diff --git a/doc/faq.texi b/doc/faq.texi index 438f5e646f..fc708c1fd1 100644 --- a/doc/faq.texi +++ b/doc/faq.texi @@ -160,8 +160,8 @@ related to the compiler. Yes, but the MinGW tools @emph{must} be used to compile FFmpeg. You can link the resulting DLLs with any other Windows program. Read the -@emph{Native Windows Compilation} section in the FFmpeg documentation -to find more information. +@emph{Native Windows Compilation} and @emph{Visual C++ compatibility} +sections in the FFmpeg documentation to find more information. @section Can you add automake, libtool or autoconf support ? @@ -201,6 +201,7 @@ the compilation failure then you are probably not qualified for this. You need a C compiler (Visual C++ is not compliant to the C standard). If you wish - for whatever weird reason - to use Visual C++ for your project then you can link the Visual C++ code with libav* as long as -you compile the latter with a working C compiler. +you compile the latter with a working C compiler. For more information, see +the @emph{Visual C++ compatibility} section in the FFmpeg documentation. @bye diff --git a/doc/ffmpeg-doc.texi b/doc/ffmpeg-doc.texi index e93e2aa84a..8cf7188bf8 100644 --- a/doc/ffmpeg-doc.texi +++ b/doc/ffmpeg-doc.texi @@ -918,10 +918,134 @@ headers in @file{Program Files/FFmpeg}. when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual C++ @code{lib} tool to build @code{avcodec.lib} and @code{avformat.lib}. With these libraries you can link your Visual C++ -code directly with the FFmpeg DLLs. +code directly with the FFmpeg DLLs (see below). @end itemize +@subsection Visual C++ compatibility + +FFmpeg will not compile under Visual C++ -- and it has too many +dependencies on the GCC compiler to make a port viable. However, +if you want to use the FFmpeg libraries in your own applications, +you can still compile those applications using Visual C++. An +important restriction to this is that you have to use the +dynamically linked versions of the FFmpeg libraries (i.e. the +DLLs), and you have to make sure that Visual-C++-compatible +import libraries are created during the FFmpeg build process. + +This description of how to use the FFmpeg libraries with Visual C++ is +based on Visual C++ 2005 Express Edition Beta 2. If you have a different +version, you might have to modify the procedures slightly. + +Here are the step-by-step instructions for building the FFmpeg libraries +so they can be used with Visual C++: + +@enumerate + +@item Install Visual C++ (if you haven't done so already). + +@item Install MinGW and MSYS as described above. + +@item Add a call to @file{vcvars32.bat} (which sets up the environment +variables for the Visual C++ tools) as the first line of +@file{msys.bat}. The standard location for @file{vcvars32.bat} is +@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, +and the standard location for @file{msys.bat} is +@file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the +following line as the first line of @file{msys.bat}: + +@code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"} + +@item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}. +If you get a help message with the command line options of @code{link.exe}, +this means your environment variables are set up correctly, the +Microsoft linker is on the path and will be used by FFmpeg to +create Visual-C++-compatible import libraries. + +@item Extract the current version of FFmpeg (the latest release version or +the current CVS snapshot, whichever is recommended) and change to the +FFmpeg directory. + +@item Type the command +@code{./configure --enable-shared --enable-memalign-hack} to configure and, +if that didn't produce any errors, type @code{make} to build FFmpeg. + +@item The subdirectories @file{libavformat}, @file{libavcodec}, and +@file{libavutil} should now contain the files @file{avformat.dll}, +@file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib}, +@file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three +DLLs to your System32 directory (typically @file{C:\Windows\System32}). + +@end enumerate + +And here is how to use these libraries with Visual C++: + +@enumerate + +@item Create a new console application ("File / New / Project") and then +select "Win32 Console Application". On the appropriate page of the +Application Wizard, uncheck the "Precompiled headers" option. + +@item Write the source code for your application, or, for testing, just +copy the code from an existing sample application into the source file +that Visual C++ has already created for you. (Note that your source +filehas to have a @code{.cpp} extension; otherwise, Visual C++ won't +compile the FFmpeg headers correctly because in C mode, it doesn't +recognize the @code{inline} keyword.) For example, you can copy +@file{output_example.c} from the FFmpeg distribution (but you will +have to make minor modifications so the code will compile under +C++, see below). + +@item Open the "Project / Properties" dialog box. In the "Configuration" +combo box, select "All Configurations" so that the changes you make will +affect both debug and release builds. In the tree view on the left hand +side, select "C/C++ / General", then edit the "Additional Include +Directories" setting to contain the complete paths to the +@file{libavformat}, @file{libavcodec}, and @file{libavutil} +subdirectories of your FFmpeg directory. Note that the directories have +to be separated using semicolons. Now select "Linker / General" from the +tree view and edit the "Additional Library Directories" setting to +contain the same three directories. + +@item Still in the "Project / Properties" dialog box, select "Linker / Input" +from the tree view, then add the files @file{avformat.lib}, +@file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional +Dependencies". Note that the names of the libraries have to be separated +using spaces. + +@item Now, select "C/C++ / Preprocessor" from the tree view. Select "Debug" +in the "Configuration" combo box. Add @code{EMULATE_INTTYPES} to the +"Preprocessor Definitions". (Note that the various preprocessor +definitions have to be separated using semicolons.) Select "Release" in +the "Configuration" combo box and, again, add @code{EMULATE_INTTYPES} to +the "Preprocessor Definitions". (This has to be done separately because +debug and release builds have different preprocessor definitions.) +Finally, select "C/C++ / Code Generation" from the tree view. Select +"Debug" in the "Configuration" combo box. Make sure that "Runtime +Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in +the "Configuration" combo box and make sure that "Runtime Library" is +set to "Multi-threaded DLL". + +@item Click "OK" to close the "Project / Properties" dialog box and build +the application. Hopefully, it should compile and run cleanly. If you +used @file{output_example.c} as your sample application, you will get a +few compiler errors, but they are easy to fix. The first type of error +occurs because Visual C++ doesn't allow an @code{int} to be converted to +an @code{enum} without a cast. To solve the problem, insert the required +casts (this error occurs once for a @code{CodecID} and once for a +@code{CodecType}). The second type of error occurs because C++ requires +the return value of @code{malloc} to be cast to the exact type of the +pointer it is being assigned to. Visual C++ will complain that, for +example, @code{(void *)} is being assigned to @code{(uint8_t *)} without +an explicit cast. So insert an explicit cast in these places to silence +the compiler. The third type of error occurs because the @code{snprintf} +library function is called @code{_snprintf} under Visual C++. So just +add an underscore to fix the problem. With these changes, +@file{output_example.c} should compile under Visual C++, and the +resulting executable should produce valid video files. + +@end enumerate + @subsection Cross compilation for Windows with Linux You must use the MinGW cross compilation tools available at