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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 | ||
13 | FFmpeg can be hooked up with a number of external libraries to add support | |
14 | for more formats. None of them are used by default, their use has to be | |
15 | explicitly requested by passing the appropriate flags to @file{./configure}. | |
16 | ||
17 | @section AMR | |
18 | ||
19 | AMR comes in two different flavors, WB and NB. FFmpeg can make use of the | |
20 | AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference | |
21 | decoders and encoders. | |
22 | ||
23 | Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for | |
24 | installing the libraries. Then pass @code{--enable-libamr-nb} and/or | |
25 | @code{--enable-libamr-wb} to configure to enable the libraries. | |
26 | ||
27 | ||
28 | @chapter Supported File Formats and Codecs | |
29 | ||
30 | You can use the @code{-formats} option to have an exhaustive list. | |
31 | ||
32 | @section File Formats | |
33 | ||
34 | FFmpeg supports the following file formats through the @code{libavformat} | |
35 | library: | |
36 | ||
37 | @multitable @columnfractions .4 .1 .1 .4 | |
38 | @item Supported File Format @tab Encoding @tab Decoding @tab Comments | |
39 | @item MPEG audio @tab X @tab X | |
40 | @item MPEG-1 systems @tab X @tab X | |
41 | @tab muxed audio and video | |
42 | @item MPEG-2 PS @tab X @tab X | |
43 | @tab also known as @code{VOB} file | |
44 | @item MPEG-2 TS @tab @tab X | |
45 | @tab also known as DVB Transport Stream | |
46 | @item ASF@tab X @tab X | |
47 | @item AVI@tab X @tab X | |
48 | @item WAV@tab X @tab X | |
49 | @item Macromedia Flash@tab X @tab X | |
50 | @tab Only embedded audio is decoded. | |
51 | @item FLV @tab X @tab X | |
52 | @tab Macromedia Flash video files | |
53 | @item Real Audio and Video @tab X @tab X | |
54 | @item Raw AC3 @tab X @tab X | |
55 | @item Raw MJPEG @tab X @tab X | |
56 | @item Raw MPEG video @tab X @tab X | |
57 | @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X | |
58 | @item Raw CRI ADX audio @tab X @tab X | |
59 | @item Raw Shorten audio @tab @tab X | |
60 | @item SUN AU format @tab X @tab X | |
61 | @item NUT @tab X @tab X @tab NUT Open Container Format | |
62 | @item QuickTime @tab X @tab X | |
63 | @item MPEG-4 @tab X @tab X | |
64 | @tab MPEG-4 is a variant of QuickTime. | |
65 | @item Raw MPEG4 video @tab X @tab X | |
66 | @item DV @tab X @tab X | |
67 | @item 4xm @tab @tab X | |
68 | @tab 4X Technologies format, used in some games. | |
69 | @item Playstation STR @tab @tab X | |
70 | @item Id RoQ @tab X @tab X | |
71 | @tab Used in Quake III, Jedi Knight 2, other computer games. | |
72 | @item Interplay MVE @tab @tab X | |
73 | @tab Format used in various Interplay computer games. | |
74 | @item WC3 Movie @tab @tab X | |
75 | @tab Multimedia format used in Origin's Wing Commander III computer game. | |
76 | @item Sega FILM/CPK @tab @tab X | |
77 | @tab Used in many Sega Saturn console games. | |
78 | @item Westwood Studios VQA/AUD @tab @tab X | |
79 | @tab Multimedia formats used in Westwood Studios games. | |
80 | @item Id Cinematic (.cin) @tab @tab X | |
81 | @tab Used in Quake II. | |
82 | @item FLIC format @tab @tab X | |
83 | @tab .fli/.flc files | |
84 | @item Sierra VMD @tab @tab X | |
85 | @tab Used in Sierra CD-ROM games. | |
86 | @item Sierra Online @tab @tab X | |
87 | @tab .sol files used in Sierra Online games. | |
88 | @item Matroska @tab @tab X | |
89 | @item Electronic Arts Multimedia @tab @tab X | |
90 | @tab Used in various EA games; files have extensions like WVE and UV2. | |
91 | @item Nullsoft Video (NSV) format @tab @tab X | |
92 | @item ADTS AAC audio @tab X @tab X | |
93 | @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro. | |
94 | @item American Laser Games MM @tab @tab X | |
95 | @tab Multimedia format used in games like Mad Dog McCree | |
96 | @item AVS @tab @tab X | |
97 | @tab Multimedia format used by the Creature Shock game. | |
98 | @item Smacker @tab @tab X | |
99 | @tab Multimedia format used by many games. | |
100 | @item GXF @tab X @tab X | |
101 | @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers. | |
102 | @item CIN @tab @tab X | |
103 | @tab Multimedia format used by Delphine Software games. | |
104 | @item MXF @tab @tab X | |
105 | @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry. | |
106 | @item SEQ @tab @tab X | |
107 | @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback. | |
108 | @item DXA @tab @tab X | |
109 | @tab This format is used in non-Windows version of Feeble Files game and | |
110 | different game cutscenes repacked for use with ScummVM. | |
111 | @item THP @tab @tab X | |
112 | @tab Used on the Nintendo GameCube. | |
113 | @item C93 @tab @tab X | |
114 | @tab Used in the game Cyberia from Interplay. | |
115 | @item Bethsoft VID @tab @tab X | |
116 | @tab Used in some games from Bethesda Softworks. | |
117 | @item CRYO APC @tab @tab X | |
118 | @tab Audio format used in some games by CRYO Interactive Entertainment. | |
119 | @end multitable | |
120 | ||
121 | @code{X} means that encoding (resp. decoding) is supported. | |
122 | ||
123 | @section Image Formats | |
124 | ||
125 | FFmpeg can read and write images for each frame of a video sequence. The | |
126 | following image formats are supported: | |
127 | ||
128 | @multitable @columnfractions .4 .1 .1 .4 | |
129 | @item Supported Image Format @tab Encoding @tab Decoding @tab Comments | |
130 | @item PGM, PPM @tab X @tab X | |
131 | @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. | |
132 | @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 | |
133 | @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. | |
134 | @item .Y.U.V @tab X @tab X @tab one raw file per component | |
135 | @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. | |
136 | @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet. | |
137 | @item Targa @tab @tab X @tab Targa (.TGA) image format. | |
138 | @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet. | |
139 | @item SGI @tab X @tab X @tab SGI RGB image format | |
140 | @item PTX @tab @tab X @tab V.Flash PTX format | |
141 | @end multitable | |
142 | ||
143 | @code{X} means that encoding (resp. decoding) is supported. | |
144 | ||
145 | @section Video Codecs | |
146 | ||
147 | @multitable @columnfractions .4 .1 .1 .4 | |
148 | @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |
149 | @item MPEG-1 video @tab X @tab X | |
150 | @item MPEG-2 video @tab X @tab X | |
151 | @item MPEG-4 @tab X @tab X | |
152 | @item MSMPEG4 V1 @tab X @tab X | |
153 | @item MSMPEG4 V2 @tab X @tab X | |
154 | @item MSMPEG4 V3 @tab X @tab X | |
155 | @item WMV7 @tab X @tab X | |
156 | @item WMV8 @tab X @tab X @tab not completely working | |
157 | @item WMV9 @tab @tab X @tab not completely working | |
158 | @item VC1 @tab @tab X | |
159 | @item H.261 @tab X @tab X | |
160 | @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0 | |
161 | @item H.264 @tab @tab X | |
162 | @item RealVideo 1.0 @tab X @tab X | |
163 | @item RealVideo 2.0 @tab X @tab X | |
164 | @item MJPEG @tab X @tab X | |
165 | @item lossless MJPEG @tab X @tab X | |
166 | @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported | |
167 | @item Apple MJPEG-B @tab @tab X | |
168 | @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X | |
169 | @item DV @tab X @tab X | |
170 | @item HuffYUV @tab X @tab X | |
171 | @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1) | |
172 | @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW) | |
173 | @item Asus v1 @tab X @tab X @tab fourcc: ASV1 | |
174 | @item Asus v2 @tab X @tab X @tab fourcc: ASV2 | |
175 | @item Creative YUV @tab @tab X @tab fourcc: CYUV | |
176 | @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1 | |
177 | @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3 | |
178 | @item On2 VP3 @tab @tab X @tab still experimental | |
179 | @item On2 VP5 @tab @tab X @tab fourcc: VP50 | |
180 | @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62 | |
181 | @item Theora @tab X @tab X @tab still experimental | |
182 | @item Intel Indeo 3 @tab @tab X | |
183 | @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash | |
184 | @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1 | |
185 | @item ATI VCR1 @tab @tab X @tab fourcc: VCR1 | |
186 | @item ATI VCR2 @tab @tab X @tab fourcc: VCR2 | |
187 | @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR | |
188 | @item 4X Video @tab @tab X @tab Used in certain computer games. | |
189 | @item Sony Playstation MDEC @tab @tab X | |
190 | @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. | |
191 | @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files. | |
192 | @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files. | |
193 | @item Apple Animation @tab X @tab X @tab fourcc: 'rle ' | |
194 | @item Apple Graphics @tab @tab X @tab fourcc: 'smc ' | |
195 | @item Apple Video @tab @tab X @tab fourcc: rpza | |
196 | @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw | |
197 | @item Cinepak @tab @tab X | |
198 | @item Microsoft RLE @tab @tab X | |
199 | @item Microsoft Video-1 @tab @tab X | |
200 | @item Westwood VQA @tab @tab X | |
201 | @item Id Cinematic Video @tab @tab X @tab Used in Quake II. | |
202 | @item Planar RGB @tab @tab X @tab fourcc: 8BPS | |
203 | @item FLIC video @tab @tab X | |
204 | @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK | |
205 | @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20 | |
206 | @item VMD Video @tab @tab X @tab Used in Sierra VMD files. | |
207 | @item MSZH @tab @tab X @tab Part of LCL | |
208 | @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental | |
209 | @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC | |
210 | @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI | |
211 | @item Miro VideoXL @tab @tab X @tab fourcc: VIXL | |
212 | @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1 | |
213 | @item LOCO @tab @tab X @tab | |
214 | @item Winnov WNV1 @tab @tab X @tab | |
215 | @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC | |
216 | @item Fraps FPS1 @tab @tab X @tab | |
217 | @item CamStudio @tab @tab X @tab fourcc: CSCD | |
218 | @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree | |
219 | @item ZMBV @tab X @tab X @tab Encoder works only on PAL8 | |
220 | @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game. | |
221 | @item Smacker Video @tab @tab X @tab Video encoding used in Smacker. | |
222 | @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files. | |
223 | @item KMVC @tab @tab X @tab Codec used in Worms games. | |
224 | @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware. | |
225 | @item Cin Video @tab @tab X @tab Codec used in Delphine Software games. | |
226 | @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game. | |
227 | @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game. | |
228 | @item AVID DNxHD @tab @tab X @tab aka SMPTE VC3 | |
229 | @item C93 Video @tab @tab X @tab Codec used in Cyberia game. | |
230 | @item THP @tab @tab X @tab Used on the Nintendo GameCube. | |
231 | @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks. | |
232 | @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine. | |
233 | @end multitable | |
234 | ||
235 | @code{X} means that encoding (resp. decoding) is supported. | |
236 | ||
237 | @section Audio Codecs | |
238 | ||
239 | @multitable @columnfractions .4 .1 .1 .1 .7 | |
240 | @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |
241 | @item MPEG audio layer 2 @tab IX @tab IX | |
242 | @item MPEG audio layer 1/3 @tab IX @tab IX | |
243 | @tab MP3 encoding is supported through the external library LAME. | |
244 | @item AC3 @tab IX @tab IX | |
245 | @tab liba52 is used internally for decoding. | |
246 | @item Vorbis @tab X @tab X | |
247 | @item WMA V1/V2 @tab X @tab X | |
248 | @item AAC @tab X @tab X | |
249 | @tab Supported through the external library libfaac/libfaad. | |
250 | @item Microsoft ADPCM @tab X @tab X | |
251 | @item MS IMA ADPCM @tab X @tab X | |
252 | @item QT IMA ADPCM @tab @tab X | |
253 | @item 4X IMA ADPCM @tab @tab X | |
254 | @item G.726 ADPCM @tab X @tab X | |
255 | @item Duck DK3 IMA ADPCM @tab @tab X | |
256 | @tab Used in some Sega Saturn console games. | |
257 | @item Duck DK4 IMA ADPCM @tab @tab X | |
258 | @tab Used in some Sega Saturn console games. | |
259 | @item Westwood Studios IMA ADPCM @tab @tab X | |
260 | @tab Used in Westwood Studios games like Command and Conquer. | |
261 | @item SMJPEG IMA ADPCM @tab @tab X | |
262 | @tab Used in certain Loki game ports. | |
263 | @item CD-ROM XA ADPCM @tab @tab X | |
264 | @item CRI ADX ADPCM @tab X @tab X | |
265 | @tab Used in Sega Dreamcast games. | |
266 | @item Electronic Arts ADPCM @tab @tab X | |
267 | @tab Used in various EA titles. | |
268 | @item Creative ADPCM @tab @tab X | |
269 | @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 | |
270 | @item THP ADPCM @tab @tab X | |
271 | @tab Used on the Nintendo GameCube. | |
272 | @item RA144 @tab @tab X | |
273 | @tab Real 14400 bit/s codec | |
274 | @item RA288 @tab @tab X | |
275 | @tab Real 28800 bit/s codec | |
276 | @item RADnet @tab X @tab IX | |
277 | @tab Real low bitrate AC3 codec, liba52 is used for decoding. | |
278 | @item AMR-NB @tab X @tab X | |
279 | @tab Supported through an external library. | |
280 | @item AMR-WB @tab X @tab X | |
281 | @tab Supported through an external library. | |
282 | @item DV audio @tab @tab X | |
283 | @item Id RoQ DPCM @tab X @tab X | |
284 | @tab Used in Quake III, Jedi Knight 2, other computer games. | |
285 | @item Interplay MVE DPCM @tab @tab X | |
286 | @tab Used in various Interplay computer games. | |
287 | @item Xan DPCM @tab @tab X | |
288 | @tab Used in Origin's Wing Commander IV AVI files. | |
289 | @item Sierra Online DPCM @tab @tab X | |
290 | @tab Used in Sierra Online game audio files. | |
291 | @item Apple MACE 3 @tab @tab X | |
292 | @item Apple MACE 6 @tab @tab X | |
293 | @item FLAC lossless audio @tab X @tab X | |
294 | @item Shorten lossless audio @tab @tab X | |
295 | @item Apple lossless audio @tab @tab X | |
296 | @tab QuickTime fourcc 'alac' | |
297 | @item FFmpeg Sonic @tab X @tab X | |
298 | @tab experimental lossy/lossless codec | |
299 | @item Qdesign QDM2 @tab @tab X | |
300 | @tab there are still some distortions | |
301 | @item Real COOK @tab @tab X | |
302 | @tab All versions except 5.1 are supported | |
303 | @item DSP Group TrueSpeech @tab @tab X | |
304 | @item True Audio (TTA) @tab @tab X | |
305 | @item Smacker Audio @tab @tab X | |
306 | @item WavPack Audio @tab @tab X | |
307 | @item Cin Audio @tab @tab X | |
308 | @tab Codec used in Delphine Software games. | |
309 | @item Intel Music Coder @tab @tab X | |
310 | @item Musepack @tab @tab X | |
311 | @tab Only SV7 is supported | |
312 | @item DT$ Coherent Audio @tab @tab X | |
313 | @item ATRAC 3 @tab @tab X | |
314 | @end multitable | |
315 | ||
316 | @code{X} means that encoding (resp. decoding) is supported. | |
317 | ||
318 | @code{I} means that an integer-only version is available, too (ensures high | |
319 | performance on systems without hardware floating point support). | |
320 | ||
321 | @chapter Platform Specific information | |
322 | ||
323 | @section BSD | |
324 | ||
325 | BSD make will not build FFmpeg, you need to install and use GNU Make | |
326 | (@file{gmake}). | |
327 | ||
328 | @section Windows | |
329 | ||
330 | To get help and instructions for using FFmpeg under Windows, check out | |
331 | the FFmpeg Windows Help Forum at | |
332 | @url{http://arrozcru.no-ip.org/ffmpeg/}. | |
333 | ||
334 | @subsection Native Windows compilation | |
335 | ||
336 | @itemize | |
337 | @item Install the current versions of MSYS and MinGW from | |
338 | @url{http://www.mingw.org/}. You can find detailed installation | |
339 | instructions in the download section and the FAQ. | |
340 | ||
341 | NOTE: Use at least bash 3.1. Older versions are known to be failing on the | |
342 | configure script. | |
343 | ||
344 | @item If you want to test the FFplay, also download | |
345 | the MinGW development library of SDL 1.2.x | |
346 | (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from | |
347 | @url{http://www.libsdl.org}. Unpack it in a temporary directory, and | |
348 | unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool | |
349 | directory. Edit the @file{sdl-config} script so that it gives the | |
350 | correct SDL directory when invoked. | |
351 | ||
352 | @item If you want to use vhooks, you must have a POSIX compliant libdl in your | |
353 | MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}. | |
354 | ||
355 | @item Extract the current version of FFmpeg. | |
356 | ||
357 | @item Start the MSYS shell (file @file{msys.bat}). | |
358 | ||
359 | @item Change to the FFmpeg directory and follow | |
360 | the instructions of how to compile FFmpeg (file | |
361 | @file{INSTALL}). Usually, launching @file{./configure} and @file{make} | |
362 | suffices. If you have problems using SDL, verify that | |
363 | @file{sdl-config} can be launched from the MSYS command line. | |
364 | ||
365 | @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing | |
366 | @file{make install}. Do not forget to copy @file{SDL.dll} to the place | |
367 | you launch @file{ffplay} from. | |
368 | ||
369 | @end itemize | |
370 | ||
371 | Notes: | |
372 | @itemize | |
373 | ||
374 | @item The target @file{make wininstaller} can be used to create a | |
375 | Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll} | |
376 | must be copied to the FFmpeg directory in order to build the | |
377 | installer. | |
378 | ||
379 | @item By using @code{./configure --enable-shared} when configuring FFmpeg, | |
380 | you can build @file{avcodec.dll} and @file{avformat.dll}. With | |
381 | @code{make install} you install the FFmpeg DLLs and the associated | |
382 | headers in @file{Program Files/FFmpeg}. | |
383 | ||
384 | @item Visual C++ compatibility: If you used @code{./configure --enable-shared} | |
385 | when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual | |
386 | C++ @code{lib} tool to build @code{avcodec.lib} and | |
387 | @code{avformat.lib}. With these libraries you can link your Visual C++ | |
388 | code directly with the FFmpeg DLLs (see below). | |
389 | ||
390 | @end itemize | |
391 | ||
392 | @subsection Visual C++ compatibility | |
393 | ||
394 | FFmpeg will not compile under Visual C++ -- and it has too many | |
395 | dependencies on the GCC compiler to make a port viable. However, | |
396 | if you want to use the FFmpeg libraries in your own applications, | |
397 | you can still compile those applications using Visual C++. An | |
398 | important restriction to this is that you have to use the | |
399 | dynamically linked versions of the FFmpeg libraries (i.e. the | |
400 | DLLs), and you have to make sure that Visual-C++-compatible | |
401 | import libraries are created during the FFmpeg build process. | |
402 | ||
403 | This description of how to use the FFmpeg libraries with Visual C++ is | |
404 | based on Visual C++ 2005 Express Edition Beta 2. If you have a different | |
405 | version, you might have to modify the procedures slightly. | |
406 | ||
407 | Here are the step-by-step instructions for building the FFmpeg libraries | |
408 | so they can be used with Visual C++: | |
409 | ||
410 | @enumerate | |
411 | ||
412 | @item Install Visual C++ (if you have not done so already). | |
413 | ||
414 | @item Install MinGW and MSYS as described above. | |
415 | ||
416 | @item Add a call to @file{vcvars32.bat} (which sets up the environment | |
417 | variables for the Visual C++ tools) as the first line of | |
418 | @file{msys.bat}. The standard location for @file{vcvars32.bat} is | |
419 | @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, | |
420 | and the standard location for @file{msys.bat} is | |
421 | @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the | |
422 | following line as the first line of @file{msys.bat}: | |
423 | ||
424 | @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"} | |
425 | ||
426 | @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}. | |
427 | If you get a help message with the command line options of @code{link.exe}, | |
428 | this means your environment variables are set up correctly, the | |
429 | Microsoft linker is on the path and will be used by FFmpeg to | |
430 | create Visual-C++-compatible import libraries. | |
431 | ||
432 | @item Extract the current version of FFmpeg and change to the FFmpeg directory. | |
433 | ||
434 | @item Type the command | |
435 | @code{./configure --enable-shared --disable-static --enable-memalign-hack} | |
436 | to configure and, if that did not produce any errors, | |
437 | type @code{make} to build FFmpeg. | |
438 | ||
439 | @item The subdirectories @file{libavformat}, @file{libavcodec}, and | |
440 | @file{libavutil} should now contain the files @file{avformat.dll}, | |
441 | @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib}, | |
442 | @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three | |
443 | DLLs to your System32 directory (typically @file{C:\Windows\System32}). | |
444 | ||
445 | @end enumerate | |
446 | ||
447 | And here is how to use these libraries with Visual C++: | |
448 | ||
449 | @enumerate | |
450 | ||
451 | @item Create a new console application ("File / New / Project") and then | |
452 | select "Win32 Console Application". On the appropriate page of the | |
453 | Application Wizard, uncheck the "Precompiled headers" option. | |
454 | ||
455 | @item Write the source code for your application, or, for testing, just | |
456 | copy the code from an existing sample application into the source file | |
457 | that Visual C++ has already created for you. (Note that your source | |
458 | filehas to have a @code{.cpp} extension; otherwise, Visual C++ will not | |
459 | compile the FFmpeg headers correctly because in C mode, it does not | |
460 | recognize the @code{inline} keyword.) For example, you can copy | |
461 | @file{output_example.c} from the FFmpeg distribution (but you will | |
462 | have to make minor modifications so the code will compile under | |
463 | C++, see below). | |
464 | ||
465 | @item Open the "Project / Properties" dialog box. In the "Configuration" | |
466 | combo box, select "All Configurations" so that the changes you make will | |
467 | affect both debug and release builds. In the tree view on the left hand | |
468 | side, select "C/C++ / General", then edit the "Additional Include | |
469 | Directories" setting to contain the complete paths to the | |
470 | @file{libavformat}, @file{libavcodec}, and @file{libavutil} | |
471 | subdirectories of your FFmpeg directory. Note that the directories have | |
472 | to be separated using semicolons. Now select "Linker / General" from the | |
473 | tree view and edit the "Additional Library Directories" setting to | |
474 | contain the same three directories. | |
475 | ||
476 | @item Still in the "Project / Properties" dialog box, select "Linker / Input" | |
477 | from the tree view, then add the files @file{avformat.lib}, | |
478 | @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional | |
479 | Dependencies". Note that the names of the libraries have to be separated | |
480 | using spaces. | |
481 | ||
482 | @item Now, select "C/C++ / Code Generation" from the tree view. Select | |
483 | "Debug" in the "Configuration" combo box. Make sure that "Runtime | |
484 | Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in | |
485 | the "Configuration" combo box and make sure that "Runtime Library" is | |
486 | set to "Multi-threaded DLL". | |
487 | ||
488 | @item Click "OK" to close the "Project / Properties" dialog box and build | |
489 | the application. Hopefully, it should compile and run cleanly. If you | |
490 | used @file{output_example.c} as your sample application, you will get a | |
491 | few compiler errors, but they are easy to fix. The first type of error | |
492 | occurs because Visual C++ does not allow an @code{int} to be converted to | |
493 | an @code{enum} without a cast. To solve the problem, insert the required | |
494 | casts (this error occurs once for a @code{CodecID} and once for a | |
495 | @code{CodecType}). The second type of error occurs because C++ requires | |
496 | the return value of @code{malloc} to be cast to the exact type of the | |
497 | pointer it is being assigned to. Visual C++ will complain that, for | |
498 | example, @code{(void *)} is being assigned to @code{(uint8_t *)} without | |
499 | an explicit cast. So insert an explicit cast in these places to silence | |
500 | the compiler. The third type of error occurs because the @code{snprintf} | |
501 | library function is called @code{_snprintf} under Visual C++. So just | |
502 | add an underscore to fix the problem. With these changes, | |
503 | @file{output_example.c} should compile under Visual C++, and the | |
504 | resulting executable should produce valid video files. | |
505 | ||
506 | @end enumerate | |
507 | ||
508 | @subsection Cross compilation for Windows with Linux | |
509 | ||
510 | You must use the MinGW cross compilation tools available at | |
511 | @url{http://www.mingw.org/}. | |
512 | ||
513 | Then configure FFmpeg with the following options: | |
514 | @example | |
515 | ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- | |
516 | @end example | |
517 | (you can change the cross-prefix according to the prefix chosen for the | |
518 | MinGW tools). | |
519 | ||
520 | Then you can easily test FFmpeg with Wine | |
521 | (@url{http://www.winehq.com/}). | |
522 | ||
523 | @subsection Compilation under Cygwin | |
524 | ||
525 | Cygwin works very much like Unix. | |
526 | ||
527 | Just install your Cygwin with all the "Base" packages, plus the | |
528 | following "Devel" ones: | |
529 | @example | |
530 | binutils, gcc-core, make, subversion | |
531 | @end example | |
532 | ||
533 | Do not install binutils-20060709-1 (they are buggy on shared builds); | |
534 | use binutils-20050610-1 instead. | |
535 | ||
536 | Then run | |
537 | ||
538 | @example | |
539 | ./configure --enable-static --disable-shared | |
540 | @end example | |
541 | ||
542 | to make a static build or | |
543 | ||
544 | @example | |
545 | ./configure --enable-shared --disable-static | |
546 | @end example | |
547 | ||
548 | to build shared libraries. | |
549 | ||
550 | If you want to build FFmpeg with additional libraries, download Cygwin | |
551 | "Devel" packages for Ogg and Vorbis from any Cygwin packages repository | |
552 | and/or SDL, xvid, faac, faad2 packages from Cygwin Ports, | |
553 | (@url{http://cygwinports.dotsrc.org/}). | |
554 | ||
555 | @subsection Crosscompilation for Windows under Cygwin | |
556 | ||
557 | With Cygwin you can create Windows binaries that do not need the cygwin1.dll. | |
558 | ||
559 | Just install your Cygwin as explained before, plus these additional | |
560 | "Devel" packages: | |
561 | @example | |
562 | gcc-mingw-core, mingw-runtime, mingw-zlib | |
563 | @end example | |
564 | ||
565 | and add some special flags to your configure invocation. | |
566 | ||
567 | For a static build run | |
568 | @example | |
569 | ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |
570 | @end example | |
571 | ||
572 | and for a build with shared libraries | |
573 | @example | |
574 | ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |
575 | @end example | |
576 | ||
577 | @section BeOS | |
578 | ||
579 | The configure script should guess the configuration itself. | |
580 | Networking support is currently not finished. | |
581 | errno issues fixed by Andrew Bachmann. | |
582 | ||
583 | Old stuff: | |
584 | ||
585 | François Revol - revol at free dot fr - April 2002 | |
586 | ||
587 | The configure script should guess the configuration itself, | |
588 | however I still did not test building on the net_server version of BeOS. | |
589 | ||
590 | FFserver is broken (needs poll() implementation). | |
591 | ||
592 | There are still issues with errno codes, which are negative in BeOS, and | |
593 | that FFmpeg negates when returning. This ends up turning errors into | |
594 | valid results, then crashes. | |
595 | (To be fixed) | |
596 | ||
597 | @chapter Developers Guide | |
598 | ||
599 | @section API | |
600 | @itemize @bullet | |
601 | @item libavcodec is the library containing the codecs (both encoding and | |
602 | decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. | |
603 | ||
604 | @item libavformat is the library containing the file format handling (mux and | |
605 | demux code for several formats). Look at @file{ffplay.c} to use it in a | |
606 | player. See @file{output_example.c} to use it to generate audio or video | |
607 | streams. | |
608 | ||
609 | @end itemize | |
610 | ||
611 | @section Integrating libavcodec or libavformat in your program | |
612 | ||
613 | You can integrate all the source code of the libraries to link them | |
614 | statically to avoid any version problem. All you need is to provide a | |
615 | 'config.mak' and a 'config.h' in the parent directory. See the defines | |
616 | generated by ./configure to understand what is needed. | |
617 | ||
618 | You can use libavcodec or libavformat in your commercial program, but | |
619 | @emph{any patch you make must be published}. The best way to proceed is | |
620 | to send your patches to the FFmpeg mailing list. | |
621 | ||
622 | @node Coding Rules | |
623 | @section Coding Rules | |
624 | ||
625 | FFmpeg is programmed in the ISO C90 language with a few additional | |
626 | features from ISO C99, namely: | |
627 | @itemize @bullet | |
628 | @item | |
629 | the @samp{inline} keyword; | |
630 | @item | |
631 | @samp{//} comments; | |
632 | @item | |
633 | designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) | |
634 | @item | |
635 | compound literals (@samp{x = (struct s) @{ 17, 23 @};}) | |
636 | @end itemize | |
637 | ||
638 | These features are supported by all compilers we care about, so we will not | |
639 | accept patches to remove their use unless they absolutely do not impair | |
640 | clarity and performance. | |
641 | ||
642 | All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also | |
643 | compiles with several other compilers, such as the Compaq ccc compiler | |
644 | or Sun Studio 9, and we would like to keep it that way unless it would | |
645 | be exceedingly involved. To ensure compatibility, please do not use any | |
646 | additional C99 features or GCC extensions. Especially watch out for: | |
647 | @itemize @bullet | |
648 | @item | |
649 | mixing statements and declarations; | |
650 | @item | |
651 | @samp{long long} (use @samp{int64_t} instead); | |
652 | @item | |
653 | @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; | |
654 | @item | |
655 | GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). | |
656 | @end itemize | |
657 | ||
658 | Indent size is 4. | |
659 | The presentation is the one specified by 'indent -i4 -kr -nut'. | |
660 | The TAB character is forbidden outside of Makefiles as is any | |
661 | form of trailing whitespace. Commits containing either will be | |
662 | rejected by the Subversion repository. | |
663 | ||
664 | The main priority in FFmpeg is simplicity and small code size in order to | |
665 | minimize the bug count. | |
666 | ||
667 | Comments: Use the JavaDoc/Doxygen | |
668 | format (see examples below) so that code documentation | |
669 | can be generated automatically. All nontrivial functions should have a comment | |
670 | above them explaining what the function does, even if it is just one sentence. | |
671 | All structures and their member variables should be documented, too. | |
672 | @example | |
673 | /** | |
674 | * @@file mpeg.c | |
675 | * MPEG codec. | |
676 | * @@author ... | |
677 | */ | |
678 | ||
679 | /** | |
680 | * Summary sentence. | |
681 | * more text ... | |
682 | * ... | |
683 | */ | |
684 | typedef struct Foobar@{ | |
685 | int var1; /**< var1 description */ | |
686 | int var2; ///< var2 description | |
687 | /** var3 description */ | |
688 | int var3; | |
689 | @} Foobar; | |
690 | ||
691 | /** | |
692 | * Summary sentence. | |
693 | * more text ... | |
694 | * ... | |
695 | * @@param my_parameter description of my_parameter | |
696 | * @@return return value description | |
697 | */ | |
698 | int myfunc(int my_parameter) | |
699 | ... | |
700 | @end example | |
701 | ||
702 | fprintf and printf are forbidden in libavformat and libavcodec, | |
703 | please use av_log() instead. | |
704 | ||
705 | Casts should be used only when necessary. Unneeded parentheses | |
706 | should also be avoided if they don't make the code easier to understand. | |
707 | ||
708 | @section Development Policy | |
709 | ||
710 | @enumerate | |
711 | @item | |
712 | Contributions should be licensed under the LGPL 2.1, including an | |
713 | "or any later version" clause, or the MIT license. GPL 2 including | |
714 | an "or any later version" clause is also acceptable, but LGPL is | |
715 | preferred. | |
716 | @item | |
717 | You must not commit code which breaks FFmpeg! (Meaning unfinished but | |
718 | enabled code which breaks compilation or compiles but does not work or | |
719 | breaks the regression tests) | |
720 | You can commit unfinished stuff (for testing etc), but it must be disabled | |
721 | (#ifdef etc) by default so it does not interfere with other developers' | |
722 | work. | |
723 | @item | |
724 | You do not have to over-test things. If it works for you, and you think it | |
725 | should work for others, then commit. If your code has problems | |
726 | (portability, triggers compiler bugs, unusual environment etc) they will be | |
727 | reported and eventually fixed. | |
728 | @item | |
729 | Do not commit unrelated changes together, split them into self-contained | |
730 | pieces. Also do not forget that if part B depends on part A, but A does not | |
731 | depend on B, then A can and should be committed first and separate from B. | |
732 | Keeping changes well split into self-contained parts makes reviewing and | |
733 | understanding them on the commit log mailing list easier. This also helps | |
734 | in case of debugging later on. | |
735 | Also if you have doubts about splitting or not splitting, do not hesitate to | |
736 | ask/discuss it on the developer mailing list. | |
737 | @item | |
738 | Do not change behavior of the program (renaming options etc) without | |
739 | first discussing it on the ffmpeg-devel mailing list. Do not remove | |
740 | functionality from the code. Just improve! | |
741 | ||
742 | Note: Redundant code can be removed. | |
743 | @item | |
744 | Do not commit changes to the build system (Makefiles, configure script) | |
745 | which change behavior, defaults etc, without asking first. The same | |
746 | applies to compiler warning fixes, trivial looking fixes and to code | |
747 | maintained by other developers. We usually have a reason for doing things | |
748 | the way we do. Send your changes as patches to the ffmpeg-devel mailing | |
749 | list, and if the code maintainers say OK, you may commit. This does not | |
750 | apply to files you wrote and/or maintain. | |
751 | @item | |
752 | We refuse source indentation and other cosmetic changes if they are mixed | |
753 | with functional changes, such commits will be rejected and removed. Every | |
754 | developer has his own indentation style, you should not change it. Of course | |
755 | if you (re)write something, you can use your own style, even though we would | |
756 | prefer if the indentation throughout FFmpeg was consistent (Many projects | |
757 | force a given indentation style - we do not.). If you really need to make | |
758 | indentation changes (try to avoid this), separate them strictly from real | |
759 | changes. | |
760 | ||
761 | NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, | |
762 | then either do NOT change the indentation of the inner part within (do not | |
763 | move it to the right)! or do so in a separate commit | |
764 | @item | |
765 | Always fill out the commit log message. Describe in a few lines what you | |
766 | changed and why. You can refer to mailing list postings if you fix a | |
767 | particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. | |
768 | @item | |
769 | If you apply a patch by someone else, include the name and email address in | |
770 | the log message. Since the ffmpeg-cvslog mailing list is publicly | |
771 | archived you should add some SPAM protection to the email address. Send an | |
772 | answer to ffmpeg-devel (or wherever you got the patch from) saying that | |
773 | you applied the patch. | |
774 | @item | |
775 | When applying patches that have been discussed (at length) on the mailing | |
776 | list, reference the thread in the log message. | |
777 | @item | |
778 | Do NOT commit to code actively maintained by others without permission. | |
779 | Send a patch to ffmpeg-devel instead. If no one answers within a reasonable | |
780 | timeframe (12h for build failures and security fixes, 3 days small changes, | |
781 | 1 week for big patches) then commit your patch if you think it is OK. | |
782 | Also note, the maintainer can simply ask for more time to review! | |
783 | @item | |
784 | Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits | |
785 | are sent there and reviewed by all the other developers. Bugs and possible | |
786 | improvements or general questions regarding commits are discussed there. We | |
787 | expect you to react if problems with your code are uncovered. | |
788 | @item | |
789 | Update the documentation if you change behavior or add features. If you are | |
790 | unsure how best to do this, send a patch to ffmpeg-devel, the documentation | |
791 | maintainer(s) will review and commit your stuff. | |
792 | @item | |
793 | Try to keep important discussions and requests (also) on the public | |
794 | developer mailing list, so that all developers can benefit from them. | |
795 | @item | |
796 | Never write to unallocated memory, never write over the end of arrays, | |
797 | always check values read from some untrusted source before using them | |
798 | as array index or other risky things. | |
799 | @item | |
800 | Remember to check if you need to bump versions for the specific libav | |
801 | parts (libavutil, libavcodec, libavformat) you are changing. You need | |
802 | to change the version integer and the version string. | |
803 | Incrementing the first component means no backward compatibility to | |
804 | previous versions (e.g. removal of a function from the public API). | |
805 | Incrementing the second component means backward compatible change | |
806 | (e.g. addition of a function to the public API). | |
807 | Incrementing the third component means a noteworthy binary compatible | |
808 | change (e.g. encoder bug fix that matters for the decoder). | |
809 | @item | |
810 | If you add a new codec, remember to update the changelog, add it to | |
811 | the supported codecs table in the documentation and bump the second | |
812 | component of the @file{libavcodec} version number appropriately. If | |
813 | it has a fourcc, add it to @file{libavformat/avienc.c}, even if it | |
814 | is only a decoder. | |
815 | @item | |
816 | Do not change code to hide warnings without ensuring that the underlying | |
817 | logic is correct and thus the warning was inappropriate. | |
818 | @item | |
819 | If you add a new file, give it a proper license header. Do not copy and | |
820 | paste it from a random place, use an existing file as template. | |
821 | @end enumerate | |
822 | ||
823 | We think our rules are not too hard. If you have comments, contact us. | |
824 | ||
825 | Note, these rules are mostly borrowed from the MPlayer project. | |
826 | ||
827 | @section Submitting patches | |
828 | ||
829 | First, (@pxref{Coding Rules}) above if you did not yet. | |
830 | ||
831 | When you submit your patch, try to send a unified diff (diff '-up' | |
832 | option). We cannot read other diffs :-) | |
833 | ||
834 | Also please do not submit a patch which contains several unrelated changes. | |
835 | Split it into separate, self-contained pieces. This does not mean splitting | |
836 | file by file. Instead, make the patch as small as possible while still | |
837 | keeping it as a logical unit that contains an individual change, even | |
838 | if it spans multiple files. This makes reviewing your patches much easier | |
839 | for us and greatly increases your chances of getting your patch applied. | |
840 | ||
841 | Run the regression tests before submitting a patch so that you can | |
842 | verify that there are no big problems. | |
843 | ||
844 | Patches should be posted as base64 encoded attachments (or any other | |
845 | encoding which ensures that the patch will not be trashed during | |
846 | transmission) to the ffmpeg-devel mailing list, see | |
847 | @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} | |
848 | ||
849 | It also helps quite a bit if you tell us what the patch does (for example | |
850 | 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant | |
851 | and has no lrint()') | |
852 | ||
853 | Also please if you send several patches, send each patch as a separate mail, | |
854 | do not attach several unrelated patches to the same mail. | |
855 | ||
856 | @section patch submission checklist | |
857 | ||
858 | @enumerate | |
859 | @item | |
860 | Do the regression tests pass with the patch applied? | |
861 | @item | |
862 | Is the patch a unified diff? | |
863 | @item | |
864 | Is the patch against latest FFmpeg SVN? | |
865 | @item | |
866 | Are you subscribed to ffmpeg-dev? | |
867 | (the list is subscribers only due to spam) | |
868 | @item | |
869 | Have you checked that the changes are minimal, so that the same cannot be | |
870 | achieved with a smaller patch and/or simpler final code? | |
871 | @item | |
872 | If the change is to speed critical code, did you benchmark it? | |
873 | @item | |
874 | If you did any benchmarks, did you provide them in the mail? | |
875 | @item | |
876 | Have you checked that the patch does not introduce buffer overflows or | |
877 | other security issues? | |
878 | @item | |
879 | Is the patch created from the root of the source tree, so it can be | |
880 | applied with @code{patch -p0}? | |
881 | @item | |
882 | Does the patch not mix functional and cosmetic changes? | |
883 | @item | |
884 | Did you add tabs or trailing whitespace to the code? Both are forbidden. | |
885 | @item | |
886 | Is the patch attached to the email you send? | |
887 | @item | |
888 | Is the mime type of the patch correct? It should be text/x-diff or | |
889 | text/x-patch or at least text/plain and not application/octet-stream. | |
890 | @item | |
891 | If the patch fixes a bug, did you provide a verbose analysis of the bug? | |
892 | @item | |
893 | If the patch fixes a bug, did you provide enough information, including | |
894 | a sample, so the bug can be reproduced and the fix can be verified? | |
895 | Note please do not attach samples >100k to mails but rather provide a | |
896 | URL, you can upload to ftp://upload.mplayerhq.hu | |
897 | @item | |
898 | Did you provide a verbose summary about what the patch does change? | |
899 | @item | |
900 | Did you provide a verbose explanation why it changes things like it does? | |
901 | @item | |
902 | Did you provide a verbose summary of the user visible advantages and | |
903 | disadvantages if the patch is applied? | |
904 | @item | |
905 | Did you provide an example so we can verify the new feature added by the | |
906 | patch easily? | |
907 | @item | |
908 | If you added a new file, did you insert a license header? It should be | |
909 | taken from FFmpeg, not randomly copied and pasted from somewhere else. | |
910 | @item | |
911 | You should maintain alphabetical order in alphabetically ordered lists as | |
912 | long as doing so does not break API/ABI compatibility. | |
913 | @item | |
914 | Lines with similar content should be aligned vertically when doing so | |
915 | improves readability. | |
916 | @item | |
917 | Did you provide a suggestion for a clear commit log message? | |
918 | @end enumerate | |
919 | ||
920 | @section Patch review process | |
921 | ||
922 | All patches posted to ffmpeg-devel will be reviewed, unless they contain a | |
923 | clear note that the patch is not for SVN. | |
924 | Reviews and comments will be posted as replies to the patch on the | |
925 | mailing list. The patch submitter then has to take care of every comment, | |
926 | that can be by resubmitting a changed patch or by discussion. Resubmitted | |
927 | patches will themselves be reviewed like any other patch. If at some point | |
928 | a patch passes review with no comments then it is approved, that can for | |
929 | simple and small patches happen immediately while large patches will generally | |
930 | have to be changed and reviewed many times before they are approved. | |
931 | After a patch is approved it will be committed to the repository. | |
932 | ||
933 | We will review all submitted patches, but sometimes we are quite busy so | |
934 | especially for large patches this can take several weeks. | |
935 | ||
936 | When resubmitting patches, please do not make any significant changes | |
937 | not related to the comments received during review. Such patches will | |
938 | be rejected. Instead, submit significant changes or new features as | |
939 | separate patches. | |
940 | ||
941 | @section Regression tests | |
942 | ||
943 | Before submitting a patch (or committing to the repository), you should at least | |
944 | test that you did not break anything. | |
945 | ||
946 | The regression tests build a synthetic video stream and a synthetic | |
947 | audio stream. These are then encoded and decoded with all codecs or | |
948 | formats. The CRC (or MD5) of each generated file is recorded in a | |
949 | result file. A 'diff' is launched to compare the reference results and | |
950 | the result file. | |
951 | ||
952 | The regression tests then go on to test the FFserver code with a | |
953 | limited set of streams. It is important that this step runs correctly | |
954 | as well. | |
955 | ||
956 | Run 'make test' to test all the codecs and formats. | |
957 | ||
958 | Run 'make fulltest' to test all the codecs, formats and FFserver. | |
959 | ||
960 | [Of course, some patches may change the results of the regression tests. In | |
961 | this case, the reference results of the regression tests shall be modified | |
962 | accordingly]. | |
963 | ||
964 | @bye |