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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section AMR
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AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
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use of the AMR wideband (floating-point mode) and the AMR narrowband
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(floating-point mode) reference decoders and encoders.
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Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libamr-nb} and/or
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@code{--enable-libamr-wb} to configure to enable the libraries.
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Note that libamr is copyrighted without any sort of license grant. This means
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that you can use it if you legally obtained it but you are not allowed to
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redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
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you create are non-free and unredistributable!}
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} option to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item ADTS AAC audio            @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVM2 (Flash 9)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Bethsoft VID              @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item BFI                       @tab   @tab X
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    @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
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@item C93                       @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item CIN                       @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item Creative VOC              @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item DV                        @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FLIC                      @tab   @tab X
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    @tab .fli/.flc files
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@item FLV                       @tab X @tab X
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    @tab Macromedia Flash video files
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Cinematic              @tab   @tab X
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    @tab Used in Quake II.
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item MAXIS EA XA               @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime             @tab X @tab X
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@item MPEG audio                @tab X @tab X
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@item MPEG-1 systems            @tab X @tab X
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    @tab muxed audio and video
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@item MPEG-2 PS                 @tab X @tab X
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    @tab also known as @code{VOB} file
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@item MPEG-2 TS                 @tab   @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MXF                       @tab X @tab X
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    @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Nullsoft Video            @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item OMA                       @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item PlayStation STR           @tab   @tab X
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@item PVA                       @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item raw AC-3                  @tab X @tab X
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@item raw CRI ADX audio         @tab X @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MPEG video            @tab X @tab X
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@item raw MPEG-4 video          @tab X @tab X
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@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X  @tab  X
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@item raw Shorten audio         @tab    @tab  X
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@item RealMedia                 @tab X @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item SEQ                       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item Sierra Online             @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item SIFF                      @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item SUN AU format             @tab X @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item WAV                       @tab X @tab X
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@item WC3 Movie                 @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios VQA/AUD  @tab   @tab X
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    @tab Multimedia formats used in Westwood Studios games.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X @tab one raw file per component
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@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
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@item JPEG         @tab X @tab X @tab Progressive JPEG is not supported.
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@item PAM          @tab X @tab X @tab PAM is a PNM extension with alpha support.
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@item PCX          @tab   @tab X @tab PC Paintbrush
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@item PGM, PPM     @tab X @tab X
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@item PGMYUV       @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
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@item PNG          @tab X @tab X @tab 2/4 bpp not supported yet
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@item PTX          @tab   @tab X @tab V.Flash PTX format
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@item RAS          @tab   @tab X @tab Sun Rasterfile
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@item SGI          @tab X @tab X @tab SGI RGB image format
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@item Targa        @tab   @tab X @tab Targa (.TGA) image format
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@item TIFF         @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Video               @tab     @tab  X
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    @tab Used in certain computer games.
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@item American Laser Games Video  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV                    @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item Apple Animation        @tab  X  @tab  X
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    @tab fourcc: 'rle '
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@item Apple Graphics         @tab     @tab  X
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    @tab fourcc: 'smc '
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Apple Video            @tab     @tab  X
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    @tab fourcc: rpza
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVID DNxHD             @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item AVS video              @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Bethsoft VID           @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item Cin video              @tab     @tab  X
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    @tab Codec used in Delphine Software games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV           @tab     @tab  X
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    @tab fourcc: CYUV
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@item Dirac                  @tab  X  @tab  X
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    @tab Supported through the external libdirac/libschroedinger libraries.
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@item Duck TrueMotion v1     @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion v2     @tab     @tab  X
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    @tab fourcc: TM20
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@item DV                     @tab  X  @tab  X
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@item DXA Video              @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV    @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts TGV    @tab     @tab  X
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@item FFmpeg Video 1         @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video     @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item FLIC video             @tab     @tab  X
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@item FLV                    @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps FPS1             @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263(+)               @tab  X  @tab  X
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    @tab also known as RealVideo 1.0
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@item H.264                  @tab     @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ                 @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Indeo 3          @tab     @tab  X
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@item Interplay Video        @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item JPEG-LS                @tab  X  @tab  X
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    @tab fourcc: MJLS, lossless and near-lossless is supported.
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@item KMVC                   @tab     @tab  X
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    @tab Codec used in Worms games.
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video-1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG                  @tab  X  @tab  X
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@item Motion Pixels Video    @tab     @tab  X
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@item MPEG-1                 @tab  X  @tab  X
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@item MPEG-2                 @tab  X  @tab  X
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@item MPEG-4                 @tab  X  @tab  X
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@item MSMPEG4 V1             @tab  X  @tab  X
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@item MSMPEG4 V2             @tab  X  @tab  X
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@item MSMPEG4 V3             @tab  X  @tab  X
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@item MSZH                   @tab     @tab  X
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    @tab Part of LCL
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item QPEG                   @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item RealVideo 1.0          @tab  X  @tab  X
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@item RealVideo 2.0          @tab  X  @tab  X
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@item Renderware TXD         @tab     @tab  X
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    @tab Texture dictionaries used by the Renderware Engine.
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@item RTjpeg                 @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item Smacker video          @tab     @tab  X
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    @tab Video encoding used in Smacker.
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@item Snow                   @tab  X  @tab  X
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    @tab experimental wavelet codec (fourcc: SNOW)
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@item Sony PlayStation MDEC  @tab     @tab  X
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@item Sorenson Video 1       @tab  X  @tab  X
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    @tab fourcc: SVQ1
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@item Sorenson Video 3       @tab     @tab  X
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    @tab fourcc: SVQ3
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@item Sunplus MJPEG          @tab     @tab  X
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    @tab fourcc: SP5X
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@item TechSmith Camtasia     @tab     @tab  X
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    @tab fourcc: TSCC
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@item Theora                 @tab  X  @tab  X
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    @tab still experimental
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@item THP                    @tab     @tab  X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Seq video      @tab     @tab  X
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    @tab Codec used in DOS CD-ROM FlashBack game.
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@item VC-1                   @tab     @tab  X
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@item VMD Video              @tab     @tab  X
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    @tab Used in Sierra VMD files.
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@item VMware Video           @tab     @tab  X
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    @tab Codec used in videos captured by VMware.
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@item Westwood VQA           @tab     @tab  X
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@item Winnov WNV1            @tab     @tab  X
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@item WMV7                   @tab  X  @tab  X
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@item WMV8                   @tab  X  @tab  X
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@item WMV9                   @tab     @tab  X
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    @tab not completely working
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@item Xan/WC3                @tab     @tab  X
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    @tab Used in Wing Commander III .MVE files.
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@item ZLIB                   @tab  X  @tab  X
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    @tab part of LCL, encoder experimental
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@item ZMBV                   @tab   X @tab  X
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    @tab Encoder works only in PAL8.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Audio Codecs
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@multitable @columnfractions .4 .1 .1 .1 .7
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X IMA ADPCM           @tab     @tab  X
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@item 8SVX audio             @tab     @tab  X
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@item AAC                    @tab  X  @tab  X
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    @tab Encoding is supported through the external library libfaac.
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@item AC-3                   @tab IX  @tab IX
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@item AMR-NB                 @tab  X  @tab  X
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    @tab Supported through an external library.
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@item AMR-WB                 @tab  X  @tab  X
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    @tab Supported through an external library.
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@item AMV IMA ADPCM          @tab     @tab  X
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    @tab Used in AMV files
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@item Apple lossless audio   @tab  X  @tab  X
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    @tab QuickTime fourcc 'alac'
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@item Apple MACE 3           @tab     @tab  X
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@item Apple MACE 6           @tab     @tab  X
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@item ATRAC 3                @tab     @tab  X
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@item CD-ROM XA ADPCM        @tab     @tab  X
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@item Cin audio              @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Creative ADPCM         @tab     @tab  X
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    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
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@item CRI ADX ADPCM          @tab  X  @tab  X
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    @tab Used in Sega Dreamcast games.
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@item DSP Group TrueSpeech   @tab     @tab  X
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@item DTS Coherent Audio     @tab     @tab  X
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@item Duck DK3 IMA ADPCM     @tab     @tab  X
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    @tab Used in some Sega Saturn console games.
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@item Duck DK4 IMA ADPCM     @tab     @tab  X
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    @tab Used in some Sega Saturn console games.
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@item DV audio               @tab     @tab  X
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@item Electronic Arts ADPCM  @tab     @tab  X
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    @tab Used in various EA titles.
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@item Enhanced AC-3          @tab     @tab  X
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@item FLAC lossless audio    @tab IX  @tab  X
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@item G.726  ADPCM           @tab  X  @tab  X
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@item id RoQ DPCM            @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Music Coder      @tab     @tab  X
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@item Interplay MVE DPCM     @tab     @tab  X
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    @tab Used in various Interplay computer games.
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@item MAXIS EA ADPCM         @tab     @tab  X
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    @tab Used in Sim City 3000.
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@item Microsoft ADPCM        @tab  X  @tab  X
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@item MLP/TrueHD             @tab     @tab  X
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    @tab Used in DVD-Audio and Blu-Ray discs.
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@item Monkey's Audio         @tab     @tab  X
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    @tab Only versions 3.97-3.99 are supported.
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@item MPEG audio layer 1/3   @tab  X  @tab IX
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    @tab MP3 encoding is supported through the external library LAME.
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@item MPEG audio layer 2     @tab IX  @tab IX
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@item MS IMA ADPCM           @tab  X  @tab  X
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@item Musepack               @tab     @tab  X
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    @tab SV7 and SV8 are supported.
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@item Nellymoser ASAO        @tab  X  @tab  X
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@item Qdesign QDM2           @tab     @tab  X
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    @tab There are still some distortions.
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@item QT IMA ADPCM           @tab  X  @tab  X
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@item RA144                  @tab     @tab  X
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    @tab Real 14400 bit/s codec
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@item RA288                  @tab     @tab  X
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    @tab Real 28800 bit/s codec
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@item RADnet                 @tab IX  @tab IX
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    @tab Real low bitrate AC-3 codec
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@item Real COOK              @tab     @tab  X
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    @tab All versions except 5.1 are supported.
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@item Shorten                @tab     @tab  X
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@item Sierra Online DPCM     @tab     @tab  X
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    @tab Used in Sierra Online game audio files.
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@item Smacker audio          @tab     @tab  X
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@item SMJPEG IMA ADPCM       @tab     @tab  X
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    @tab Used in certain Loki game ports.
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@item Sonic                  @tab  X  @tab  X
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    @tab experimental codec
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@item Sonic lossless         @tab  X  @tab  X
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    @tab experimental codec
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@item Speex                  @tab     @tab  X
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    @tab Supported through the external libspeex library.
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@item THP ADPCM              @tab     @tab  X
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    @tab Used on the Nintendo GameCube.
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@item True Audio (TTA)       @tab     @tab  X
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@item Vorbis                 @tab  X  @tab  X
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@item WavPack                @tab     @tab  X
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@item Westwood Studios IMA ADPCM @tab     @tab  X
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    @tab Used in Westwood Studios games like Command and Conquer.
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@item WMA v1/v2              @tab  X  @tab  X
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@item Xan DPCM               @tab     @tab  X
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    @tab Used in Origin's Wing Commander IV AVI files.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{I} means that an integer-only version is available, too (ensures high
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performance on systems without hardware floating point support).
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@chapter Platform Specific information
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@section BSD
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BSD make will not build FFmpeg, you need to install and use GNU Make
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(@file{gmake}).
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@section Windows
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To get help and instructions for building FFmpeg under Windows, check out
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the FFmpeg Windows Help Forum at
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@url{http://ffmpeg.arrozcru.org/}.
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@subsection Native Windows compilation
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
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You can find detailed installation
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instructions in the download section and the FAQ.
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FFmpeg does not build out-of-the-box with the packages the automated MinGW
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installer provides. It also requires coreutils to be installed and many other
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packages updated to the latest version. The minimum version for some packages
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are listed below:
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@itemize
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@item bash 3.1
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@item msys-make 3.81-2 (note: not mingw32-make)
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@item w32api 3.12
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@item mingw-runtime 3.15
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@end itemize
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You will also need to pass @code{-fno-common} to the compiler to work around
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a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
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Within the MSYS shell, configure and make with:
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@example
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./configure --enable-memalign-hack --extra-cflags=-fno-common
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make
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make install
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@end example
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This will install @file{ffmpeg.exe} along with many other development files
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to @file{/usr/local}. You may specify another install path using the
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@code{--prefix} option in @file{configure}.
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Notes:
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@itemize
481

    
482
@item In order to compile vhooks, you must have a POSIX-compliant libdl in
483
your MinGW system. Get dlfcn-win32 from
484
@url{http://code.google.com/p/dlfcn-win32}.
485

    
486
@item In order to compile FFplay, you must have the MinGW development library
487
of SDL. Get it from @url{http://www.libsdl.org}.
488
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
489
where SDL was installed. Verify that @file{sdl-config} can be launched from
490
the MSYS command line.
491

    
492
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
493
you can build libavutil, libavcodec and libavformat as DLLs.
494

    
495
@end itemize
496

    
497
@subsection Microsoft Visual C++ compatibility
498

    
499
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
500
want to use the libav* libraries in your own applications, you can still
501
compile those applications using MSVC++. But the libav* libraries you link
502
to @emph{must} be built with MinGW. However, you will not be able to debug
503
inside the libav* libraries, since MSVC++ does not recognize the debug
504
symbols generated by GCC.
505
We strongly recommend you to move over from MSVC++ to MinGW tools.
506

    
507
This description of how to use the FFmpeg libraries with MSVC++ is based on
508
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
509
you might have to modify the procedures slightly.
510

    
511
@subsubsection Using static libraries
512

    
513
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
514

    
515
@enumerate
516

    
517
@item Create a new console application ("File / New / Project") and then
518
select "Win32 Console Application". On the appropriate page of the
519
Application Wizard, uncheck the "Precompiled headers" option.
520

    
521
@item Write the source code for your application, or, for testing, just
522
copy the code from an existing sample application into the source file
523
that MSVC++ has already created for you. For example, you can copy
524
@file{output_example.c} from the FFmpeg distribution.
525

    
526
@item Open the "Project / Properties" dialog box. In the "Configuration"
527
combo box, select "All Configurations" so that the changes you make will
528
affect both debug and release builds. In the tree view on the left hand
529
side, select "C/C++ / General", then edit the "Additional Include
530
Directories" setting to contain the path where the FFmpeg includes were
531
installed (i.e. @file{c:\msys\1.0\local\include}).
532
Do not add MinGW's include directory here, or the include files will
533
conflict with MSVC's.
534

    
535
@item Still in the "Project / Properties" dialog box, select
536
"Linker / General" from the tree view and edit the
537
"Additional Library Directories" setting to contain the @file{lib}
538
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
539
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
540
and the directory where MinGW's GCC libs are installed
541
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
542
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
543
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
544
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
545
to the end of "Additional Dependencies".
546

    
547
@item Now, select "C/C++ / Code Generation" from the tree view. Select
548
"Debug" in the "Configuration" combo box. Make sure that "Runtime
549
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
550
the "Configuration" combo box and make sure that "Runtime Library" is
551
set to "Multi-threaded DLL".
552

    
553
@item Click "OK" to close the "Project / Properties" dialog box.
554

    
555
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
556
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
557
and install it in MSVC++'s include directory
558
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
559

    
560
@item MSVC++ also does not understand the @code{inline} keyword used by
561
FFmpeg, so you must add this line before @code{#include}ing libav*:
562
@example
563
#define inline _inline
564
@end example
565

    
566
@item Build your application, everything should work.
567

    
568
@end enumerate
569

    
570
@subsubsection Using shared libraries
571

    
572
This is how to create DLL and LIB files that are compatible with MSVC++:
573

    
574
@enumerate
575

    
576
@item Add a call to @file{vcvars32.bat} (which sets up the environment
577
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
578
The standard location for @file{vcvars32.bat} is
579
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
580
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
581
If this corresponds to your setup, add the following line as the first line
582
of @file{msys.bat}:
583

    
584
@example
585
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
586
@end example
587

    
588
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
589
and run @file{c:\msys\1.0\msys.bat} from there.
590

    
591
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
592
from @file{Microsoft (R) Library Manager}, this means your environment
593
variables are set up correctly, the @file{Microsoft (R) Library Manager}
594
is on the path and will be used by FFmpeg to create
595
MSVC++-compatible import libraries.
596

    
597
@item Build FFmpeg with
598

    
599
@example
600
./configure --enable-shared --enable-memalign-hack
601
make
602
make install
603
@end example
604

    
605
Your install path (@file{/usr/local/} by default) should now have the
606
necessary DLL and LIB files under the @file{bin} directory.
607

    
608
@end enumerate
609

    
610
To use those files with MSVC++, do the same as you would do with
611
the static libraries, as described above. But in Step 4,
612
you should only need to add the directory where the LIB files are installed
613
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
614
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
615
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
616
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
617
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
618
statically linked into the DLLs. The @file{bin} directory contains a bunch
619
of DLL files, but the ones that are actually used to run your application
620
are the ones with a major version number in their filenames
621
(i.e. @file{avcodec-51.dll}).
622

    
623
@subsection Cross compilation for Windows with Linux
624

    
625
You must use the MinGW cross compilation tools available at
626
@url{http://www.mingw.org/}.
627

    
628
Then configure FFmpeg with the following options:
629
@example
630
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
631
@end example
632
(you can change the cross-prefix according to the prefix chosen for the
633
MinGW tools).
634

    
635
Then you can easily test FFmpeg with Wine
636
(@url{http://www.winehq.com/}).
637

    
638
@subsection Compilation under Cygwin
639

    
640
The main issue with Cygwin is that newlib, its C library, does not
641
contain llrint().  However, it is possible to leverage the
642
implementation in MinGW.
643

    
644
Just install your Cygwin with all the "Base" packages, plus the
645
following "Devel" ones:
646
@example
647
binutils, gcc-core, make, subversion, mingw-runtime
648
@end example
649

    
650
Do not install binutils-20060709-1 (they are buggy on shared builds);
651
use binutils-20050610-1 instead.
652

    
653
Then create a small library that just contains llrint():
654

    
655
@example
656
ar x /usr/lib/mingw/libmingwex.a llrint.o
657
ar cq /usr/local/lib/libllrint.a llrint.o
658
@end example
659

    
660
Then run
661

    
662
@example
663
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
664
@end example
665

    
666
to make a static build or
667

    
668
@example
669
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
670
@end example
671

    
672
to build shared libraries.
673

    
674
If you want to build FFmpeg with additional libraries, download Cygwin
675
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
676
and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
677
(@url{http://cygwinports.dotsrc.org/}).
678

    
679
@subsection Crosscompilation for Windows under Cygwin
680

    
681
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
682

    
683
Just install your Cygwin as explained before, plus these additional
684
"Devel" packages:
685
@example
686
gcc-mingw-core, mingw-runtime, mingw-zlib
687
@end example
688

    
689
and add some special flags to your configure invocation.
690

    
691
For a static build run
692
@example
693
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
694
@end example
695

    
696
and for a build with shared libraries
697
@example
698
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
699
@end example
700

    
701
@section BeOS
702

    
703
BeOS support is broken in mysterious ways.
704

    
705
@section OS/2
706

    
707
For information about compiling FFmpeg on OS/2 see
708
@url{http://www.edm2.com/index.php/FFmpeg}.
709

    
710
@chapter Developers Guide
711

    
712
@section API
713
@itemize @bullet
714
@item libavcodec is the library containing the codecs (both encoding and
715
decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
716

    
717
@item libavformat is the library containing the file format handling (mux and
718
demux code for several formats). Look at @file{ffplay.c} to use it in a
719
player. See @file{output_example.c} to use it to generate audio or video
720
streams.
721

    
722
@end itemize
723

    
724
@section Integrating libavcodec or libavformat in your program
725

    
726
You can integrate all the source code of the libraries to link them
727
statically to avoid any version problem. All you need is to provide a
728
'config.mak' and a 'config.h' in the parent directory. See the defines
729
generated by ./configure to understand what is needed.
730

    
731
You can use libavcodec or libavformat in your commercial program, but
732
@emph{any patch you make must be published}. The best way to proceed is
733
to send your patches to the FFmpeg mailing list.
734

    
735
@node Coding Rules
736
@section Coding Rules
737

    
738
FFmpeg is programmed in the ISO C90 language with a few additional
739
features from ISO C99, namely:
740
@itemize @bullet
741
@item
742
the @samp{inline} keyword;
743
@item
744
@samp{//} comments;
745
@item
746
designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
747
@item
748
compound literals (@samp{x = (struct s) @{ 17, 23 @};})
749
@end itemize
750

    
751
These features are supported by all compilers we care about, so we will not
752
accept patches to remove their use unless they absolutely do not impair
753
clarity and performance.
754

    
755
All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
756
compiles with several other compilers, such as the Compaq ccc compiler
757
or Sun Studio 9, and we would like to keep it that way unless it would
758
be exceedingly involved. To ensure compatibility, please do not use any
759
additional C99 features or GCC extensions. Especially watch out for:
760
@itemize @bullet
761
@item
762
mixing statements and declarations;
763
@item
764
@samp{long long} (use @samp{int64_t} instead);
765
@item
766
@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
767
@item
768
GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
769
@end itemize
770

    
771
Indent size is 4.
772
The presentation is the one specified by 'indent -i4 -kr -nut'.
773
The TAB character is forbidden outside of Makefiles as is any
774
form of trailing whitespace. Commits containing either will be
775
rejected by the Subversion repository.
776

    
777
The main priority in FFmpeg is simplicity and small code size in order to
778
minimize the bug count.
779

    
780
Comments: Use the JavaDoc/Doxygen
781
format (see examples below) so that code documentation
782
can be generated automatically. All nontrivial functions should have a comment
783
above them explaining what the function does, even if it is just one sentence.
784
All structures and their member variables should be documented, too.
785
@example
786
/**
787
 * @@file mpeg.c
788
 * MPEG codec.
789
 * @@author ...
790
 */
791

    
792
/**
793
 * Summary sentence.
794
 * more text ...
795
 * ...
796
 */
797
typedef struct Foobar@{
798
    int var1; /**< var1 description */
799
    int var2; ///< var2 description
800
    /** var3 description */
801
    int var3;
802
@} Foobar;
803

    
804
/**
805
 * Summary sentence.
806
 * more text ...
807
 * ...
808
 * @@param my_parameter description of my_parameter
809
 * @@return return value description
810
 */
811
int myfunc(int my_parameter)
812
...
813
@end example
814

    
815
fprintf and printf are forbidden in libavformat and libavcodec,
816
please use av_log() instead.
817

    
818
Casts should be used only when necessary. Unneeded parentheses
819
should also be avoided if they don't make the code easier to understand.
820

    
821
@section Development Policy
822

    
823
@enumerate
824
@item
825
   Contributions should be licensed under the LGPL 2.1, including an
826
   "or any later version" clause, or the MIT license.  GPL 2 including
827
   an "or any later version" clause is also acceptable, but LGPL is
828
   preferred.
829
@item
830
   You must not commit code which breaks FFmpeg! (Meaning unfinished but
831
   enabled code which breaks compilation or compiles but does not work or
832
   breaks the regression tests)
833
   You can commit unfinished stuff (for testing etc), but it must be disabled
834
   (#ifdef etc) by default so it does not interfere with other developers'
835
   work.
836
@item
837
   You do not have to over-test things. If it works for you, and you think it
838
   should work for others, then commit. If your code has problems
839
   (portability, triggers compiler bugs, unusual environment etc) they will be
840
   reported and eventually fixed.
841
@item
842
   Do not commit unrelated changes together, split them into self-contained
843
   pieces. Also do not forget that if part B depends on part A, but A does not
844
   depend on B, then A can and should be committed first and separate from B.
845
   Keeping changes well split into self-contained parts makes reviewing and
846
   understanding them on the commit log mailing list easier. This also helps
847
   in case of debugging later on.
848
   Also if you have doubts about splitting or not splitting, do not hesitate to
849
   ask/discuss it on the developer mailing list.
850
@item
851
   Do not change behavior of the program (renaming options etc) without
852
   first discussing it on the ffmpeg-devel mailing list. Do not remove
853
   functionality from the code. Just improve!
854

    
855
   Note: Redundant code can be removed.
856
@item
857
   Do not commit changes to the build system (Makefiles, configure script)
858
   which change behavior, defaults etc, without asking first. The same
859
   applies to compiler warning fixes, trivial looking fixes and to code
860
   maintained by other developers. We usually have a reason for doing things
861
   the way we do. Send your changes as patches to the ffmpeg-devel mailing
862
   list, and if the code maintainers say OK, you may commit. This does not
863
   apply to files you wrote and/or maintain.
864
@item
865
   We refuse source indentation and other cosmetic changes if they are mixed
866
   with functional changes, such commits will be rejected and removed. Every
867
   developer has his own indentation style, you should not change it. Of course
868
   if you (re)write something, you can use your own style, even though we would
869
   prefer if the indentation throughout FFmpeg was consistent (Many projects
870
   force a given indentation style - we do not.). If you really need to make
871
   indentation changes (try to avoid this), separate them strictly from real
872
   changes.
873

    
874
   NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
875
   then either do NOT change the indentation of the inner part within (do not
876
   move it to the right)! or do so in a separate commit
877
@item
878
   Always fill out the commit log message. Describe in a few lines what you
879
   changed and why. You can refer to mailing list postings if you fix a
880
   particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
881
@item
882
   If you apply a patch by someone else, include the name and email address in
883
   the log message. Since the ffmpeg-cvslog mailing list is publicly
884
   archived you should add some SPAM protection to the email address. Send an
885
   answer to ffmpeg-devel (or wherever you got the patch from) saying that
886
   you applied the patch.
887
@item
888
   When applying patches that have been discussed (at length) on the mailing
889
   list, reference the thread in the log message.
890
@item
891
    Do NOT commit to code actively maintained by others without permission.
892
    Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
893
    timeframe (12h for build failures and security fixes, 3 days small changes,
894
    1 week for big patches) then commit your patch if you think it is OK.
895
    Also note, the maintainer can simply ask for more time to review!
896
@item
897
    Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
898
    are sent there and reviewed by all the other developers. Bugs and possible
899
    improvements or general questions regarding commits are discussed there. We
900
    expect you to react if problems with your code are uncovered.
901
@item
902
    Update the documentation if you change behavior or add features. If you are
903
    unsure how best to do this, send a patch to ffmpeg-devel, the documentation
904
    maintainer(s) will review and commit your stuff.
905
@item
906
    Try to keep important discussions and requests (also) on the public
907
    developer mailing list, so that all developers can benefit from them.
908
@item
909
    Never write to unallocated memory, never write over the end of arrays,
910
    always check values read from some untrusted source before using them
911
    as array index or other risky things.
912
@item
913
    Remember to check if you need to bump versions for the specific libav
914
    parts (libavutil, libavcodec, libavformat) you are changing. You need
915
    to change the version integer.
916
    Incrementing the first component means no backward compatibility to
917
    previous versions (e.g. removal of a function from the public API).
918
    Incrementing the second component means backward compatible change
919
    (e.g. addition of a function to the public API or extension of an
920
    existing data structure).
921
    Incrementing the third component means a noteworthy binary compatible
922
    change (e.g. encoder bug fix that matters for the decoder).
923
@item
924
    Compiler warnings indicate potential bugs or code with bad style. If a type of
925
    warning always points to correct and clean code, that warning should
926
    be disabled, not the code changed.
927
    Thus the remaining warnings can either be bugs or correct code.
928
    If it is a bug, the bug has to be fixed. If it is not, the code should
929
    be changed to not generate a warning unless that causes a slowdown
930
    or obfuscates the code.
931
@item
932
    If you add a new file, give it a proper license header. Do not copy and
933
    paste it from a random place, use an existing file as template.
934
@end enumerate
935

    
936
We think our rules are not too hard. If you have comments, contact us.
937

    
938
Note, these rules are mostly borrowed from the MPlayer project.
939

    
940
@section Submitting patches
941

    
942
First, (@pxref{Coding Rules}) above if you did not yet.
943

    
944
When you submit your patch, try to send a unified diff (diff '-up'
945
option). We cannot read other diffs :-)
946

    
947
Also please do not submit a patch which contains several unrelated changes.
948
Split it into separate, self-contained pieces. This does not mean splitting
949
file by file. Instead, make the patch as small as possible while still
950
keeping it as a logical unit that contains an individual change, even
951
if it spans multiple files. This makes reviewing your patches much easier
952
for us and greatly increases your chances of getting your patch applied.
953

    
954
Run the regression tests before submitting a patch so that you can
955
verify that there are no big problems.
956

    
957
Patches should be posted as base64 encoded attachments (or any other
958
encoding which ensures that the patch will not be trashed during
959
transmission) to the ffmpeg-devel mailing list, see
960
@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
961

    
962
It also helps quite a bit if you tell us what the patch does (for example
963
'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
964
and has no lrint()')
965

    
966
Also please if you send several patches, send each patch as a separate mail,
967
do not attach several unrelated patches to the same mail.
968

    
969
@section New codecs or formats checklist
970

    
971
@enumerate
972
@item
973
    Did you use av_cold for codec initialization and close functions?
974
@item
975
    Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
976
    AVInputFormat/AVOutputFormat struct?
977
@item
978
    Did you bump the minor version number in @file{avcodec.h} or
979
    @file{avformat.h}?
980
@item
981
    Did you register it in @file{allcodecs.c} or @file{allformats.c}?
982
@item
983
    Did you add the CodecID to @file{avcodec.h}?
984
@item
985
    If it has a fourcc, did you add it to @file{libavformat/riff.c},
986
    even if it is only a decoder?
987
@item
988
    Did you add a rule to compile the appropriate files in the Makefile?
989
    Remember to do this even if you're just adding a format to a file that is
990
    already being compiled by some other rule, like a raw demuxer.
991
@item
992
    Did you add an entry to the table of supported formats or codecs in the
993
    documentation?
994
@item
995
    Did you add an entry in the Changelog?
996
@item
997
    If it depends on a parser or a library, did you add that dependency in
998
    configure?
999
@item
1000
    Did you "svn add" the appropriate files before commiting?
1001
@end enumerate
1002

    
1003
@section patch submission checklist
1004

    
1005
@enumerate
1006
@item
1007
    Do the regression tests pass with the patch applied?
1008
@item
1009
    Is the patch a unified diff?
1010
@item
1011
    Is the patch against latest FFmpeg SVN?
1012
@item
1013
    Are you subscribed to ffmpeg-dev?
1014
    (the list is subscribers only due to spam)
1015
@item
1016
    Have you checked that the changes are minimal, so that the same cannot be
1017
    achieved with a smaller patch and/or simpler final code?
1018
@item
1019
    If the change is to speed critical code, did you benchmark it?
1020
@item
1021
    If you did any benchmarks, did you provide them in the mail?
1022
@item
1023
    Have you checked that the patch does not introduce buffer overflows or
1024
    other security issues?
1025
@item
1026
    If you add a new demuxer or decoder, have you checked that it does not
1027
    crash with damaged input (see tools/trasher)?
1028
@item
1029
    Is the patch created from the root of the source tree, so it can be
1030
    applied with @code{patch -p0}?
1031
@item
1032
    Does the patch not mix functional and cosmetic changes?
1033
@item
1034
    Did you add tabs or trailing whitespace to the code? Both are forbidden.
1035
@item
1036
    Is the patch attached to the email you send?
1037
@item
1038
    Is the mime type of the patch correct? It should be text/x-diff or
1039
    text/x-patch or at least text/plain and not application/octet-stream.
1040
@item
1041
    If the patch fixes a bug, did you provide a verbose analysis of the bug?
1042
@item
1043
    If the patch fixes a bug, did you provide enough information, including
1044
    a sample, so the bug can be reproduced and the fix can be verified?
1045
    Note please do not attach samples >100k to mails but rather provide a
1046
    URL, you can upload to ftp://upload.mplayerhq.hu
1047
@item
1048
    Did you provide a verbose summary about what the patch does change?
1049
@item
1050
    Did you provide a verbose explanation why it changes things like it does?
1051
@item
1052
    Did you provide a verbose summary of the user visible advantages and
1053
    disadvantages if the patch is applied?
1054
@item
1055
    Did you provide an example so we can verify the new feature added by the
1056
    patch easily?
1057
@item
1058
    If you added a new file, did you insert a license header? It should be
1059
    taken from FFmpeg, not randomly copied and pasted from somewhere else.
1060
@item
1061
    You should maintain alphabetical order in alphabetically ordered lists as
1062
    long as doing so does not break API/ABI compatibility.
1063
@item
1064
    Lines with similar content should be aligned vertically when doing so
1065
    improves readability.
1066
@item
1067
    Did you provide a suggestion for a clear commit log message?
1068
@item
1069
    Did you test your decoder or demuxer against damaged data? If no, see
1070
    tools/trasher and the noise bitstream filter. Your decoder or demuxer
1071
    should not crash or end in a (near) infinite loop when fed damaged data.
1072
@end enumerate
1073

    
1074
@section Patch review process
1075

    
1076
All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1077
clear note that the patch is not for SVN.
1078
Reviews and comments will be posted as replies to the patch on the
1079
mailing list. The patch submitter then has to take care of every comment,
1080
that can be by resubmitting a changed patch or by discussion. Resubmitted
1081
patches will themselves be reviewed like any other patch. If at some point
1082
a patch passes review with no comments then it is approved, that can for
1083
simple and small patches happen immediately while large patches will generally
1084
have to be changed and reviewed many times before they are approved.
1085
After a patch is approved it will be committed to the repository.
1086

    
1087
We will review all submitted patches, but sometimes we are quite busy so
1088
especially for large patches this can take several weeks.
1089

    
1090
When resubmitting patches, please do not make any significant changes
1091
not related to the comments received during review. Such patches will
1092
be rejected. Instead, submit  significant changes or new features as
1093
separate patches.
1094

    
1095
@section Regression tests
1096

    
1097
Before submitting a patch (or committing to the repository), you should at least
1098
test that you did not break anything.
1099

    
1100
The regression tests build a synthetic video stream and a synthetic
1101
audio stream. These are then encoded and decoded with all codecs or
1102
formats. The CRC (or MD5) of each generated file is recorded in a
1103
result file. A 'diff' is launched to compare the reference results and
1104
the result file.
1105

    
1106
The regression tests then go on to test the FFserver code with a
1107
limited set of streams. It is important that this step runs correctly
1108
as well.
1109

    
1110
Run 'make test' to test all the codecs and formats.
1111

    
1112
Run 'make fulltest' to test all the codecs, formats and FFserver.
1113

    
1114
[Of course, some patches may change the results of the regression tests. In
1115
this case, the reference results of the regression tests shall be modified
1116
accordingly].
1117

    
1118
@bye