gcc-mingw-core, mingw-runtime, mingw-zlib
  483. @end example
  484. and add some special flags to your configure invocation.
  485. For a static build run
  486. @example
  487. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  488. @end example
  489. and for a build with shared libraries
  490. @example
  491. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  492. @end example
  493. @section BeOS
  494. BeOS support is broken in mysterious ways.
  495. @chapter Developers Guide
  496. @section API
  497. @itemize @bullet
  498. @item libavcodec is the library containing the codecs (both encoding and
  499. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  500. @item libavformat is the library containing the file format handling (mux and
  501. demux code for several formats). Look at @file{ffplay.c} to use it in a
  502. player. See @file{output_example.c} to use it to generate audio or video
  503. streams.
  504. @end itemize
  505. @section Integrating libavcodec or libavformat in your program
  506. You can integrate all the source code of the libraries to link them
  507. statically to avoid any version problem. All you need is to provide a
  508. 'config.mak' and a 'config.h' in the parent directory. See the defines
  509. generated by ./configure to understand what is needed.
  510. You can use libavcodec or libavformat in your commercial program, but
  511. @emph{any patch you make must be published}. The best way to proceed is
  512. to send your patches to the FFmpeg mailing list.
  513. @node Coding Rules
  514. @section Coding Rules
  515. FFmpeg is programmed in the ISO C90 language with a few additional
  516. features from ISO C99, namely:
  517. @itemize @bullet
  518. @item
  519. the @samp{inline} keyword;
  520. @item
  521. @samp{//} comments;
  522. @item
  523. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  524. @item
  525. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  526. @end itemize
  527. These features are supported by all compilers we care about, so we will not
  528. accept patches to remove their use unless they absolutely do not impair
  529. clarity and performance.
  530. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  531. compiles with several other compilers, such as the Compaq ccc compiler
  532. or Sun Studio 9, and we would like to keep it that way unless it would
  533. be exceedingly involved. To ensure compatibility, please do not use any
  534. additional C99 features or GCC extensions. Especially watch out for:
  535. @itemize @bullet
  536. @item
  537. mixing statements and declarations;
  538. @item
  539. @samp{long long} (use @samp{int64_t} instead);
  540. @item
  541. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  542. @item
  543. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  544. @end itemize
  545. Indent size is 4.
  546. The presentation is the one specified by 'indent -i4 -kr -nut'.
  547. The TAB character is forbidden outside of Makefiles as is any
  548. form of trailing whitespace. Commits containing either will be
  549. rejected by the Subversion repository.
  550. The main priority in FFmpeg is simplicity and small code size in order to
  551. minimize the bug count.
  552. Comments: Use the JavaDoc/Doxygen
  553. format (see examples below) so that code documentation
  554. can be generated automatically. All nontrivial functions should have a comment
  555. above them explaining what the function does, even if it is just one sentence.
  556. All structures and their member variables should be documented, too.
  557. @example
  558. /**
  559. * @@file mpeg.c
  560. * MPEG codec.
  561. * @@author ...
  562. */
  563. /**
  564. * Summary sentence.
  565. * more text ...
  566. * ...
  567. */
  568. typedef struct Foobar@{
  569. int var1; /**< var1 description */
  570. int var2; ///< var2 description
  571. /** var3 description */
  572. int var3;
  573. @} Foobar;
  574. /**
  575. * Summary sentence.
  576. * more text ...
  577. * ...
  578. * @@param my_parameter description of my_parameter
  579. * @@return return value description
  580. */
  581. int myfunc(int my_parameter)
  582. ...
  583. @end example
  584. fprintf and printf are forbidden in libavformat and libavcodec,
  585. please use av_log() instead.
  586. Casts should be used only when necessary. Unneeded parentheses
  587. should also be avoided if they don't make the code easier to understand.
  588. @section Development Policy
  589. @enumerate
  590. @item
  591. Contributions should be licensed under the LGPL 2.1, including an
  592. "or any later version" clause, or the MIT license. GPL 2 including
  593. an "or any later version" clause is also acceptable, but LGPL is
  594. preferred.
  595. @item
  596. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  597. enabled code which breaks compilation or compiles but does not work or
  598. breaks the regression tests)
  599. You can commit unfinished stuff (for testing etc), but it must be disabled
  600. (#ifdef etc) by default so it does not interfere with other developers'
  601. work.
  602. @item
  603. You do not have to over-test things. If it works for you, and you think it
  604. should work for others, then commit. If your code has problems
  605. (portability, triggers compiler bugs, unusual environment etc) they will be
  606. reported and eventually fixed.
  607. @item
  608. Do not commit unrelated changes together, split them into self-contained
  609. pieces. Also do not forget that if part B depends on part A, but A does not
  610. depend on B, then A can and should be committed first and separate from B.
  611. Keeping changes well split into self-contained parts makes reviewing and
  612. understanding them on the commit log mailing list easier. This also helps
  613. in case of debugging later on.
  614. Also if you have doubts about splitting or not splitting, do not hesitate to
  615. ask/discuss it on the developer mailing list.
  616. @item
  617. Do not change behavior of the program (renaming options etc) without
  618. first discussing it on the ffmpeg-devel mailing list. Do not remove
  619. functionality from the code. Just improve!
  620. Note: Redundant code can be removed.
  621. @item
  622. Do not commit changes to the build system (Makefiles, configure script)
  623. which change behavior, defaults etc, without asking first. The same
  624. applies to compiler warning fixes, trivial looking fixes and to code
  625. maintained by other developers. We usually have a reason for doing things
  626. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  627. list, and if the code maintainers say OK, you may commit. This does not
  628. apply to files you wrote and/or maintain.
  629. @item
  630. We refuse source indentation and other cosmetic changes if they are mixed
  631. with functional changes, such commits will be rejected and removed. Every
  632. developer has his own indentation style, you should not change it. Of course
  633. if you (re)write something, you can use your own style, even though we would
  634. prefer if the indentation throughout FFmpeg was consistent (Many projects
  635. force a given indentation style - we do not.). If you really need to make
  636. indentation changes (try to avoid this), separate them strictly from real
  637. changes.
  638. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  639. then either do NOT change the indentation of the inner part within (do not
  640. move it to the right)! or do so in a separate commit
  641. @item
  642. Always fill out the commit log message. Describe in a few lines what you
  643. changed and why. You can refer to mailing list postings if you fix a
  644. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  645. @item
  646. If you apply a patch by someone else, include the name and email address in
  647. the log message. Since the ffmpeg-cvslog mailing list is publicly
  648. archived you should add some SPAM protection to the email address. Send an
  649. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  650. you applied the patch.
  651. @item
  652. When applying patches that have been discussed (at length) on the mailing
  653. list, reference the thread in the log message.
  654. @item
  655. Do NOT commit to code actively maintained by others without permission.
  656. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  657. timeframe (12h for build failures and security fixes, 3 days small changes,
  658. 1 week for big patches) then commit your patch if you think it is OK.
  659. Also note, the maintainer can simply ask for more time to review!
  660. @item
  661. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  662. are sent there and reviewed by all the other developers. Bugs and possible
  663. improvements or general questions regarding commits are discussed there. We
  664. expect you to react if problems with your code are uncovered.
  665. @item
  666. Update the documentation if you change behavior or add features. If you are
  667. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  668. maintainer(s) will review and commit your stuff.
  669. @item
  670. Try to keep important discussions and requests (also) on the public
  671. developer mailing list, so that all developers can benefit from them.
  672. @item
  673. Never write to unallocated memory, never write over the end of arrays,
  674. always check values read from some untrusted source before using them
  675. as array index or other risky things.
  676. @item
  677. Remember to check if you need to bump versions for the specific libav
  678. parts (libavutil, libavcodec, libavformat) you are changing. You need
  679. to change the version integer and the version string.
  680. Incrementing the first component means no backward compatibility to
  681. previous versions (e.g. removal of a function from the public API).
  682. Incrementing the second component means backward compatible change
  683. (e.g. addition of a function to the public API).
  684. Incrementing the third component means a noteworthy binary compatible
  685. change (e.g. encoder bug fix that matters for the decoder).
  686. @item
  687. If you add a new codec, remember to update the changelog, add it to
  688. the supported codecs table in the documentation and bump the second
  689. component of the @file{libavcodec} version number appropriately. If
  690. it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
  691. is only a decoder.
  692. @item
  693. Do not change code to hide warnings without ensuring that the underlying
  694. logic is correct and thus the warning was inappropriate.
  695. @item
  696. If you add a new file, give it a proper license header. Do not copy and
  697. paste it from a random place, use an existing file as template.
  698. @end enumerate
  699. We think our rules are not too hard. If you have comments, contact us.
  700. Note, these rules are mostly borrowed from the MPlayer project.
  701. @section Submitting patches
  702. First, (@pxref{Coding Rules}) above if you did not yet.
  703. When you submit your patch, try to send a unified diff (diff '-up'
  704. option). We cannot read other diffs :-)
  705. Also please do not submit a patch which contains several unrelated changes.
  706. Split it into separate, self-contained pieces. This does not mean splitting
  707. file by file. Instead, make the patch as small as possible while still
  708. keeping it as a logical unit that contains an individual change, even
  709. if it spans multiple files. This makes reviewing your patches much easier
  710. for us and greatly increases your chances of getting your patch applied.
  711. Run the regression tests before submitting a patch so that you can
  712. verify that there are no big problems.
  713. Patches should be posted as base64 encoded attachments (or any other
  714. encoding which ensures that the patch will not be trashed during
  715. transmission) to the ffmpeg-devel mailing list, see
  716. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  717. It also helps quite a bit if you tell us what the patch does (for example
  718. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  719. and has no lrint()')
  720. Also please if you send several patches, send each patch as a separate mail,
  721. do not attach several unrelated patches to the same mail.
  722. @section patch submission checklist
  723. @enumerate
  724. @item
  725. Do the regression tests pass with the patch applied?
  726. @item
  727. Is the patch a unified diff?
  728. @item
  729. Is the patch against latest FFmpeg SVN?
  730. @item
  731. Are you subscribed to ffmpeg-dev?
  732. (the list is subscribers only due to spam)
  733. @item
  734. Have you checked that the changes are minimal, so that the same cannot be
  735. achieved with a smaller patch and/or simpler final code?
  736. @item
  737. If the change is to speed critical code, did you benchmark it?
  738. @item
  739. If you did any benchmarks, did you provide them in the mail?
  740. @item
  741. Have you checked that the patch does not introduce buffer overflows or
  742. other security issues?
  743. @item
  744. Is the patch created from the root of the source tree, so it can be
  745. applied with @code{patch -p0}?
  746. @item
  747. Does the patch not mix functional and cosmetic changes?
  748. @item
  749. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  750. @item
  751. Is the patch attached to the email you send?
  752. @item
  753. Is the mime type of the patch correct? It should be text/x-diff or
  754. text/x-patch or at least text/plain and not application/octet-stream.
  755. @item
  756. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  757. @item
  758. If the patch fixes a bug, did you provide enough information, including
  759. a sample, so the bug can be reproduced and the fix can be verified?
  760. Note please do not attach samples >100k to mails but rather provide a
  761. URL, you can upload to ftp://upload.mplayerhq.hu
  762. @item
  763. Did you provide a verbose summary about what the patch does change?
  764. @item
  765. Did you provide a verbose explanation why it changes things like it does?
  766. @item
  767. Did you provide a verbose summary of the user visible advantages and
  768. disadvantages if the patch is applied?
  769. @item
  770. Did you provide an example so we can verify the new feature added by the
  771. patch easily?
  772. @item
  773. If you added a new file, did you insert a license header? It should be
  774. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  775. @item
  776. You should maintain alphabetical order in alphabetically ordered lists as
  777. long as doing so does not break API/ABI compatibility.
  778. @item
  779. Lines with similar content should be aligned vertically when doing so
  780. improves readability.
  781. @item
  782. Did you provide a suggestion for a clear commit log message?
  783. @end enumerate
  784. @section Patch review process
  785. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  786. clear note that the patch is not for SVN.
  787. Reviews and comments will be posted as replies to the patch on the
  788. mailing list. The patch submitter then has to take care of every comment,
  789. that can be by resubmitting a changed patch or by discussion. Resubmitted
  790. patches will themselves be reviewed like any other patch. If at some point
  791. a patch passes review with no comments then it is approved, that can for
  792. simple and small patches happen immediately while large patches will generally
  793. have to be changed and reviewed many times before they are approved.
  794. After a patch is approved it will be committed to the repository.
  795. We will review all submitted patches, but sometimes we are quite busy so
  796. especially for large patches this can take several weeks.
  797. When resubmitting patches, please do not make any significant changes
  798. not related to the comments received during review. Such patches will
  799. be rejected. Instead, submit significant changes or new features as
  800. separate patches.
  801. @section Regression tests
  802. Before submitting a patch (or committing to the repository), you should at least
  803. test that you did not break anything.
  804. The regression tests build a synthetic video stream and a synthetic
  805. audio stream. These are then encoded and decoded with all codecs or
  806. formats. The CRC (or MD5) of each generated file is recorded in a
  807. result file. A 'diff' is launched to compare the reference results and
  808. the result file.
  809. The regression tests then go on to test the FFserver code with a
  810. limited set of streams. It is important that this step runs correctly
  811. as well.
  812. Run 'make test' to test all the codecs and formats.
  813. Run 'make fulltest' to test all the codecs, formats and FFserver.
  814. [Of course, some patches may change the results of the regression tests. In
  815. this case, the reference results of the regression tests shall be modified
  816. accordingly].
  817. @bye