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Originally committed as revision 10741 to svn://svn.ffmpeg.org/ffmpeg/trunk
955 lines
40 KiB
Plaintext
955 lines
40 KiB
Plaintext
\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, WB and NB. FFmpeg can make use of the
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AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
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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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@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 Supported File Format @tab Encoding @tab Decoding @tab Comments
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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 ASF@tab X @tab X
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@item AVI@tab X @tab X
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@item WAV@tab X @tab X
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@item Macromedia Flash@tab X @tab X
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@tab Only embedded audio is decoded.
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@item FLV @tab X @tab X
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@tab Macromedia Flash video files
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@item Real Audio and Video @tab X @tab X
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@item Raw AC3 @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 PCM8/16 bits, mulaw/Alaw@tab X @tab X
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@item Raw CRI ADX audio @tab X @tab X
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@item Raw Shorten audio @tab @tab X
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@item SUN AU format @tab X @tab X
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@item NUT @tab X @tab X @tab NUT Open Container Format
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@item QuickTime @tab X @tab X
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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 Raw MPEG4 video @tab X @tab X
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@item DV @tab X @tab X
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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 Playstation STR @tab @tab X
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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 Interplay MVE @tab @tab X
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@tab Format used in various Interplay computer games.
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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 Sega FILM/CPK @tab @tab X
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@tab Used in many Sega Saturn console games.
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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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@item Id Cinematic (.cin) @tab @tab X
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@tab Used in Quake II.
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@item FLIC format @tab @tab X
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@tab .fli/.flc files
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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 Sierra Online @tab @tab X
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@tab .sol files used in Sierra Online games.
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@item Matroska @tab X @tab X
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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 Nullsoft Video (NSV) format @tab @tab X
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@item ADTS AAC audio @tab X @tab X
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@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
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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 AVS @tab @tab X
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@tab Multimedia format used by the Creature Shock game.
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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 GXF @tab X @tab X
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@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
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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 MXF @tab @tab X
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@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
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@item SEQ @tab @tab X
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@tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
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@item DXA @tab @tab X
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@tab This format is used in non-Windows version of Feeble Files game and
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different game cutscenes repacked for use with ScummVM.
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@item THP @tab @tab X
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@tab Used on the Nintendo GameCube.
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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 Bethsoft VID @tab @tab X
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@tab Used in some games from Bethesda Softworks.
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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 Monkey's Audio @tab @tab X
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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 Supported Image Format @tab Encoding @tab Decoding @tab Comments
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@item PGM, PPM @tab X @tab X
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@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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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 JPEG @tab X @tab X @tab Progressive JPEG is not supported.
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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 PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
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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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@item SGI @tab X @tab X @tab SGI RGB image format
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@item PTX @tab @tab X @tab V.Flash PTX format
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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 Supported Codec @tab Encoding @tab Decoding @tab Comments
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@item MPEG-1 video @tab X @tab X
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@item MPEG-2 video @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 WMV7 @tab X @tab X
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@item WMV8 @tab X @tab X @tab not completely working
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@item WMV9 @tab @tab X @tab not completely working
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@item VC1 @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 @tab also known as RealVideo 1.0
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@item H.264 @tab @tab X
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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 MJPEG @tab X @tab X
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@item lossless MJPEG @tab X @tab X
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@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
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@item Apple MJPEG-B @tab @tab X
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@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
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@item DV @tab X @tab X
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@item HuffYUV @tab X @tab X
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@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
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@item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
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@item Asus v1 @tab X @tab X @tab fourcc: ASV1
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@item Asus v2 @tab X @tab X @tab fourcc: ASV2
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@item Creative YUV @tab @tab X @tab fourcc: CYUV
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@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
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@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
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@item On2 VP3 @tab @tab X @tab still experimental
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@item On2 VP5 @tab @tab X @tab fourcc: VP50
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@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
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@item Theora @tab X @tab X @tab still experimental
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@item Intel Indeo 3 @tab @tab X
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@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
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@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
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@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
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@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
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@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
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@item 4X Video @tab @tab X @tab Used in certain computer games.
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@item Sony Playstation MDEC @tab @tab X
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@item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
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@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
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@item Apple Animation @tab X @tab X @tab fourcc: 'rle '
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@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
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@item Apple Video @tab @tab X @tab fourcc: rpza
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@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
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@item Cinepak @tab @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 Westwood VQA @tab @tab X
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@item Id Cinematic Video @tab @tab X @tab Used in Quake II.
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@item Planar RGB @tab @tab X @tab fourcc: 8BPS
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@item FLIC video @tab @tab X
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@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
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@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
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@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
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@item MSZH @tab @tab X @tab Part of LCL
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@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
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@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
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@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
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@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
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@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
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@item LOCO @tab @tab X @tab
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@item Winnov WNV1 @tab @tab X @tab
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@item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
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@item Fraps FPS1 @tab @tab X @tab
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@item CamStudio @tab @tab X @tab fourcc: CSCD
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@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
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@item ZMBV @tab X @tab X @tab Encoder works only on PAL8
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@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
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@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
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@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
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@item KMVC @tab @tab X @tab Codec used in Worms games.
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@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
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@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
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@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
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@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
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@item AVID DNxHD @tab X @tab X @tab aka SMPTE VC3
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@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
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@item THP @tab @tab X @tab Used on the Nintendo GameCube.
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@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
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@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
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@item AMV @tab @tab X @tab Used in Chinese MP3 players.
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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 Supported Codec @tab Encoding @tab Decoding @tab Comments
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@item MPEG audio layer 2 @tab IX @tab IX
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@item MPEG audio layer 1/3 @tab IX @tab IX
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@tab MP3 encoding is supported through the external library LAME.
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@item AC3 @tab IX @tab IX
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@tab liba52 is used internally for decoding.
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@item Vorbis @tab X @tab X
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@item WMA V1/V2 @tab X @tab X
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@item AAC @tab X @tab X
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@tab Supported through the external library libfaac/libfaad.
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@item Microsoft ADPCM @tab X @tab X
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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 MS IMA ADPCM @tab X @tab X
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@item QT IMA ADPCM @tab @tab X
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@item 4X IMA ADPCM @tab @tab X
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@item G.726 ADPCM @tab X @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 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 SMJPEG IMA ADPCM @tab @tab X
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@tab Used in certain Loki game ports.
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@item CD-ROM XA ADPCM @tab @tab X
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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 Electronic Arts ADPCM @tab @tab X
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@tab Used in various EA titles.
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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 THP ADPCM @tab @tab X
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@tab Used on the Nintendo GameCube.
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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 X @tab IX
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@tab Real low bitrate AC3 codec, liba52 is used for decoding.
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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 DV audio @tab @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 Interplay MVE DPCM @tab @tab X
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@tab Used in various Interplay computer games.
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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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@item Sierra Online DPCM @tab @tab X
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@tab Used in Sierra Online game audio files.
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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 FLAC lossless audio @tab X @tab X
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@item Shorten lossless audio @tab @tab X
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@item Apple lossless audio @tab @tab X
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@tab QuickTime fourcc 'alac'
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@item FFmpeg Sonic @tab X @tab X
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@tab experimental lossy/lossless codec
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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 Real COOK @tab @tab X
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@tab All versions except 5.1 are supported
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@item DSP Group TrueSpeech @tab @tab X
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@item True Audio (TTA) @tab @tab X
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@item Smacker Audio @tab @tab X
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@item WavPack Audio @tab @tab X
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@item Cin Audio @tab @tab X
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@tab Codec used in Delphine Software games.
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@item Intel Music Coder @tab @tab X
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@item Musepack @tab @tab X
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@tab Only SV7 is supported
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@item DT$ Coherent Audio @tab @tab X
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@item ATRAC 3 @tab @tab X
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@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
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@item Nellymoser ASAO @tab @tab X
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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 using FFmpeg under Windows, check out
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the FFmpeg Windows Help Forum at
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@url{http://arrozcru.no-ip.org/ffmpeg/}.
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@subsection Native Windows compilation
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@itemize
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@item Install the current versions of MSYS and MinGW from
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@url{http://www.mingw.org/}. You can find detailed installation
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instructions in the download section and the FAQ.
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NOTE: Use at least bash 3.1. Older versions are known to be failing on the
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configure script.
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@item If you want to test the FFplay, also download
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the MinGW development library of SDL 1.2.x
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(@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
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@url{http://www.libsdl.org}. Unpack it in a temporary directory, and
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unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
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directory. Edit the @file{sdl-config} script so that it gives the
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correct SDL directory when invoked.
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@item If you want to use vhooks, you must have a POSIX compliant libdl in your
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MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}.
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@item Extract the current version of FFmpeg.
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@item Start the MSYS shell (file @file{msys.bat}).
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@item Change to the FFmpeg directory and follow
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the instructions of how to compile FFmpeg (file
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@file{INSTALL}). Usually, launching @file{./configure} and @file{make}
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suffices. If you have problems using SDL, verify that
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@file{sdl-config} can be launched from the MSYS command line.
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@item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
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@file{make install}. Do not forget to copy @file{SDL.dll} to the place
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you launch @file{ffplay} from.
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@end itemize
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Notes:
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@itemize
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@item The target @file{make wininstaller} can be used to create a
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Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
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must be copied to the FFmpeg directory in order to build the
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installer.
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@item By using @code{./configure --enable-shared} when configuring FFmpeg,
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you can build @file{avcodec.dll} and @file{avformat.dll}. With
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@code{make install} you install the FFmpeg DLLs and the associated
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headers in @file{Program Files/FFmpeg}.
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@item Visual C++ compatibility: If you used @code{./configure --enable-shared}
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when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
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C++ @code{lib} tool to build @code{avcodec.lib} and
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@code{avformat.lib}. With these libraries you can link your Visual C++
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code directly with the FFmpeg DLLs (see below).
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@end itemize
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@subsection Visual C++ compatibility
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FFmpeg will not compile under Visual C++ -- and it has too many
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dependencies on the GCC compiler to make a port viable. However,
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if you want to use the FFmpeg libraries in your own applications,
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you can still compile those applications using Visual C++. An
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important restriction to this is that you have to use the
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dynamically linked versions of the FFmpeg libraries (i.e. the
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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 have not 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 and change to the FFmpeg directory.
|
|
|
|
@item Type the command
|
|
@code{./configure --enable-shared --disable-static --enable-memalign-hack}
|
|
to configure and, if that did not 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++ will not
|
|
compile the FFmpeg headers correctly because in C mode, it does not
|
|
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++ / 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++ does not 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
|
|
@url{http://www.mingw.org/}.
|
|
|
|
Then configure FFmpeg with the following options:
|
|
@example
|
|
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
|
|
@end example
|
|
(you can change the cross-prefix according to the prefix chosen for the
|
|
MinGW tools).
|
|
|
|
Then you can easily test FFmpeg with Wine
|
|
(@url{http://www.winehq.com/}).
|
|
|
|
@subsection Compilation under Cygwin
|
|
|
|
Cygwin works very much like Unix.
|
|
|
|
Just install your Cygwin with all the "Base" packages, plus the
|
|
following "Devel" ones:
|
|
@example
|
|
binutils, gcc-core, make, subversion
|
|
@end example
|
|
|
|
Do not install binutils-20060709-1 (they are buggy on shared builds);
|
|
use binutils-20050610-1 instead.
|
|
|
|
Then run
|
|
|
|
@example
|
|
./configure --enable-static --disable-shared
|
|
@end example
|
|
|
|
to make a static build or
|
|
|
|
@example
|
|
./configure --enable-shared --disable-static
|
|
@end example
|
|
|
|
to build shared libraries.
|
|
|
|
If you want to build FFmpeg with additional libraries, download Cygwin
|
|
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
|
|
and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
|
|
(@url{http://cygwinports.dotsrc.org/}).
|
|
|
|
@subsection Crosscompilation for Windows under Cygwin
|
|
|
|
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
|
|
|
|
Just install your Cygwin as explained before, plus these additional
|
|
"Devel" packages:
|
|
@example
|
|
gcc-mingw-core, mingw-runtime, mingw-zlib
|
|
@end example
|
|
|
|
and add some special flags to your configure invocation.
|
|
|
|
For a static build run
|
|
@example
|
|
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
|
|
@end example
|
|
|
|
and for a build with shared libraries
|
|
@example
|
|
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
|
|
@end example
|
|
|
|
@section BeOS
|
|
|
|
BeOS support is broken in mysterious ways.
|
|
|
|
@chapter Developers Guide
|
|
|
|
@section API
|
|
@itemize @bullet
|
|
@item libavcodec is the library containing the codecs (both encoding and
|
|
decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
|
|
|
|
@item libavformat is the library containing the file format handling (mux and
|
|
demux code for several formats). Look at @file{ffplay.c} to use it in a
|
|
player. See @file{output_example.c} to use it to generate audio or video
|
|
streams.
|
|
|
|
@end itemize
|
|
|
|
@section Integrating libavcodec or libavformat in your program
|
|
|
|
You can integrate all the source code of the libraries to link them
|
|
statically to avoid any version problem. All you need is to provide a
|
|
'config.mak' and a 'config.h' in the parent directory. See the defines
|
|
generated by ./configure to understand what is needed.
|
|
|
|
You can use libavcodec or libavformat in your commercial program, but
|
|
@emph{any patch you make must be published}. The best way to proceed is
|
|
to send your patches to the FFmpeg mailing list.
|
|
|
|
@node Coding Rules
|
|
@section Coding Rules
|
|
|
|
FFmpeg is programmed in the ISO C90 language with a few additional
|
|
features from ISO C99, namely:
|
|
@itemize @bullet
|
|
@item
|
|
the @samp{inline} keyword;
|
|
@item
|
|
@samp{//} comments;
|
|
@item
|
|
designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
|
|
@item
|
|
compound literals (@samp{x = (struct s) @{ 17, 23 @};})
|
|
@end itemize
|
|
|
|
These features are supported by all compilers we care about, so we will not
|
|
accept patches to remove their use unless they absolutely do not impair
|
|
clarity and performance.
|
|
|
|
All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
|
|
compiles with several other compilers, such as the Compaq ccc compiler
|
|
or Sun Studio 9, and we would like to keep it that way unless it would
|
|
be exceedingly involved. To ensure compatibility, please do not use any
|
|
additional C99 features or GCC extensions. Especially watch out for:
|
|
@itemize @bullet
|
|
@item
|
|
mixing statements and declarations;
|
|
@item
|
|
@samp{long long} (use @samp{int64_t} instead);
|
|
@item
|
|
@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
|
|
@item
|
|
GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
|
|
@end itemize
|
|
|
|
Indent size is 4.
|
|
The presentation is the one specified by 'indent -i4 -kr -nut'.
|
|
The TAB character is forbidden outside of Makefiles as is any
|
|
form of trailing whitespace. Commits containing either will be
|
|
rejected by the Subversion repository.
|
|
|
|
The main priority in FFmpeg is simplicity and small code size in order to
|
|
minimize the bug count.
|
|
|
|
Comments: Use the JavaDoc/Doxygen
|
|
format (see examples below) so that code documentation
|
|
can be generated automatically. All nontrivial functions should have a comment
|
|
above them explaining what the function does, even if it is just one sentence.
|
|
All structures and their member variables should be documented, too.
|
|
@example
|
|
/**
|
|
* @@file mpeg.c
|
|
* MPEG codec.
|
|
* @@author ...
|
|
*/
|
|
|
|
/**
|
|
* Summary sentence.
|
|
* more text ...
|
|
* ...
|
|
*/
|
|
typedef struct Foobar@{
|
|
int var1; /**< var1 description */
|
|
int var2; ///< var2 description
|
|
/** var3 description */
|
|
int var3;
|
|
@} Foobar;
|
|
|
|
/**
|
|
* Summary sentence.
|
|
* more text ...
|
|
* ...
|
|
* @@param my_parameter description of my_parameter
|
|
* @@return return value description
|
|
*/
|
|
int myfunc(int my_parameter)
|
|
...
|
|
@end example
|
|
|
|
fprintf and printf are forbidden in libavformat and libavcodec,
|
|
please use av_log() instead.
|
|
|
|
Casts should be used only when necessary. Unneeded parentheses
|
|
should also be avoided if they don't make the code easier to understand.
|
|
|
|
@section Development Policy
|
|
|
|
@enumerate
|
|
@item
|
|
Contributions should be licensed under the LGPL 2.1, including an
|
|
"or any later version" clause, or the MIT license. GPL 2 including
|
|
an "or any later version" clause is also acceptable, but LGPL is
|
|
preferred.
|
|
@item
|
|
You must not commit code which breaks FFmpeg! (Meaning unfinished but
|
|
enabled code which breaks compilation or compiles but does not work or
|
|
breaks the regression tests)
|
|
You can commit unfinished stuff (for testing etc), but it must be disabled
|
|
(#ifdef etc) by default so it does not interfere with other developers'
|
|
work.
|
|
@item
|
|
You do not have to over-test things. If it works for you, and you think it
|
|
should work for others, then commit. If your code has problems
|
|
(portability, triggers compiler bugs, unusual environment etc) they will be
|
|
reported and eventually fixed.
|
|
@item
|
|
Do not commit unrelated changes together, split them into self-contained
|
|
pieces. Also do not forget that if part B depends on part A, but A does not
|
|
depend on B, then A can and should be committed first and separate from B.
|
|
Keeping changes well split into self-contained parts makes reviewing and
|
|
understanding them on the commit log mailing list easier. This also helps
|
|
in case of debugging later on.
|
|
Also if you have doubts about splitting or not splitting, do not hesitate to
|
|
ask/discuss it on the developer mailing list.
|
|
@item
|
|
Do not change behavior of the program (renaming options etc) without
|
|
first discussing it on the ffmpeg-devel mailing list. Do not remove
|
|
functionality from the code. Just improve!
|
|
|
|
Note: Redundant code can be removed.
|
|
@item
|
|
Do not commit changes to the build system (Makefiles, configure script)
|
|
which change behavior, defaults etc, without asking first. The same
|
|
applies to compiler warning fixes, trivial looking fixes and to code
|
|
maintained by other developers. We usually have a reason for doing things
|
|
the way we do. Send your changes as patches to the ffmpeg-devel mailing
|
|
list, and if the code maintainers say OK, you may commit. This does not
|
|
apply to files you wrote and/or maintain.
|
|
@item
|
|
We refuse source indentation and other cosmetic changes if they are mixed
|
|
with functional changes, such commits will be rejected and removed. Every
|
|
developer has his own indentation style, you should not change it. Of course
|
|
if you (re)write something, you can use your own style, even though we would
|
|
prefer if the indentation throughout FFmpeg was consistent (Many projects
|
|
force a given indentation style - we do not.). If you really need to make
|
|
indentation changes (try to avoid this), separate them strictly from real
|
|
changes.
|
|
|
|
NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
|
|
then either do NOT change the indentation of the inner part within (do not
|
|
move it to the right)! or do so in a separate commit
|
|
@item
|
|
Always fill out the commit log message. Describe in a few lines what you
|
|
changed and why. You can refer to mailing list postings if you fix a
|
|
particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
|
|
@item
|
|
If you apply a patch by someone else, include the name and email address in
|
|
the log message. Since the ffmpeg-cvslog mailing list is publicly
|
|
archived you should add some SPAM protection to the email address. Send an
|
|
answer to ffmpeg-devel (or wherever you got the patch from) saying that
|
|
you applied the patch.
|
|
@item
|
|
When applying patches that have been discussed (at length) on the mailing
|
|
list, reference the thread in the log message.
|
|
@item
|
|
Do NOT commit to code actively maintained by others without permission.
|
|
Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
|
|
timeframe (12h for build failures and security fixes, 3 days small changes,
|
|
1 week for big patches) then commit your patch if you think it is OK.
|
|
Also note, the maintainer can simply ask for more time to review!
|
|
@item
|
|
Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
|
|
are sent there and reviewed by all the other developers. Bugs and possible
|
|
improvements or general questions regarding commits are discussed there. We
|
|
expect you to react if problems with your code are uncovered.
|
|
@item
|
|
Update the documentation if you change behavior or add features. If you are
|
|
unsure how best to do this, send a patch to ffmpeg-devel, the documentation
|
|
maintainer(s) will review and commit your stuff.
|
|
@item
|
|
Try to keep important discussions and requests (also) on the public
|
|
developer mailing list, so that all developers can benefit from them.
|
|
@item
|
|
Never write to unallocated memory, never write over the end of arrays,
|
|
always check values read from some untrusted source before using them
|
|
as array index or other risky things.
|
|
@item
|
|
Remember to check if you need to bump versions for the specific libav
|
|
parts (libavutil, libavcodec, libavformat) you are changing. You need
|
|
to change the version integer and the version string.
|
|
Incrementing the first component means no backward compatibility to
|
|
previous versions (e.g. removal of a function from the public API).
|
|
Incrementing the second component means backward compatible change
|
|
(e.g. addition of a function to the public API).
|
|
Incrementing the third component means a noteworthy binary compatible
|
|
change (e.g. encoder bug fix that matters for the decoder).
|
|
@item
|
|
If you add a new codec, remember to update the changelog, add it to
|
|
the supported codecs table in the documentation and bump the second
|
|
component of the @file{libavcodec} version number appropriately. If
|
|
it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
|
|
is only a decoder.
|
|
@item
|
|
Do not change code to hide warnings without ensuring that the underlying
|
|
logic is correct and thus the warning was inappropriate.
|
|
@item
|
|
If you add a new file, give it a proper license header. Do not copy and
|
|
paste it from a random place, use an existing file as template.
|
|
@end enumerate
|
|
|
|
We think our rules are not too hard. If you have comments, contact us.
|
|
|
|
Note, these rules are mostly borrowed from the MPlayer project.
|
|
|
|
@section Submitting patches
|
|
|
|
First, (@pxref{Coding Rules}) above if you did not yet.
|
|
|
|
When you submit your patch, try to send a unified diff (diff '-up'
|
|
option). We cannot read other diffs :-)
|
|
|
|
Also please do not submit a patch which contains several unrelated changes.
|
|
Split it into separate, self-contained pieces. This does not mean splitting
|
|
file by file. Instead, make the patch as small as possible while still
|
|
keeping it as a logical unit that contains an individual change, even
|
|
if it spans multiple files. This makes reviewing your patches much easier
|
|
for us and greatly increases your chances of getting your patch applied.
|
|
|
|
Run the regression tests before submitting a patch so that you can
|
|
verify that there are no big problems.
|
|
|
|
Patches should be posted as base64 encoded attachments (or any other
|
|
encoding which ensures that the patch will not be trashed during
|
|
transmission) to the ffmpeg-devel mailing list, see
|
|
@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
|
|
|
|
It also helps quite a bit if you tell us what the patch does (for example
|
|
'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
|
|
and has no lrint()')
|
|
|
|
Also please if you send several patches, send each patch as a separate mail,
|
|
do not attach several unrelated patches to the same mail.
|
|
|
|
@section patch submission checklist
|
|
|
|
@enumerate
|
|
@item
|
|
Do the regression tests pass with the patch applied?
|
|
@item
|
|
Is the patch a unified diff?
|
|
@item
|
|
Is the patch against latest FFmpeg SVN?
|
|
@item
|
|
Are you subscribed to ffmpeg-dev?
|
|
(the list is subscribers only due to spam)
|
|
@item
|
|
Have you checked that the changes are minimal, so that the same cannot be
|
|
achieved with a smaller patch and/or simpler final code?
|
|
@item
|
|
If the change is to speed critical code, did you benchmark it?
|
|
@item
|
|
If you did any benchmarks, did you provide them in the mail?
|
|
@item
|
|
Have you checked that the patch does not introduce buffer overflows or
|
|
other security issues?
|
|
@item
|
|
Is the patch created from the root of the source tree, so it can be
|
|
applied with @code{patch -p0}?
|
|
@item
|
|
Does the patch not mix functional and cosmetic changes?
|
|
@item
|
|
Did you add tabs or trailing whitespace to the code? Both are forbidden.
|
|
@item
|
|
Is the patch attached to the email you send?
|
|
@item
|
|
Is the mime type of the patch correct? It should be text/x-diff or
|
|
text/x-patch or at least text/plain and not application/octet-stream.
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|
@item
|
|
If the patch fixes a bug, did you provide a verbose analysis of the bug?
|
|
@item
|
|
If the patch fixes a bug, did you provide enough information, including
|
|
a sample, so the bug can be reproduced and the fix can be verified?
|
|
Note please do not attach samples >100k to mails but rather provide a
|
|
URL, you can upload to ftp://upload.mplayerhq.hu
|
|
@item
|
|
Did you provide a verbose summary about what the patch does change?
|
|
@item
|
|
Did you provide a verbose explanation why it changes things like it does?
|
|
@item
|
|
Did you provide a verbose summary of the user visible advantages and
|
|
disadvantages if the patch is applied?
|
|
@item
|
|
Did you provide an example so we can verify the new feature added by the
|
|
patch easily?
|
|
@item
|
|
If you added a new file, did you insert a license header? It should be
|
|
taken from FFmpeg, not randomly copied and pasted from somewhere else.
|
|
@item
|
|
You should maintain alphabetical order in alphabetically ordered lists as
|
|
long as doing so does not break API/ABI compatibility.
|
|
@item
|
|
Lines with similar content should be aligned vertically when doing so
|
|
improves readability.
|
|
@item
|
|
Did you provide a suggestion for a clear commit log message?
|
|
@end enumerate
|
|
|
|
@section Patch review process
|
|
|
|
All patches posted to ffmpeg-devel will be reviewed, unless they contain a
|
|
clear note that the patch is not for SVN.
|
|
Reviews and comments will be posted as replies to the patch on the
|
|
mailing list. The patch submitter then has to take care of every comment,
|
|
that can be by resubmitting a changed patch or by discussion. Resubmitted
|
|
patches will themselves be reviewed like any other patch. If at some point
|
|
a patch passes review with no comments then it is approved, that can for
|
|
simple and small patches happen immediately while large patches will generally
|
|
have to be changed and reviewed many times before they are approved.
|
|
After a patch is approved it will be committed to the repository.
|
|
|
|
We will review all submitted patches, but sometimes we are quite busy so
|
|
especially for large patches this can take several weeks.
|
|
|
|
When resubmitting patches, please do not make any significant changes
|
|
not related to the comments received during review. Such patches will
|
|
be rejected. Instead, submit significant changes or new features as
|
|
separate patches.
|
|
|
|
@section Regression tests
|
|
|
|
Before submitting a patch (or committing to the repository), you should at least
|
|
test that you did not break anything.
|
|
|
|
The regression tests build a synthetic video stream and a synthetic
|
|
audio stream. These are then encoded and decoded with all codecs or
|
|
formats. The CRC (or MD5) of each generated file is recorded in a
|
|
result file. A 'diff' is launched to compare the reference results and
|
|
the result file.
|
|
|
|
The regression tests then go on to test the FFserver code with a
|
|
limited set of streams. It is important that this step runs correctly
|
|
as well.
|
|
|
|
Run 'make test' to test all the codecs and formats.
|
|
|
|
Run 'make fulltest' to test all the codecs, formats and FFserver.
|
|
|
|
[Of course, some patches may change the results of the regression tests. In
|
|
this case, the reference results of the regression tests shall be modified
|
|
accordingly].
|
|
|
|
@bye
|