123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999 |
- \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, wideband and narrowband. FFmpeg can make
- use of the AMR wideband (floating-point mode) and the AMR narrowband
- (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.
- Note that libamr is copyrighted without any sort of license grant. This means
- that you can use it if you legally obtained it but you are not allowed to
- redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
- you create are non-free and unredistributable!}
- @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
- @item AVM2 (Flash 9) @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.
- @item Monkey's Audio @tab @tab X
- @item SIFF @tab @tab X
- @tab Audio and video format used in some games by Beam Software
- @item LMLM4 @tab @tab X
- @tab Used by Linux Media Labs MPEG-4 PCI boards
- @item PVA @tab @tab X
- @tab Used by TechnoTrend DVB PCI boards
- @item MSN TCP Webcam @tab @tab X
- @tab Used by MSN Messenger Webcam streams.
- @item RL2 @tab @tab X
- @tab Audio and video format used in some games by Entertainment Software Partners
- @item IFF @tab @tab X
- @tab Interchange File Format
- @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
- @item RAS @tab @tab X @tab Sun Rasterfile
- @item PCX @tab @tab X @tab PC Paintbrush
- @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 X @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.
- @item AMV @tab @tab X @tab Used in Chinese MP3 players.
- @item Mimic @tab @tab X @tab Used in MSN Messenger Webcam streams.
- @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 X @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 AMV IMA ADPCM @tab @tab X
- @tab Used in AMV files
- @item MS IMA ADPCM @tab X @tab X
- @item QT IMA ADPCM @tab X @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 SV7 and SV8 are supported
- @item DT$ Coherent Audio @tab @tab X
- @item ATRAC 3 @tab @tab X
- @item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
- @item Nellymoser ASAO @tab @tab X
- @item 8SVX Audio @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 building FFmpeg under Windows, check out
- the FFmpeg Windows Help Forum at
- @url{http://arrozcru.no-ip.org/ffmpeg/}.
- @subsection Native Windows compilation
- FFmpeg can be built to run natively on Windows using the MinGW tools. Install
- the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
- install the coreutils package. You can find detailed installation
- instructions in the download section and the FAQ.
- Within the MSYS shell, configure and make with:
- @example
- ./configure --enable-memalign-hack
- make
- make install
- @end example
- This will install @file{ffmpeg.exe} along with many other development files
- to @file{/usr/local}. You may specify another install path using the
- @code{--prefix} option in @file{configure}.
- Notes:
- @itemize
- @item Use at least bash 3.1. Older versions are known to fail on the
- configure script.
- @item In order to compile 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 In order to compile FFplay, you must have the MinGW development library
- of SDL. Get it from @url{http://www.libsdl.org}.
- Edit the @file{bin/sdl-config} script so that it points to the correct prefix
- where SDL was installed. Verify that @file{sdl-config} can be launched from
- the MSYS command line.
- @item The target @code{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 libavutil, libavcodec and libavformat as DLLs.
- @end itemize
- @subsection Microsoft Visual C++ compatibility
- As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
- want to use the libav* libraries in your own applications, you can still
- compile those applications using MSVC++. But the libav* libraries you link
- to @emph{must} be built with MinGW. However, you will not be able to debug
- inside the libav* libraries, since MSVC++ does not recognize the debug
- symbols generated by GCC.
- We strongly recommend you to move over from MSVC++ to MinGW tools.
- This description of how to use the FFmpeg libraries with MSVC++ is based on
- Microsoft Visual C++ 2005 Express Edition. If you have a different version,
- you might have to modify the procedures slightly.
- @subsubsection Using static libraries
- Assuming you have just built and installed FFmpeg in @file{/usr/local}.
- @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 MSVC++ has already created for you. For example, you can copy
- @file{output_example.c} from the FFmpeg distribution.
- @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 path where the FFmpeg includes were
- installed (i.e. @file{c:\msys\1.0\local\include}).
- @item Still in the "Project / Properties" dialog box, select
- "Linker / General" from the tree view and edit the
- "Additional Library Directories" setting to contain the @file{lib}
- directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
- the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
- and the directory where MinGW's GCC libs are installed
- (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
- "Linker / Input" from the tree view, and add the files @file{libavformat.a},
- @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
- @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
- to the end of "Additional Dependencies".
- @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.
- @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
- Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
- and install it in MSVC++'s include directory
- (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
- @item MSVC++ also does not understand the @code{inline} keyword used by
- FFmpeg, so you must add this line before @code{#include}ing libav*:
- @example
- #define inline _inline
- @end example
- @item If you used @file{output_example.c} as your sample application,
- you will have to edit the @code{#include}s to point to the files which
- are under the @file{ffmpeg} directory (i.e. @code{<ffmpeg/avformat.h>}).
- @item Build your application, everything should work.
- @end enumerate
- @subsubsection Using shared libraries
- This is how to create DLL and LIB files that are compatible with MSVC++:
- @enumerate
- @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}:
- @example
- call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
- @end example
- Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
- and run @file{c:\msys\1.0\msys.bat} from there.
- @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
- from @file{Microsoft (R) Library Manager}, this means your environment
- variables are set up correctly, the @file{Microsoft (R) Library Manager}
- is on the path and will be used by FFmpeg to create
- MSVC++-compatible import libraries.
- @item Build FFmpeg with
- @example
- ./configure --enable-shared --enable-memalign-hack
- make
- make install
- @end example
- Your install path (@file{/usr/local/} by default) should now have the
- necessary DLL and LIB files under the @file{bin} directory.
- @end enumerate
- To use those files with MSVC++, do the same as you would do with
- the static libraries, as described above. But in Step 4,
- you should only need to add the directory where the LIB files are installed
- (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
- installed in the @file{bin} directory. And instead of adding @file{libxx.a}
- files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
- @file{avutil.lib}. There should be no need for @file{libmingwex.a},
- @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
- statically linked into the DLLs. The @file{bin} directory contains a bunch
- of DLL files, but the ones that are actually used to run your application
- are the ones with a major version number in their filenames
- (i.e. @file{avcodec-51.dll}).
- @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
- The main issue with Cygwin is that newlib, its C library, does not
- contain llrint(). However, it is possible to leverage the
- implementation in MinGW.
- Just install your Cygwin with all the "Base" packages, plus the
- following "Devel" ones:
- @example
- binutils, gcc-core, make, subversion, mingw-runtime
- @end example
- Do not install binutils-20060709-1 (they are buggy on shared builds);
- use binutils-20050610-1 instead.
- Then create a small library that just contains llrint():
- @example
- ar x /usr/lib/mingw/libmingwex.a llrint.o
- ar cq /usr/local/lib/libllrint.a llrint.o
- @end example
- Then run
- @example
- ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
- @end example
- to make a static build or
- @example
- ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
- @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.
- @section OS/2
- For information about compiling FFmpeg on OS/2 see
- @url{http://www.edm2.com/index.php/FFmpeg}.
- @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
- Compiler warnings indicate potential bugs or code with bad style. If a type of
- warning always points to correct and clean code, that warning should
- be disabled, not the code changed.
- Thus the remaining warnings can either be bugs or correct code.
- If it is a bug, the bug has to be fixed. If it is not, the code should
- be changed to not generate a warning unless that causes a slowdown
- or obfuscates the code.
- @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?
- @item
- Did you test your decoder or demuxer against damaged data? If no, see
- tools/trasher and the noise bitstream filter. Your decoder or demuxer
- should not crash or end in a (near) infinite loop when fed damaged data.
- @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
|