output_example.c now uses proper include paths.
[libav.git] / doc / general.texi
CommitLineData
d0e1cd3d
DB
1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
50e4d833
DB
19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
d0e1cd3d
DB
22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
68e7d442
DB
27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
d0e1cd3d
DB
32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
43@item Supported File Format @tab Encoding @tab Decoding @tab Comments
44@item MPEG audio @tab X @tab X
45@item MPEG-1 systems @tab X @tab X
46@tab muxed audio and video
47@item MPEG-2 PS @tab X @tab X
48@tab also known as @code{VOB} file
49@item MPEG-2 TS @tab @tab X
50@tab also known as DVB Transport Stream
51@item ASF@tab X @tab X
52@item AVI@tab X @tab X
53@item WAV@tab X @tab X
54@item Macromedia Flash@tab X @tab X
b264a084 55@item AVM2 (Flash 9) @tab X @tab X
d0e1cd3d
DB
56@tab Only embedded audio is decoded.
57@item FLV @tab X @tab X
58@tab Macromedia Flash video files
59@item Real Audio and Video @tab X @tab X
60@item Raw AC3 @tab X @tab X
61@item Raw MJPEG @tab X @tab X
62@item Raw MPEG video @tab X @tab X
63@item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
64@item Raw CRI ADX audio @tab X @tab X
65@item Raw Shorten audio @tab @tab X
66@item SUN AU format @tab X @tab X
67@item NUT @tab X @tab X @tab NUT Open Container Format
68@item QuickTime @tab X @tab X
69@item MPEG-4 @tab X @tab X
70@tab MPEG-4 is a variant of QuickTime.
71@item Raw MPEG4 video @tab X @tab X
72@item DV @tab X @tab X
73@item 4xm @tab @tab X
74@tab 4X Technologies format, used in some games.
831ec935
DB
75@item PlayStation STR @tab @tab X
76@item id RoQ @tab X @tab X
d0e1cd3d
DB
77@tab Used in Quake III, Jedi Knight 2, other computer games.
78@item Interplay MVE @tab @tab X
79@tab Format used in various Interplay computer games.
80@item WC3 Movie @tab @tab X
81@tab Multimedia format used in Origin's Wing Commander III computer game.
82@item Sega FILM/CPK @tab @tab X
83@tab Used in many Sega Saturn console games.
84@item Westwood Studios VQA/AUD @tab @tab X
85@tab Multimedia formats used in Westwood Studios games.
831ec935 86@item id Cinematic (.cin) @tab @tab X
d0e1cd3d
DB
87@tab Used in Quake II.
88@item FLIC format @tab @tab X
89@tab .fli/.flc files
90@item Sierra VMD @tab @tab X
91@tab Used in Sierra CD-ROM games.
92@item Sierra Online @tab @tab X
93@tab .sol files used in Sierra Online games.
e09f7d61 94@item Matroska @tab X @tab X
d0e1cd3d
DB
95@item Electronic Arts Multimedia @tab @tab X
96@tab Used in various EA games; files have extensions like WVE and UV2.
74118c07
RM
97@item MAXIS EA XA @tab @tab X
98@tab Used in Sim City 3000; file extension .xa.
d0e1cd3d
DB
99@item Nullsoft Video (NSV) format @tab @tab X
100@item ADTS AAC audio @tab X @tab X
101@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
102@item American Laser Games MM @tab @tab X
103@tab Multimedia format used in games like Mad Dog McCree
104@item AVS @tab @tab X
105@tab Multimedia format used by the Creature Shock game.
106@item Smacker @tab @tab X
107@tab Multimedia format used by many games.
108@item GXF @tab X @tab X
109@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
110@item CIN @tab @tab X
111@tab Multimedia format used by Delphine Software games.
112@item MXF @tab @tab X
113@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
114@item SEQ @tab @tab X
831ec935 115@tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
d0e1cd3d
DB
116@item DXA @tab @tab X
117@tab This format is used in non-Windows version of Feeble Files game and
118different game cutscenes repacked for use with ScummVM.
119@item THP @tab @tab X
120@tab Used on the Nintendo GameCube.
121@item C93 @tab @tab X
122@tab Used in the game Cyberia from Interplay.
123@item Bethsoft VID @tab @tab X
124@tab Used in some games from Bethesda Softworks.
125@item CRYO APC @tab @tab X
126@tab Audio format used in some games by CRYO Interactive Entertainment.
bf4a1f17 127@item Monkey's Audio @tab @tab X
66f7679c
KS
128@item SIFF @tab @tab X
129@tab Audio and video format used in some games by Beam Software
d1928ac1
IP
130@item LMLM4 @tab @tab X
131@tab Used by Linux Media Labs MPEG-4 PCI boards
132@item PVA @tab @tab X
133@tab Used by TechnoTrend DVB PCI boards
10cac9f9
RP
134@item MSN TCP Webcam @tab @tab X
135@tab Used by MSN Messenger Webcam streams.
86b3cf7c
SS
136@item RL2 @tab @tab X
137@tab Audio and video format used in some games by Entertainment Software Partners
d299be08
JM
138@item IFF @tab @tab X
139@tab Interchange File Format
2003d3da 140@item BFI @tab @tab X
b64c096b 141@tab Brute Force & Ignorance, used in Flash Traffic: City of Angels
d0e1cd3d
DB
142@end multitable
143
144@code{X} means that encoding (resp. decoding) is supported.
145
146@section Image Formats
147
148FFmpeg can read and write images for each frame of a video sequence. The
149following image formats are supported:
150
151@multitable @columnfractions .4 .1 .1 .4
152@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
153@item PGM, PPM @tab X @tab X
154@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
155@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
156@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
157@item .Y.U.V @tab X @tab X @tab one raw file per component
158@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
159@item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
160@item Targa @tab @tab X @tab Targa (.TGA) image format.
161@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
162@item SGI @tab X @tab X @tab SGI RGB image format
163@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1
IP
164@item RAS @tab @tab X @tab Sun Rasterfile
165@item PCX @tab @tab X @tab PC Paintbrush
d0e1cd3d
DB
166@end multitable
167
168@code{X} means that encoding (resp. decoding) is supported.
169
170@section Video Codecs
171
172@multitable @columnfractions .4 .1 .1 .4
173@item Supported Codec @tab Encoding @tab Decoding @tab Comments
174@item MPEG-1 video @tab X @tab X
175@item MPEG-2 video @tab X @tab X
176@item MPEG-4 @tab X @tab X
177@item MSMPEG4 V1 @tab X @tab X
178@item MSMPEG4 V2 @tab X @tab X
179@item MSMPEG4 V3 @tab X @tab X
180@item WMV7 @tab X @tab X
181@item WMV8 @tab X @tab X @tab not completely working
182@item WMV9 @tab @tab X @tab not completely working
183@item VC1 @tab @tab X
184@item H.261 @tab X @tab X
185@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
186@item H.264 @tab @tab X
187@item RealVideo 1.0 @tab X @tab X
188@item RealVideo 2.0 @tab X @tab X
189@item MJPEG @tab X @tab X
190@item lossless MJPEG @tab X @tab X
191@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
192@item Apple MJPEG-B @tab @tab X
193@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
194@item DV @tab X @tab X
195@item HuffYUV @tab X @tab X
196@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
197@item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
198@item Asus v1 @tab X @tab X @tab fourcc: ASV1
199@item Asus v2 @tab X @tab X @tab fourcc: ASV2
200@item Creative YUV @tab @tab X @tab fourcc: CYUV
201@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
202@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
203@item On2 VP3 @tab @tab X @tab still experimental
204@item On2 VP5 @tab @tab X @tab fourcc: VP50
205@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
206@item Theora @tab X @tab X @tab still experimental
207@item Intel Indeo 3 @tab @tab X
208@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
209@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
210@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
211@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
212@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
213@item 4X Video @tab @tab X @tab Used in certain computer games.
831ec935
DB
214@item Sony PlayStation MDEC @tab @tab X
215@item id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
d0e1cd3d
DB
216@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
217@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
218@item Apple Animation @tab X @tab X @tab fourcc: 'rle '
219@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
220@item Apple Video @tab @tab X @tab fourcc: rpza
221@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
222@item Cinepak @tab @tab X
223@item Microsoft RLE @tab @tab X
224@item Microsoft Video-1 @tab @tab X
225@item Westwood VQA @tab @tab X
831ec935 226@item id Cinematic Video @tab @tab X @tab Used in Quake II.
d0e1cd3d
DB
227@item Planar RGB @tab @tab X @tab fourcc: 8BPS
228@item FLIC video @tab @tab X
229@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
230@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
231@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
232@item MSZH @tab @tab X @tab Part of LCL
233@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
234@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
235@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
236@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
237@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
238@item LOCO @tab @tab X @tab
239@item Winnov WNV1 @tab @tab X @tab
240@item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
241@item Fraps FPS1 @tab @tab X @tab
242@item CamStudio @tab @tab X @tab fourcc: CSCD
243@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
244@item ZMBV @tab X @tab X @tab Encoder works only on PAL8
245@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
246@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
247@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
248@item KMVC @tab @tab X @tab Codec used in Worms games.
249@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
250@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
831ec935 251@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CD-ROM FlashBack game.
d0e1cd3d 252@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
fc4cbc16 253@item AVID DNxHD @tab X @tab X @tab aka SMPTE VC3
d0e1cd3d
DB
254@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
255@item THP @tab @tab X @tab Used on the Nintendo GameCube.
256@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
257@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
03b8e292 258@item AMV @tab @tab X @tab Used in Chinese MP3 players.
10cac9f9 259@item Mimic @tab @tab X @tab Used in MSN Messenger Webcam streams.
d0e1cd3d
DB
260@end multitable
261
262@code{X} means that encoding (resp. decoding) is supported.
263
264@section Audio Codecs
265
266@multitable @columnfractions .4 .1 .1 .1 .7
267@item Supported Codec @tab Encoding @tab Decoding @tab Comments
268@item MPEG audio layer 2 @tab IX @tab IX
cd15bbc9 269@item MPEG audio layer 1/3 @tab X @tab IX
d0e1cd3d
DB
270@tab MP3 encoding is supported through the external library LAME.
271@item AC3 @tab IX @tab IX
272@tab liba52 is used internally for decoding.
273@item Vorbis @tab X @tab X
274@item WMA V1/V2 @tab X @tab X
275@item AAC @tab X @tab X
276@tab Supported through the external library libfaac/libfaad.
277@item Microsoft ADPCM @tab X @tab X
a1748c67
VS
278@item AMV IMA ADPCM @tab @tab X
279@tab Used in AMV files
d0e1cd3d 280@item MS IMA ADPCM @tab X @tab X
9dc92a38 281@item QT IMA ADPCM @tab X @tab X
d0e1cd3d
DB
282@item 4X IMA ADPCM @tab @tab X
283@item G.726 ADPCM @tab X @tab X
284@item Duck DK3 IMA ADPCM @tab @tab X
285@tab Used in some Sega Saturn console games.
286@item Duck DK4 IMA ADPCM @tab @tab X
287@tab Used in some Sega Saturn console games.
288@item Westwood Studios IMA ADPCM @tab @tab X
289@tab Used in Westwood Studios games like Command and Conquer.
290@item SMJPEG IMA ADPCM @tab @tab X
291@tab Used in certain Loki game ports.
292@item CD-ROM XA ADPCM @tab @tab X
293@item CRI ADX ADPCM @tab X @tab X
294@tab Used in Sega Dreamcast games.
295@item Electronic Arts ADPCM @tab @tab X
296@tab Used in various EA titles.
74118c07
RM
297@item MAXIS EA ADPCM @tab @tab X
298@tab Used in Sim City 3000.
d0e1cd3d
DB
299@item Creative ADPCM @tab @tab X
300@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
301@item THP ADPCM @tab @tab X
302@tab Used on the Nintendo GameCube.
303@item RA144 @tab @tab X
304@tab Real 14400 bit/s codec
305@item RA288 @tab @tab X
306@tab Real 28800 bit/s codec
307@item RADnet @tab X @tab IX
308@tab Real low bitrate AC3 codec, liba52 is used for decoding.
309@item AMR-NB @tab X @tab X
310@tab Supported through an external library.
311@item AMR-WB @tab X @tab X
312@tab Supported through an external library.
313@item DV audio @tab @tab X
831ec935 314@item id RoQ DPCM @tab X @tab X
d0e1cd3d
DB
315@tab Used in Quake III, Jedi Knight 2, other computer games.
316@item Interplay MVE DPCM @tab @tab X
317@tab Used in various Interplay computer games.
318@item Xan DPCM @tab @tab X
319@tab Used in Origin's Wing Commander IV AVI files.
320@item Sierra Online DPCM @tab @tab X
321@tab Used in Sierra Online game audio files.
322@item Apple MACE 3 @tab @tab X
323@item Apple MACE 6 @tab @tab X
324@item FLAC lossless audio @tab X @tab X
325@item Shorten lossless audio @tab @tab X
326@item Apple lossless audio @tab @tab X
327@tab QuickTime fourcc 'alac'
328@item FFmpeg Sonic @tab X @tab X
329@tab experimental lossy/lossless codec
330@item Qdesign QDM2 @tab @tab X
331@tab there are still some distortions
332@item Real COOK @tab @tab X
333@tab All versions except 5.1 are supported
334@item DSP Group TrueSpeech @tab @tab X
335@item True Audio (TTA) @tab @tab X
336@item Smacker Audio @tab @tab X
337@item WavPack Audio @tab @tab X
338@item Cin Audio @tab @tab X
339@tab Codec used in Delphine Software games.
340@item Intel Music Coder @tab @tab X
341@item Musepack @tab @tab X
12877faf 342@tab SV7 and SV8 are supported
831ec935 343@item DTS Coherent Audio @tab @tab X
d0e1cd3d 344@item ATRAC 3 @tab @tab X
bf4a1f17 345@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
636b13c5 346@item Nellymoser ASAO @tab @tab X
d299be08 347@item 8SVX Audio @tab @tab X
d0e1cd3d
DB
348@end multitable
349
350@code{X} means that encoding (resp. decoding) is supported.
351
352@code{I} means that an integer-only version is available, too (ensures high
353performance on systems without hardware floating point support).
354
355@chapter Platform Specific information
356
357@section BSD
358
359BSD make will not build FFmpeg, you need to install and use GNU Make
360(@file{gmake}).
361
362@section Windows
363
46a845d0 364To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d
DB
365the FFmpeg Windows Help Forum at
366@url{http://arrozcru.no-ip.org/ffmpeg/}.
367
368@subsection Native Windows compilation
369
c1989552
RP
370FFmpeg can be built to run natively on Windows using the MinGW tools. Install
371the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
ed729c35
RP
372install the coreutils package, and update to the latest MSYS make (note: not
373mingw32-make). You can find detailed installation
d0e1cd3d
DB
374instructions in the download section and the FAQ.
375
c1989552 376Within the MSYS shell, configure and make with:
d0e1cd3d 377
c1989552
RP
378@example
379./configure --enable-memalign-hack
380make
381make install
382@end example
d0e1cd3d 383
c1989552
RP
384This will install @file{ffmpeg.exe} along with many other development files
385to @file{/usr/local}. You may specify another install path using the
386@code{--prefix} option in @file{configure}.
d0e1cd3d 387
c1989552 388Notes:
d0e1cd3d 389
c1989552 390@itemize
d0e1cd3d 391
751a6493 392@item Use at least bash 3.1. Older versions are known to fail on the
c1989552 393configure script.
d0e1cd3d 394
c1989552
RP
395@item In order to compile vhooks, you must have a POSIX-compliant libdl in
396your MinGW system. Get dlfcn-win32 from
397@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 398
c1989552
RP
399@item In order to compile FFplay, you must have the MinGW development library
400of SDL. Get it from @url{http://www.libsdl.org}.
401Edit the @file{bin/sdl-config} script so that it points to the correct prefix
402where SDL was installed. Verify that @file{sdl-config} can be launched from
403the MSYS command line.
d0e1cd3d 404
d0e1cd3d 405@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 406you can build libavutil, libavcodec and libavformat as DLLs.
d0e1cd3d
DB
407
408@end itemize
409
c1989552 410@subsection Microsoft Visual C++ compatibility
d0e1cd3d 411
c1989552
RP
412As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
413want to use the libav* libraries in your own applications, you can still
414compile those applications using MSVC++. But the libav* libraries you link
415to @emph{must} be built with MinGW. However, you will not be able to debug
416inside the libav* libraries, since MSVC++ does not recognize the debug
417symbols generated by GCC.
418We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 419
c1989552
RP
420This description of how to use the FFmpeg libraries with MSVC++ is based on
421Microsoft Visual C++ 2005 Express Edition. If you have a different version,
422you might have to modify the procedures slightly.
d0e1cd3d 423
c1989552 424@subsubsection Using static libraries
d0e1cd3d 425
c1989552 426Assuming you have just built and installed FFmpeg in @file{/usr/local}.
d0e1cd3d
DB
427
428@enumerate
429
430@item Create a new console application ("File / New / Project") and then
431select "Win32 Console Application". On the appropriate page of the
432Application Wizard, uncheck the "Precompiled headers" option.
433
434@item Write the source code for your application, or, for testing, just
435copy the code from an existing sample application into the source file
c1989552
RP
436that MSVC++ has already created for you. For example, you can copy
437@file{output_example.c} from the FFmpeg distribution.
d0e1cd3d
DB
438
439@item Open the "Project / Properties" dialog box. In the "Configuration"
440combo box, select "All Configurations" so that the changes you make will
441affect both debug and release builds. In the tree view on the left hand
442side, select "C/C++ / General", then edit the "Additional Include
c1989552
RP
443Directories" setting to contain the path where the FFmpeg includes were
444installed (i.e. @file{c:\msys\1.0\local\include}).
445
446@item Still in the "Project / Properties" dialog box, select
447"Linker / General" from the tree view and edit the
448"Additional Library Directories" setting to contain the @file{lib}
449directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
450the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
451and the directory where MinGW's GCC libs are installed
452(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
453"Linker / Input" from the tree view, and add the files @file{libavformat.a},
454@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
455@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
456to the end of "Additional Dependencies".
d0e1cd3d
DB
457
458@item Now, select "C/C++ / Code Generation" from the tree view. Select
459"Debug" in the "Configuration" combo box. Make sure that "Runtime
460Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
461the "Configuration" combo box and make sure that "Runtime Library" is
462set to "Multi-threaded DLL".
463
c1989552
RP
464@item Click "OK" to close the "Project / Properties" dialog box.
465
466@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
467Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
468and install it in MSVC++'s include directory
469(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
470
471@item MSVC++ also does not understand the @code{inline} keyword used by
472FFmpeg, so you must add this line before @code{#include}ing libav*:
473@example
474#define inline _inline
475@end example
476
c1989552
RP
477@item Build your application, everything should work.
478
479@end enumerate
480
481@subsubsection Using shared libraries
482
483This is how to create DLL and LIB files that are compatible with MSVC++:
484
485@enumerate
486
487@item Add a call to @file{vcvars32.bat} (which sets up the environment
488variables for the Visual C++ tools) as the first line of @file{msys.bat}.
489The standard location for @file{vcvars32.bat} is
490@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
491and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
492If this corresponds to your setup, add the following line as the first line
493of @file{msys.bat}:
494
495@example
496call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
497@end example
498
499Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
500and run @file{c:\msys\1.0\msys.bat} from there.
501
502@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
503from @file{Microsoft (R) Library Manager}, this means your environment
504variables are set up correctly, the @file{Microsoft (R) Library Manager}
505is on the path and will be used by FFmpeg to create
506MSVC++-compatible import libraries.
507
508@item Build FFmpeg with
509
510@example
511./configure --enable-shared --enable-memalign-hack
512make
513make install
514@end example
515
516Your install path (@file{/usr/local/} by default) should now have the
517necessary DLL and LIB files under the @file{bin} directory.
d0e1cd3d
DB
518
519@end enumerate
520
c1989552
RP
521To use those files with MSVC++, do the same as you would do with
522the static libraries, as described above. But in Step 4,
523you should only need to add the directory where the LIB files are installed
524(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
525installed in the @file{bin} directory. And instead of adding @file{libxx.a}
526files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
527@file{avutil.lib}. There should be no need for @file{libmingwex.a},
528@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
529statically linked into the DLLs. The @file{bin} directory contains a bunch
530of DLL files, but the ones that are actually used to run your application
531are the ones with a major version number in their filenames
532(i.e. @file{avcodec-51.dll}).
533
d0e1cd3d
DB
534@subsection Cross compilation for Windows with Linux
535
536You must use the MinGW cross compilation tools available at
537@url{http://www.mingw.org/}.
538
539Then configure FFmpeg with the following options:
540@example
541./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
542@end example
543(you can change the cross-prefix according to the prefix chosen for the
544MinGW tools).
545
546Then you can easily test FFmpeg with Wine
547(@url{http://www.winehq.com/}).
548
549@subsection Compilation under Cygwin
550
29c3d42b
VP
551The main issue with Cygwin is that newlib, its C library, does not
552contain llrint(). However, it is possible to leverage the
553implementation in MinGW.
d0e1cd3d
DB
554
555Just install your Cygwin with all the "Base" packages, plus the
556following "Devel" ones:
557@example
29c3d42b 558binutils, gcc-core, make, subversion, mingw-runtime
d0e1cd3d
DB
559@end example
560
561Do not install binutils-20060709-1 (they are buggy on shared builds);
562use binutils-20050610-1 instead.
563
29c3d42b
VP
564Then create a small library that just contains llrint():
565
566@example
567ar x /usr/lib/mingw/libmingwex.a llrint.o
568ar cq /usr/local/lib/libllrint.a llrint.o
569@end example
570
d0e1cd3d
DB
571Then run
572
573@example
29c3d42b 574./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
575@end example
576
577to make a static build or
578
579@example
29c3d42b 580./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
581@end example
582
583to build shared libraries.
584
585If you want to build FFmpeg with additional libraries, download Cygwin
586"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
587and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
588(@url{http://cygwinports.dotsrc.org/}).
589
590@subsection Crosscompilation for Windows under Cygwin
591
592With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
593
594Just install your Cygwin as explained before, plus these additional
595"Devel" packages:
596@example
597gcc-mingw-core, mingw-runtime, mingw-zlib
598@end example
599
600and add some special flags to your configure invocation.
601
602For a static build run
603@example
604./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
605@end example
606
607and for a build with shared libraries
608@example
609./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
610@end example
611
612@section BeOS
613
5f757b85 614BeOS support is broken in mysterious ways.
d0e1cd3d 615
25b92a79
DY
616@section OS/2
617
618For information about compiling FFmpeg on OS/2 see
619@url{http://www.edm2.com/index.php/FFmpeg}.
620
d0e1cd3d
DB
621@chapter Developers Guide
622
623@section API
624@itemize @bullet
625@item libavcodec is the library containing the codecs (both encoding and
626decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
627
628@item libavformat is the library containing the file format handling (mux and
629demux code for several formats). Look at @file{ffplay.c} to use it in a
630player. See @file{output_example.c} to use it to generate audio or video
631streams.
632
633@end itemize
634
635@section Integrating libavcodec or libavformat in your program
636
637You can integrate all the source code of the libraries to link them
638statically to avoid any version problem. All you need is to provide a
639'config.mak' and a 'config.h' in the parent directory. See the defines
640generated by ./configure to understand what is needed.
641
642You can use libavcodec or libavformat in your commercial program, but
643@emph{any patch you make must be published}. The best way to proceed is
644to send your patches to the FFmpeg mailing list.
645
646@node Coding Rules
647@section Coding Rules
648
649FFmpeg is programmed in the ISO C90 language with a few additional
650features from ISO C99, namely:
651@itemize @bullet
652@item
653the @samp{inline} keyword;
654@item
655@samp{//} comments;
656@item
657designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
658@item
659compound literals (@samp{x = (struct s) @{ 17, 23 @};})
660@end itemize
661
662These features are supported by all compilers we care about, so we will not
663accept patches to remove their use unless they absolutely do not impair
664clarity and performance.
665
666All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
667compiles with several other compilers, such as the Compaq ccc compiler
668or Sun Studio 9, and we would like to keep it that way unless it would
669be exceedingly involved. To ensure compatibility, please do not use any
670additional C99 features or GCC extensions. Especially watch out for:
671@itemize @bullet
672@item
673mixing statements and declarations;
674@item
675@samp{long long} (use @samp{int64_t} instead);
676@item
677@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
678@item
679GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
680@end itemize
681
682Indent size is 4.
683The presentation is the one specified by 'indent -i4 -kr -nut'.
684The TAB character is forbidden outside of Makefiles as is any
685form of trailing whitespace. Commits containing either will be
686rejected by the Subversion repository.
687
688The main priority in FFmpeg is simplicity and small code size in order to
689minimize the bug count.
690
691Comments: Use the JavaDoc/Doxygen
692format (see examples below) so that code documentation
693can be generated automatically. All nontrivial functions should have a comment
694above them explaining what the function does, even if it is just one sentence.
695All structures and their member variables should be documented, too.
696@example
697/**
698 * @@file mpeg.c
699 * MPEG codec.
700 * @@author ...
701 */
702
703/**
704 * Summary sentence.
705 * more text ...
706 * ...
707 */
708typedef struct Foobar@{
709 int var1; /**< var1 description */
710 int var2; ///< var2 description
711 /** var3 description */
712 int var3;
713@} Foobar;
714
715/**
716 * Summary sentence.
717 * more text ...
718 * ...
719 * @@param my_parameter description of my_parameter
720 * @@return return value description
721 */
722int myfunc(int my_parameter)
723...
724@end example
725
726fprintf and printf are forbidden in libavformat and libavcodec,
727please use av_log() instead.
728
729Casts should be used only when necessary. Unneeded parentheses
730should also be avoided if they don't make the code easier to understand.
731
732@section Development Policy
733
734@enumerate
735@item
736 Contributions should be licensed under the LGPL 2.1, including an
737 "or any later version" clause, or the MIT license. GPL 2 including
738 an "or any later version" clause is also acceptable, but LGPL is
739 preferred.
740@item
741 You must not commit code which breaks FFmpeg! (Meaning unfinished but
742 enabled code which breaks compilation or compiles but does not work or
743 breaks the regression tests)
744 You can commit unfinished stuff (for testing etc), but it must be disabled
745 (#ifdef etc) by default so it does not interfere with other developers'
746 work.
747@item
748 You do not have to over-test things. If it works for you, and you think it
749 should work for others, then commit. If your code has problems
750 (portability, triggers compiler bugs, unusual environment etc) they will be
751 reported and eventually fixed.
752@item
753 Do not commit unrelated changes together, split them into self-contained
754 pieces. Also do not forget that if part B depends on part A, but A does not
755 depend on B, then A can and should be committed first and separate from B.
756 Keeping changes well split into self-contained parts makes reviewing and
757 understanding them on the commit log mailing list easier. This also helps
758 in case of debugging later on.
759 Also if you have doubts about splitting or not splitting, do not hesitate to
760 ask/discuss it on the developer mailing list.
761@item
762 Do not change behavior of the program (renaming options etc) without
763 first discussing it on the ffmpeg-devel mailing list. Do not remove
764 functionality from the code. Just improve!
765
766 Note: Redundant code can be removed.
767@item
768 Do not commit changes to the build system (Makefiles, configure script)
769 which change behavior, defaults etc, without asking first. The same
770 applies to compiler warning fixes, trivial looking fixes and to code
771 maintained by other developers. We usually have a reason for doing things
772 the way we do. Send your changes as patches to the ffmpeg-devel mailing
773 list, and if the code maintainers say OK, you may commit. This does not
774 apply to files you wrote and/or maintain.
775@item
776 We refuse source indentation and other cosmetic changes if they are mixed
777 with functional changes, such commits will be rejected and removed. Every
778 developer has his own indentation style, you should not change it. Of course
779 if you (re)write something, you can use your own style, even though we would
780 prefer if the indentation throughout FFmpeg was consistent (Many projects
781 force a given indentation style - we do not.). If you really need to make
782 indentation changes (try to avoid this), separate them strictly from real
783 changes.
784
785 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
786 then either do NOT change the indentation of the inner part within (do not
787 move it to the right)! or do so in a separate commit
788@item
789 Always fill out the commit log message. Describe in a few lines what you
790 changed and why. You can refer to mailing list postings if you fix a
791 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
792@item
793 If you apply a patch by someone else, include the name and email address in
794 the log message. Since the ffmpeg-cvslog mailing list is publicly
795 archived you should add some SPAM protection to the email address. Send an
796 answer to ffmpeg-devel (or wherever you got the patch from) saying that
797 you applied the patch.
798@item
799 When applying patches that have been discussed (at length) on the mailing
800 list, reference the thread in the log message.
801@item
802 Do NOT commit to code actively maintained by others without permission.
803 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
804 timeframe (12h for build failures and security fixes, 3 days small changes,
805 1 week for big patches) then commit your patch if you think it is OK.
806 Also note, the maintainer can simply ask for more time to review!
807@item
808 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
809 are sent there and reviewed by all the other developers. Bugs and possible
810 improvements or general questions regarding commits are discussed there. We
811 expect you to react if problems with your code are uncovered.
812@item
813 Update the documentation if you change behavior or add features. If you are
814 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
815 maintainer(s) will review and commit your stuff.
816@item
817 Try to keep important discussions and requests (also) on the public
818 developer mailing list, so that all developers can benefit from them.
819@item
820 Never write to unallocated memory, never write over the end of arrays,
821 always check values read from some untrusted source before using them
822 as array index or other risky things.
823@item
824 Remember to check if you need to bump versions for the specific libav
825 parts (libavutil, libavcodec, libavformat) you are changing. You need
826 to change the version integer and the version string.
827 Incrementing the first component means no backward compatibility to
828 previous versions (e.g. removal of a function from the public API).
829 Incrementing the second component means backward compatible change
830 (e.g. addition of a function to the public API).
831 Incrementing the third component means a noteworthy binary compatible
832 change (e.g. encoder bug fix that matters for the decoder).
833@item
834 If you add a new codec, remember to update the changelog, add it to
835 the supported codecs table in the documentation and bump the second
836 component of the @file{libavcodec} version number appropriately. If
74a926ff 837 it has a fourcc, add it to @file{libavformat/riff.c}, even if it
d0e1cd3d
DB
838 is only a decoder.
839@item
53407b64 840 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
841 warning always points to correct and clean code, that warning should
842 be disabled, not the code changed.
843 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 844 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
845 be changed to not generate a warning unless that causes a slowdown
846 or obfuscates the code.
d0e1cd3d
DB
847@item
848 If you add a new file, give it a proper license header. Do not copy and
849 paste it from a random place, use an existing file as template.
850@end enumerate
851
852We think our rules are not too hard. If you have comments, contact us.
853
854Note, these rules are mostly borrowed from the MPlayer project.
855
856@section Submitting patches
857
858First, (@pxref{Coding Rules}) above if you did not yet.
859
860When you submit your patch, try to send a unified diff (diff '-up'
861option). We cannot read other diffs :-)
862
863Also please do not submit a patch which contains several unrelated changes.
864Split it into separate, self-contained pieces. This does not mean splitting
865file by file. Instead, make the patch as small as possible while still
866keeping it as a logical unit that contains an individual change, even
867if it spans multiple files. This makes reviewing your patches much easier
868for us and greatly increases your chances of getting your patch applied.
869
870Run the regression tests before submitting a patch so that you can
871verify that there are no big problems.
872
873Patches should be posted as base64 encoded attachments (or any other
874encoding which ensures that the patch will not be trashed during
875transmission) to the ffmpeg-devel mailing list, see
876@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
877
878It also helps quite a bit if you tell us what the patch does (for example
879'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
880and has no lrint()')
881
882Also please if you send several patches, send each patch as a separate mail,
883do not attach several unrelated patches to the same mail.
884
885@section patch submission checklist
886
887@enumerate
888@item
889 Do the regression tests pass with the patch applied?
890@item
891 Is the patch a unified diff?
892@item
893 Is the patch against latest FFmpeg SVN?
894@item
895 Are you subscribed to ffmpeg-dev?
896 (the list is subscribers only due to spam)
897@item
898 Have you checked that the changes are minimal, so that the same cannot be
899 achieved with a smaller patch and/or simpler final code?
900@item
901 If the change is to speed critical code, did you benchmark it?
902@item
903 If you did any benchmarks, did you provide them in the mail?
904@item
905 Have you checked that the patch does not introduce buffer overflows or
906 other security issues?
907@item
b885e0db
MN
908 If you add a new demuxer or decoder, have you checked that it does not
909 crash with damaged input (see tools/trasher)?
910@item
d0e1cd3d
DB
911 Is the patch created from the root of the source tree, so it can be
912 applied with @code{patch -p0}?
913@item
914 Does the patch not mix functional and cosmetic changes?
915@item
916 Did you add tabs or trailing whitespace to the code? Both are forbidden.
917@item
918 Is the patch attached to the email you send?
919@item
920 Is the mime type of the patch correct? It should be text/x-diff or
921 text/x-patch or at least text/plain and not application/octet-stream.
922@item
923 If the patch fixes a bug, did you provide a verbose analysis of the bug?
924@item
925 If the patch fixes a bug, did you provide enough information, including
926 a sample, so the bug can be reproduced and the fix can be verified?
927 Note please do not attach samples >100k to mails but rather provide a
928 URL, you can upload to ftp://upload.mplayerhq.hu
929@item
930 Did you provide a verbose summary about what the patch does change?
931@item
932 Did you provide a verbose explanation why it changes things like it does?
933@item
934 Did you provide a verbose summary of the user visible advantages and
935 disadvantages if the patch is applied?
936@item
937 Did you provide an example so we can verify the new feature added by the
938 patch easily?
939@item
940 If you added a new file, did you insert a license header? It should be
941 taken from FFmpeg, not randomly copied and pasted from somewhere else.
942@item
943 You should maintain alphabetical order in alphabetically ordered lists as
944 long as doing so does not break API/ABI compatibility.
945@item
946 Lines with similar content should be aligned vertically when doing so
947 improves readability.
948@item
949 Did you provide a suggestion for a clear commit log message?
27250d20
MN
950@item
951 Did you test your decoder or demuxer against damaged data? If no, see
952 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 953 should not crash or end in a (near) infinite loop when fed damaged data.
d0e1cd3d
DB
954@end enumerate
955
956@section Patch review process
957
958All patches posted to ffmpeg-devel will be reviewed, unless they contain a
959clear note that the patch is not for SVN.
960Reviews and comments will be posted as replies to the patch on the
961mailing list. The patch submitter then has to take care of every comment,
962that can be by resubmitting a changed patch or by discussion. Resubmitted
963patches will themselves be reviewed like any other patch. If at some point
964a patch passes review with no comments then it is approved, that can for
965simple and small patches happen immediately while large patches will generally
966have to be changed and reviewed many times before they are approved.
967After a patch is approved it will be committed to the repository.
968
969We will review all submitted patches, but sometimes we are quite busy so
970especially for large patches this can take several weeks.
971
972When resubmitting patches, please do not make any significant changes
973not related to the comments received during review. Such patches will
974be rejected. Instead, submit significant changes or new features as
975separate patches.
976
977@section Regression tests
978
979Before submitting a patch (or committing to the repository), you should at least
980test that you did not break anything.
981
982The regression tests build a synthetic video stream and a synthetic
983audio stream. These are then encoded and decoded with all codecs or
984formats. The CRC (or MD5) of each generated file is recorded in a
985result file. A 'diff' is launched to compare the reference results and
986the result file.
987
988The regression tests then go on to test the FFserver code with a
989limited set of streams. It is important that this step runs correctly
990as well.
991
992Run 'make test' to test all the codecs and formats.
993
994Run 'make fulltest' to test all the codecs, formats and FFserver.
995
996[Of course, some patches may change the results of the regression tests. In
997this case, the reference results of the regression tests shall be modified
998accordingly].
999
1000@bye