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A Guide To Developing MPlayer Codecs
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by Mike Melanson (melanson at pcisys dot net)
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Introduction
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------------
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I've developed a number of open source decoders for the MPlayer project,
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for both audio and video data. As such, I feel I'm qualified to document a
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few notes about developing new codecs for the codebase.
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As always, the best way to learn how to incorporate a new codec is to
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study a bunch of existing code. This document is supplementary material to
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the code, meant to give some tips, pointers, and a general roadmap.
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A note about terminology: "Codec" stands for coder/decoder (or
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compressor/decompressor, if you prefer). The term refers to a module that
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can both encode and decode data. However, this document focuses primarily
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on incorporating decoders. Still, the terms "decoder" and "codec" are
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often used interchangeably.
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Necessary Materials
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-------------------
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So you've decided that you want to implement a new decoder for
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MPlayer. There are a few things you will need:
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- Knowledge of the codec to be implemented: You will need to know the data
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format of the chunks that MPlayer will pass to you. You will need to know
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how to take apart the data structures inside. You will need to know the
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algorithmic operations that need to be performed on the data in order to
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reconstruct the original media.
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- Sample media: Preferably, lots of it. You will need media encoded in
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your data format and stored in a media file format that MPlayer knows how
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to parse (these include AVI, ASF, MOV, RM, VIVO, among others). If the
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encoded data is stored in a media file format that MPlayer doesn't
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understand, then you will either need to somehow convert the format to a
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media file format that the program does understand, or write your own
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MPlayer file demuxer that can handle the data. Writing a file demuxer
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is beyond the scope of this document.
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Try to obtain media that stresses all possible modes of a
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decoder. If an audio codec is known to work with both mono and stereo
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data, search for sample media of both types. If a video codec is known to
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work at 7 different bit depths, then, as painful as it may be, do what you
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can to obtain sample media encoded for each of the 7 bit depths.
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- Latest CVS snapshot: It's always useful to develop code for the very
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latest development version of MPlayer. Be sure to update your local CVS
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copy often.
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- General programming knowledge, working Linux development environment: I
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would hope that these items would go without saying, but you never know.
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Typical Development Cycle
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-------------------------
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1) Set up basic infrastructure
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First things first, there's a big song and dance to go through in order to
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let the MPlayer program know that you have a new codec to incorporate.
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MPlayer does not feature what some would term a "clean" codec plugin
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architecture. Some log this as a complaint. Personally, I think it's
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necessary to allow MPlayer the type of flexibility to incorporate so many
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open- and closed-source codecs.
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First, modify your local copy of codecs.conf. It may be system-shared or
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in your home directory. Add a new entry for your codec. If it's an open
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source codec, it would be a good idea to place the new entry with the rest
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of the open source codecs. When you're confident that you have the entry
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right, be sure to add it to etc/codecs.conf in your workspace. See the
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file codecs.conf.txt for a detailed description of the format of this
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file. Create a new audiocodec or videocodec block with the proper info,
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FOURCCs/format numbers, output formats, and a unique driver name. Remember
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the driver name.
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Next, edit the file codec-cfg.h. You will find a list of #define's that
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map names like AFM_MSADPCM and VFM_MSVIDC to numbers. The definitions that
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begin with AFM_ are audio drivers. The definitions that begin with VFM_
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are video drivers. If you want to implement a new audio driver, go to the
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end of the AFM_ list and create a new AFM_ definition for your decoder
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using the next available number in the list. If you want to make a new
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video decoder, do the same thing to the VFM_ list.
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Next, edit the file codec-cfg.c. You will find an array of audio driver
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names and video driver names. If you are implementing a new audio codec,
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add your new driver name (the one you entered into the codecs.conf
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file) between the last non-NULL entry and the NULL at the end of the
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audio driver array. If you are implementing a new video codec, do the
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same in the video driver array.
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Next, create a new source file which contains the main decoding function
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that MPlayer will call to decode data. Eventually, you may have multiple
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files which comprise your decoder, but let's start simple here. Create the
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skeleton function for your decoder. Since you will also have to write the
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code to invoke the function, you can make the decoding function look
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however you want, with whatever parameters you feel will be
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necessary. Here's an example video decoder:
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void some_video_decoder(
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char *encoded, // buffer of encoded data
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int encoded_size, // length of encoded buffer
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char *decoded, // buffer where decoded data is written
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int width, // width of decoded frame in pixels
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int height, // height of decoded frame in pixels
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int bytes_per_pixel) // bytes/pixel in output image
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Here's an example audio decoder:
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int some_audio_decoder(
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unsigned short *output, // buffer where decoded 16-bit PCM samples go
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unsigned char *input, // encoded data
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int channels) // mono = 1, stereo = 2
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Next, modify the Makefile so that it will compile your new source
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file.
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Next, modify either dec_audio.c or dec_video.c, depending on whether
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you're writing an audio or video decoder. You'll probably put the new
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decoder function header at the top of the file unless you've created a
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header file to handle it, in which case, you'll include the new header
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file. The dec_*.c functions are in charge of initializing codecs and then
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passing encoded data to the proper decoder function. The init and decode
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functions are big switch statements that key off of the codec definition
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numbers from codec-cfg.h. Your best bet in here is to examine some simple
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other simple decoders and clone relevant portions of the case blocks.
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Next, compile the project and see if you have everything correct so far.
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Next, you want to make sure that the encoded data is making it to your
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decoding function in the first place. This may sound like a trivial
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exercise, but there are a lot of things that can go wrong (and I've
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watched most of them go wrong in my experience). At the beginning of your
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skeleton decoder function, enter the following code:
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int i;
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for (i = 0; i < 16; i++)
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printf ("%02X ", input[i]);
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printf ("\n");
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When you compile and run MPlayer, your decoder function will print the
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first 16 bytes of each data chunk that it receives. Open the sample media
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in a hex editor and reconcile what you see on the screen with what
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you find in the file. If the decoder is printing the first 16 bytes of
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each block, that's a good sign that you're ready to move on to step
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2. Otherwise, you need to figure out why the data isn't getting to your
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decoder. Is your decoder even being invoked? If not, why not?
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2) Develop the decoder
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Go for it. Remember to make it work, first, then make it work fast.
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3) Debug and test the decoder
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If you're extremely lucky, the decoder will work the first time. If you're
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very lucky, it will work after you've reviewed your code a few times and
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corrected a few obvious programming mistakes. Realistically, you will
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write the decoder, review it many times and fix many obvious and subtle
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programming errors, and still have to go through an elaborate debug
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process in order to get the decoder to a minimally functional state.
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Big hint: Ask for all warnings. You know, the -Wall option in
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gcc? It's very useful to develop your codec while running in debug
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mode. In order to compile MPlayer with debug support (which includes -Wall
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for all gcc operations), use the --enable-debug option when configuring
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the project. Pay attention to all warnings and make it a goal to get
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rid of every single one. I'll never forget when the compiler warned me
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that there was no point in clamping a signed 16-bit variable within a
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signed 16-bit range (the calculation to be clamped was supposed to be
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stored in a signed 32-bit variable and then stored in the signed 16-bit
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variable). I sat stunned for a moment, feeling like I had just dodged a
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bullet as I knew that would have taken me hours to debug that kind of
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mistake.
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4) Contribute decoder to codebase
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Create a patch with the "diff -u" format and email it to the MPlayer
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development team for approval. You will likely need to diff the following
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files:
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- Makefile
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- etc/codecs.conf
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- codec-cfg.c
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- codec-cfg.h
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- dec_audio.c -OR- dec_video.c
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Of course, you will need to include your newly-created file(s). If you
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contribute enough decoders, the development team may even grant you write
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privileges to the CVS repository.
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5) Wait for bug reports to start rolling in
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You may think you're finished when you release the codec and if you're
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extremely lucky, you will be right. However, it's more likely that people
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will start throwing all kinds of oddball media at your decoder that it
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never counted on. Cheer up; take comfort in knowing that people are
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testing your code and attempting to use it as a real world
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application. Download the problem media that people upload to the MPlayer
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FTP site and get back to work, implementing fixed code that addresses the
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issues. Contribute more patches and encourage people to hammer on your
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decoder even more. This is how you make your decoder rock-solid.
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EOF
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