mirror of
https://github.com/FFmpeg/FFmpeg.git
synced 2024-12-23 12:43:46 +02:00
Split FFmpeg documentation into general documentation and the documentation
of the ffmpeg command line program. Originally committed as revision 10255 to svn://svn.ffmpeg.org/ffmpeg/trunk
This commit is contained in:
parent
b6f508bbcc
commit
d0e1cd3d9e
3
Makefile
3
Makefile
@ -124,7 +124,8 @@ vhook/%.o: vhook/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
documentation: $(addprefix doc/, ffmpeg-doc.html faq.html ffserver-doc.html \
|
||||
ffplay-doc.html hooks.html $(ALLMANPAGES))
|
||||
ffplay-doc.html general.html hooks.html \
|
||||
$(ALLMANPAGES))
|
||||
|
||||
doc/%.html: doc/%.texi
|
||||
texi2html -monolithic -number $<
|
||||
|
@ -850,958 +850,4 @@ It allows almost lossless encoding.
|
||||
|
||||
@end itemize
|
||||
|
||||
|
||||
@chapter external libraries
|
||||
|
||||
FFmpeg can be hooked up with a number of external libraries to add support
|
||||
for more formats. None of them are used by default, their use has to be
|
||||
explicitly requested by passing the appropriate flags to @file{./configure}.
|
||||
|
||||
@section AMR
|
||||
|
||||
AMR comes in two different flavors, WB and NB. FFmpeg can make use of the
|
||||
AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
|
||||
decoders and encoders.
|
||||
|
||||
Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
|
||||
installing the libraries. Then pass @code{--enable-libamr-nb} and/or
|
||||
@code{--enable-libamr-wb} to configure to enable the libraries.
|
||||
|
||||
|
||||
@chapter Supported File Formats and Codecs
|
||||
|
||||
You can use the @code{-formats} option to have an exhaustive list.
|
||||
|
||||
@section File Formats
|
||||
|
||||
FFmpeg supports the following file formats through the @code{libavformat}
|
||||
library:
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .4
|
||||
@item Supported File Format @tab Encoding @tab Decoding @tab Comments
|
||||
@item MPEG audio @tab X @tab X
|
||||
@item MPEG-1 systems @tab X @tab X
|
||||
@tab muxed audio and video
|
||||
@item MPEG-2 PS @tab X @tab X
|
||||
@tab also known as @code{VOB} file
|
||||
@item MPEG-2 TS @tab @tab X
|
||||
@tab also known as DVB Transport Stream
|
||||
@item ASF@tab X @tab X
|
||||
@item AVI@tab X @tab X
|
||||
@item WAV@tab X @tab X
|
||||
@item Macromedia Flash@tab X @tab X
|
||||
@tab Only embedded audio is decoded.
|
||||
@item FLV @tab X @tab X
|
||||
@tab Macromedia Flash video files
|
||||
@item Real Audio and Video @tab X @tab X
|
||||
@item Raw AC3 @tab X @tab X
|
||||
@item Raw MJPEG @tab X @tab X
|
||||
@item Raw MPEG video @tab X @tab X
|
||||
@item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
|
||||
@item Raw CRI ADX audio @tab X @tab X
|
||||
@item Raw Shorten audio @tab @tab X
|
||||
@item SUN AU format @tab X @tab X
|
||||
@item NUT @tab X @tab X @tab NUT Open Container Format
|
||||
@item QuickTime @tab X @tab X
|
||||
@item MPEG-4 @tab X @tab X
|
||||
@tab MPEG-4 is a variant of QuickTime.
|
||||
@item Raw MPEG4 video @tab X @tab X
|
||||
@item DV @tab X @tab X
|
||||
@item 4xm @tab @tab X
|
||||
@tab 4X Technologies format, used in some games.
|
||||
@item Playstation STR @tab @tab X
|
||||
@item Id RoQ @tab X @tab X
|
||||
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
||||
@item Interplay MVE @tab @tab X
|
||||
@tab Format used in various Interplay computer games.
|
||||
@item WC3 Movie @tab @tab X
|
||||
@tab Multimedia format used in Origin's Wing Commander III computer game.
|
||||
@item Sega FILM/CPK @tab @tab X
|
||||
@tab Used in many Sega Saturn console games.
|
||||
@item Westwood Studios VQA/AUD @tab @tab X
|
||||
@tab Multimedia formats used in Westwood Studios games.
|
||||
@item Id Cinematic (.cin) @tab @tab X
|
||||
@tab Used in Quake II.
|
||||
@item FLIC format @tab @tab X
|
||||
@tab .fli/.flc files
|
||||
@item Sierra VMD @tab @tab X
|
||||
@tab Used in Sierra CD-ROM games.
|
||||
@item Sierra Online @tab @tab X
|
||||
@tab .sol files used in Sierra Online games.
|
||||
@item Matroska @tab @tab X
|
||||
@item Electronic Arts Multimedia @tab @tab X
|
||||
@tab Used in various EA games; files have extensions like WVE and UV2.
|
||||
@item Nullsoft Video (NSV) format @tab @tab X
|
||||
@item ADTS AAC audio @tab X @tab X
|
||||
@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
|
||||
@item American Laser Games MM @tab @tab X
|
||||
@tab Multimedia format used in games like Mad Dog McCree
|
||||
@item AVS @tab @tab X
|
||||
@tab Multimedia format used by the Creature Shock game.
|
||||
@item Smacker @tab @tab X
|
||||
@tab Multimedia format used by many games.
|
||||
@item GXF @tab X @tab X
|
||||
@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
|
||||
@item CIN @tab @tab X
|
||||
@tab Multimedia format used by Delphine Software games.
|
||||
@item MXF @tab @tab X
|
||||
@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
|
||||
@item SEQ @tab @tab X
|
||||
@tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
|
||||
@item DXA @tab @tab X
|
||||
@tab This format is used in non-Windows version of Feeble Files game and
|
||||
different game cutscenes repacked for use with ScummVM.
|
||||
@item THP @tab @tab X
|
||||
@tab Used on the Nintendo GameCube.
|
||||
@item C93 @tab @tab X
|
||||
@tab Used in the game Cyberia from Interplay.
|
||||
@item Bethsoft VID @tab @tab X
|
||||
@tab Used in some games from Bethesda Softworks.
|
||||
@item CRYO APC @tab @tab X
|
||||
@tab Audio format used in some games by CRYO Interactive Entertainment.
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@section Image Formats
|
||||
|
||||
FFmpeg can read and write images for each frame of a video sequence. The
|
||||
following image formats are supported:
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .4
|
||||
@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
|
||||
@item PGM, PPM @tab X @tab X
|
||||
@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
|
||||
@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
|
||||
@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
|
||||
@item .Y.U.V @tab X @tab X @tab one raw file per component
|
||||
@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
|
||||
@item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
|
||||
@item Targa @tab @tab X @tab Targa (.TGA) image format.
|
||||
@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
|
||||
@item SGI @tab X @tab X @tab SGI RGB image format
|
||||
@item PTX @tab @tab X @tab V.Flash PTX format
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@section Video Codecs
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .4
|
||||
@item Supported Codec @tab Encoding @tab Decoding @tab Comments
|
||||
@item MPEG-1 video @tab X @tab X
|
||||
@item MPEG-2 video @tab X @tab X
|
||||
@item MPEG-4 @tab X @tab X
|
||||
@item MSMPEG4 V1 @tab X @tab X
|
||||
@item MSMPEG4 V2 @tab X @tab X
|
||||
@item MSMPEG4 V3 @tab X @tab X
|
||||
@item WMV7 @tab X @tab X
|
||||
@item WMV8 @tab X @tab X @tab not completely working
|
||||
@item WMV9 @tab @tab X @tab not completely working
|
||||
@item VC1 @tab @tab X
|
||||
@item H.261 @tab X @tab X
|
||||
@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
|
||||
@item H.264 @tab @tab X
|
||||
@item RealVideo 1.0 @tab X @tab X
|
||||
@item RealVideo 2.0 @tab X @tab X
|
||||
@item MJPEG @tab X @tab X
|
||||
@item lossless MJPEG @tab X @tab X
|
||||
@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
|
||||
@item Apple MJPEG-B @tab @tab X
|
||||
@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
|
||||
@item DV @tab X @tab X
|
||||
@item HuffYUV @tab X @tab X
|
||||
@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
|
||||
@item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
|
||||
@item Asus v1 @tab X @tab X @tab fourcc: ASV1
|
||||
@item Asus v2 @tab X @tab X @tab fourcc: ASV2
|
||||
@item Creative YUV @tab @tab X @tab fourcc: CYUV
|
||||
@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
|
||||
@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
|
||||
@item On2 VP3 @tab @tab X @tab still experimental
|
||||
@item On2 VP5 @tab @tab X @tab fourcc: VP50
|
||||
@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
|
||||
@item Theora @tab X @tab X @tab still experimental
|
||||
@item Intel Indeo 3 @tab @tab X
|
||||
@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
|
||||
@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
|
||||
@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
|
||||
@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
|
||||
@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
|
||||
@item 4X Video @tab @tab X @tab Used in certain computer games.
|
||||
@item Sony Playstation MDEC @tab @tab X
|
||||
@item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
|
||||
@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
|
||||
@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
|
||||
@item Apple Animation @tab X @tab X @tab fourcc: 'rle '
|
||||
@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
|
||||
@item Apple Video @tab @tab X @tab fourcc: rpza
|
||||
@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
|
||||
@item Cinepak @tab @tab X
|
||||
@item Microsoft RLE @tab @tab X
|
||||
@item Microsoft Video-1 @tab @tab X
|
||||
@item Westwood VQA @tab @tab X
|
||||
@item Id Cinematic Video @tab @tab X @tab Used in Quake II.
|
||||
@item Planar RGB @tab @tab X @tab fourcc: 8BPS
|
||||
@item FLIC video @tab @tab X
|
||||
@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
|
||||
@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
|
||||
@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
|
||||
@item MSZH @tab @tab X @tab Part of LCL
|
||||
@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
|
||||
@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
|
||||
@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
|
||||
@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
|
||||
@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
|
||||
@item LOCO @tab @tab X @tab
|
||||
@item Winnov WNV1 @tab @tab X @tab
|
||||
@item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
|
||||
@item Fraps FPS1 @tab @tab X @tab
|
||||
@item CamStudio @tab @tab X @tab fourcc: CSCD
|
||||
@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
|
||||
@item ZMBV @tab X @tab X @tab Encoder works only on PAL8
|
||||
@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
|
||||
@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
|
||||
@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
|
||||
@item KMVC @tab @tab X @tab Codec used in Worms games.
|
||||
@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
|
||||
@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
|
||||
@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
|
||||
@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
|
||||
@item AVID DNxHD @tab @tab X @tab aka SMPTE VC3
|
||||
@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
|
||||
@item THP @tab @tab X @tab Used on the Nintendo GameCube.
|
||||
@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
|
||||
@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@section Audio Codecs
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .1 .7
|
||||
@item Supported Codec @tab Encoding @tab Decoding @tab Comments
|
||||
@item MPEG audio layer 2 @tab IX @tab IX
|
||||
@item MPEG audio layer 1/3 @tab IX @tab IX
|
||||
@tab MP3 encoding is supported through the external library LAME.
|
||||
@item AC3 @tab IX @tab IX
|
||||
@tab liba52 is used internally for decoding.
|
||||
@item Vorbis @tab X @tab X
|
||||
@item WMA V1/V2 @tab X @tab X
|
||||
@item AAC @tab X @tab X
|
||||
@tab Supported through the external library libfaac/libfaad.
|
||||
@item Microsoft ADPCM @tab X @tab X
|
||||
@item MS IMA ADPCM @tab X @tab X
|
||||
@item QT IMA ADPCM @tab @tab X
|
||||
@item 4X IMA ADPCM @tab @tab X
|
||||
@item G.726 ADPCM @tab X @tab X
|
||||
@item Duck DK3 IMA ADPCM @tab @tab X
|
||||
@tab Used in some Sega Saturn console games.
|
||||
@item Duck DK4 IMA ADPCM @tab @tab X
|
||||
@tab Used in some Sega Saturn console games.
|
||||
@item Westwood Studios IMA ADPCM @tab @tab X
|
||||
@tab Used in Westwood Studios games like Command and Conquer.
|
||||
@item SMJPEG IMA ADPCM @tab @tab X
|
||||
@tab Used in certain Loki game ports.
|
||||
@item CD-ROM XA ADPCM @tab @tab X
|
||||
@item CRI ADX ADPCM @tab X @tab X
|
||||
@tab Used in Sega Dreamcast games.
|
||||
@item Electronic Arts ADPCM @tab @tab X
|
||||
@tab Used in various EA titles.
|
||||
@item Creative ADPCM @tab @tab X
|
||||
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
|
||||
@item THP ADPCM @tab @tab X
|
||||
@tab Used on the Nintendo GameCube.
|
||||
@item RA144 @tab @tab X
|
||||
@tab Real 14400 bit/s codec
|
||||
@item RA288 @tab @tab X
|
||||
@tab Real 28800 bit/s codec
|
||||
@item RADnet @tab X @tab IX
|
||||
@tab Real low bitrate AC3 codec, liba52 is used for decoding.
|
||||
@item AMR-NB @tab X @tab X
|
||||
@tab Supported through an external library.
|
||||
@item AMR-WB @tab X @tab X
|
||||
@tab Supported through an external library.
|
||||
@item DV audio @tab @tab X
|
||||
@item Id RoQ DPCM @tab X @tab X
|
||||
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
||||
@item Interplay MVE DPCM @tab @tab X
|
||||
@tab Used in various Interplay computer games.
|
||||
@item Xan DPCM @tab @tab X
|
||||
@tab Used in Origin's Wing Commander IV AVI files.
|
||||
@item Sierra Online DPCM @tab @tab X
|
||||
@tab Used in Sierra Online game audio files.
|
||||
@item Apple MACE 3 @tab @tab X
|
||||
@item Apple MACE 6 @tab @tab X
|
||||
@item FLAC lossless audio @tab X @tab X
|
||||
@item Shorten lossless audio @tab @tab X
|
||||
@item Apple lossless audio @tab @tab X
|
||||
@tab QuickTime fourcc 'alac'
|
||||
@item FFmpeg Sonic @tab X @tab X
|
||||
@tab experimental lossy/lossless codec
|
||||
@item Qdesign QDM2 @tab @tab X
|
||||
@tab there are still some distortions
|
||||
@item Real COOK @tab @tab X
|
||||
@tab All versions except 5.1 are supported
|
||||
@item DSP Group TrueSpeech @tab @tab X
|
||||
@item True Audio (TTA) @tab @tab X
|
||||
@item Smacker Audio @tab @tab X
|
||||
@item WavPack Audio @tab @tab X
|
||||
@item Cin Audio @tab @tab X
|
||||
@tab Codec used in Delphine Software games.
|
||||
@item Intel Music Coder @tab @tab X
|
||||
@item Musepack @tab @tab X
|
||||
@tab Only SV7 is supported
|
||||
@item DT$ Coherent Audio @tab @tab X
|
||||
@item ATRAC 3 @tab @tab X
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@code{I} means that an integer-only version is available, too (ensures high
|
||||
performance on systems without hardware floating point support).
|
||||
|
||||
@chapter Platform Specific information
|
||||
|
||||
@section BSD
|
||||
|
||||
BSD make will not build FFmpeg, you need to install and use GNU Make
|
||||
(@file{gmake}).
|
||||
|
||||
@section Windows
|
||||
|
||||
To get help and instructions for using FFmpeg under Windows, check out
|
||||
the FFmpeg Windows Help Forum at
|
||||
@url{http://arrozcru.no-ip.org/ffmpeg/}.
|
||||
|
||||
@subsection Native Windows compilation
|
||||
|
||||
@itemize
|
||||
@item Install the current versions of MSYS and MinGW from
|
||||
@url{http://www.mingw.org/}. You can find detailed installation
|
||||
instructions in the download section and the FAQ.
|
||||
|
||||
NOTE: Use at least bash 3.1. Older versions are known to be failing on the
|
||||
configure script.
|
||||
|
||||
@item If you want to test the FFplay, also download
|
||||
the MinGW development library of SDL 1.2.x
|
||||
(@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
|
||||
@url{http://www.libsdl.org}. Unpack it in a temporary directory, and
|
||||
unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
|
||||
directory. Edit the @file{sdl-config} script so that it gives the
|
||||
correct SDL directory when invoked.
|
||||
|
||||
@item If you want to use vhooks, you must have a POSIX compliant libdl in your
|
||||
MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}.
|
||||
|
||||
@item Extract the current version of FFmpeg.
|
||||
|
||||
@item Start the MSYS shell (file @file{msys.bat}).
|
||||
|
||||
@item Change to the FFmpeg directory and follow
|
||||
the instructions of how to compile FFmpeg (file
|
||||
@file{INSTALL}). Usually, launching @file{./configure} and @file{make}
|
||||
suffices. If you have problems using SDL, verify that
|
||||
@file{sdl-config} can be launched from the MSYS command line.
|
||||
|
||||
@item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
|
||||
@file{make install}. Do not forget to copy @file{SDL.dll} to the place
|
||||
you launch @file{ffplay} from.
|
||||
|
||||
@end itemize
|
||||
|
||||
Notes:
|
||||
@itemize
|
||||
|
||||
@item The target @file{make wininstaller} can be used to create a
|
||||
Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
|
||||
must be copied to the FFmpeg directory in order to build the
|
||||
installer.
|
||||
|
||||
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
|
||||
you can build @file{avcodec.dll} and @file{avformat.dll}. With
|
||||
@code{make install} you install the FFmpeg DLLs and the associated
|
||||
headers in @file{Program Files/FFmpeg}.
|
||||
|
||||
@item Visual C++ compatibility: If you used @code{./configure --enable-shared}
|
||||
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 (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 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
|
||||
|
||||
The configure script should guess the configuration itself.
|
||||
Networking support is currently not finished.
|
||||
errno issues fixed by Andrew Bachmann.
|
||||
|
||||
Old stuff:
|
||||
|
||||
François Revol - revol at free dot fr - April 2002
|
||||
|
||||
The configure script should guess the configuration itself,
|
||||
however I still did not test building on the net_server version of BeOS.
|
||||
|
||||
FFserver is broken (needs poll() implementation).
|
||||
|
||||
There are still issues with errno codes, which are negative in BeOS, and
|
||||
that FFmpeg negates when returning. This ends up turning errors into
|
||||
valid results, then crashes.
|
||||
(To be fixed)
|
||||
|
||||
@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.
|
||||
@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
|
||||
|
964
doc/general.texi
Normal file
964
doc/general.texi
Normal file
@ -0,0 +1,964 @@
|
||||
\input texinfo @c -*- texinfo -*-
|
||||
|
||||
@settitle General Documentation
|
||||
@titlepage
|
||||
@sp 7
|
||||
@center @titlefont{General Documentation}
|
||||
@sp 3
|
||||
@end titlepage
|
||||
|
||||
|
||||
@chapter external libraries
|
||||
|
||||
FFmpeg can be hooked up with a number of external libraries to add support
|
||||
for more formats. None of them are used by default, their use has to be
|
||||
explicitly requested by passing the appropriate flags to @file{./configure}.
|
||||
|
||||
@section AMR
|
||||
|
||||
AMR comes in two different flavors, WB and NB. FFmpeg can make use of the
|
||||
AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
|
||||
decoders and encoders.
|
||||
|
||||
Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
|
||||
installing the libraries. Then pass @code{--enable-libamr-nb} and/or
|
||||
@code{--enable-libamr-wb} to configure to enable the libraries.
|
||||
|
||||
|
||||
@chapter Supported File Formats and Codecs
|
||||
|
||||
You can use the @code{-formats} option to have an exhaustive list.
|
||||
|
||||
@section File Formats
|
||||
|
||||
FFmpeg supports the following file formats through the @code{libavformat}
|
||||
library:
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .4
|
||||
@item Supported File Format @tab Encoding @tab Decoding @tab Comments
|
||||
@item MPEG audio @tab X @tab X
|
||||
@item MPEG-1 systems @tab X @tab X
|
||||
@tab muxed audio and video
|
||||
@item MPEG-2 PS @tab X @tab X
|
||||
@tab also known as @code{VOB} file
|
||||
@item MPEG-2 TS @tab @tab X
|
||||
@tab also known as DVB Transport Stream
|
||||
@item ASF@tab X @tab X
|
||||
@item AVI@tab X @tab X
|
||||
@item WAV@tab X @tab X
|
||||
@item Macromedia Flash@tab X @tab X
|
||||
@tab Only embedded audio is decoded.
|
||||
@item FLV @tab X @tab X
|
||||
@tab Macromedia Flash video files
|
||||
@item Real Audio and Video @tab X @tab X
|
||||
@item Raw AC3 @tab X @tab X
|
||||
@item Raw MJPEG @tab X @tab X
|
||||
@item Raw MPEG video @tab X @tab X
|
||||
@item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
|
||||
@item Raw CRI ADX audio @tab X @tab X
|
||||
@item Raw Shorten audio @tab @tab X
|
||||
@item SUN AU format @tab X @tab X
|
||||
@item NUT @tab X @tab X @tab NUT Open Container Format
|
||||
@item QuickTime @tab X @tab X
|
||||
@item MPEG-4 @tab X @tab X
|
||||
@tab MPEG-4 is a variant of QuickTime.
|
||||
@item Raw MPEG4 video @tab X @tab X
|
||||
@item DV @tab X @tab X
|
||||
@item 4xm @tab @tab X
|
||||
@tab 4X Technologies format, used in some games.
|
||||
@item Playstation STR @tab @tab X
|
||||
@item Id RoQ @tab X @tab X
|
||||
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
||||
@item Interplay MVE @tab @tab X
|
||||
@tab Format used in various Interplay computer games.
|
||||
@item WC3 Movie @tab @tab X
|
||||
@tab Multimedia format used in Origin's Wing Commander III computer game.
|
||||
@item Sega FILM/CPK @tab @tab X
|
||||
@tab Used in many Sega Saturn console games.
|
||||
@item Westwood Studios VQA/AUD @tab @tab X
|
||||
@tab Multimedia formats used in Westwood Studios games.
|
||||
@item Id Cinematic (.cin) @tab @tab X
|
||||
@tab Used in Quake II.
|
||||
@item FLIC format @tab @tab X
|
||||
@tab .fli/.flc files
|
||||
@item Sierra VMD @tab @tab X
|
||||
@tab Used in Sierra CD-ROM games.
|
||||
@item Sierra Online @tab @tab X
|
||||
@tab .sol files used in Sierra Online games.
|
||||
@item Matroska @tab @tab X
|
||||
@item Electronic Arts Multimedia @tab @tab X
|
||||
@tab Used in various EA games; files have extensions like WVE and UV2.
|
||||
@item Nullsoft Video (NSV) format @tab @tab X
|
||||
@item ADTS AAC audio @tab X @tab X
|
||||
@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
|
||||
@item American Laser Games MM @tab @tab X
|
||||
@tab Multimedia format used in games like Mad Dog McCree
|
||||
@item AVS @tab @tab X
|
||||
@tab Multimedia format used by the Creature Shock game.
|
||||
@item Smacker @tab @tab X
|
||||
@tab Multimedia format used by many games.
|
||||
@item GXF @tab X @tab X
|
||||
@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
|
||||
@item CIN @tab @tab X
|
||||
@tab Multimedia format used by Delphine Software games.
|
||||
@item MXF @tab @tab X
|
||||
@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
|
||||
@item SEQ @tab @tab X
|
||||
@tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
|
||||
@item DXA @tab @tab X
|
||||
@tab This format is used in non-Windows version of Feeble Files game and
|
||||
different game cutscenes repacked for use with ScummVM.
|
||||
@item THP @tab @tab X
|
||||
@tab Used on the Nintendo GameCube.
|
||||
@item C93 @tab @tab X
|
||||
@tab Used in the game Cyberia from Interplay.
|
||||
@item Bethsoft VID @tab @tab X
|
||||
@tab Used in some games from Bethesda Softworks.
|
||||
@item CRYO APC @tab @tab X
|
||||
@tab Audio format used in some games by CRYO Interactive Entertainment.
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@section Image Formats
|
||||
|
||||
FFmpeg can read and write images for each frame of a video sequence. The
|
||||
following image formats are supported:
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .4
|
||||
@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
|
||||
@item PGM, PPM @tab X @tab X
|
||||
@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
|
||||
@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
|
||||
@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
|
||||
@item .Y.U.V @tab X @tab X @tab one raw file per component
|
||||
@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
|
||||
@item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
|
||||
@item Targa @tab @tab X @tab Targa (.TGA) image format.
|
||||
@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
|
||||
@item SGI @tab X @tab X @tab SGI RGB image format
|
||||
@item PTX @tab @tab X @tab V.Flash PTX format
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@section Video Codecs
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .4
|
||||
@item Supported Codec @tab Encoding @tab Decoding @tab Comments
|
||||
@item MPEG-1 video @tab X @tab X
|
||||
@item MPEG-2 video @tab X @tab X
|
||||
@item MPEG-4 @tab X @tab X
|
||||
@item MSMPEG4 V1 @tab X @tab X
|
||||
@item MSMPEG4 V2 @tab X @tab X
|
||||
@item MSMPEG4 V3 @tab X @tab X
|
||||
@item WMV7 @tab X @tab X
|
||||
@item WMV8 @tab X @tab X @tab not completely working
|
||||
@item WMV9 @tab @tab X @tab not completely working
|
||||
@item VC1 @tab @tab X
|
||||
@item H.261 @tab X @tab X
|
||||
@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
|
||||
@item H.264 @tab @tab X
|
||||
@item RealVideo 1.0 @tab X @tab X
|
||||
@item RealVideo 2.0 @tab X @tab X
|
||||
@item MJPEG @tab X @tab X
|
||||
@item lossless MJPEG @tab X @tab X
|
||||
@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
|
||||
@item Apple MJPEG-B @tab @tab X
|
||||
@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
|
||||
@item DV @tab X @tab X
|
||||
@item HuffYUV @tab X @tab X
|
||||
@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
|
||||
@item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
|
||||
@item Asus v1 @tab X @tab X @tab fourcc: ASV1
|
||||
@item Asus v2 @tab X @tab X @tab fourcc: ASV2
|
||||
@item Creative YUV @tab @tab X @tab fourcc: CYUV
|
||||
@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
|
||||
@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
|
||||
@item On2 VP3 @tab @tab X @tab still experimental
|
||||
@item On2 VP5 @tab @tab X @tab fourcc: VP50
|
||||
@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
|
||||
@item Theora @tab X @tab X @tab still experimental
|
||||
@item Intel Indeo 3 @tab @tab X
|
||||
@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
|
||||
@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
|
||||
@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
|
||||
@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
|
||||
@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
|
||||
@item 4X Video @tab @tab X @tab Used in certain computer games.
|
||||
@item Sony Playstation MDEC @tab @tab X
|
||||
@item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
|
||||
@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
|
||||
@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
|
||||
@item Apple Animation @tab X @tab X @tab fourcc: 'rle '
|
||||
@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
|
||||
@item Apple Video @tab @tab X @tab fourcc: rpza
|
||||
@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
|
||||
@item Cinepak @tab @tab X
|
||||
@item Microsoft RLE @tab @tab X
|
||||
@item Microsoft Video-1 @tab @tab X
|
||||
@item Westwood VQA @tab @tab X
|
||||
@item Id Cinematic Video @tab @tab X @tab Used in Quake II.
|
||||
@item Planar RGB @tab @tab X @tab fourcc: 8BPS
|
||||
@item FLIC video @tab @tab X
|
||||
@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
|
||||
@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
|
||||
@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
|
||||
@item MSZH @tab @tab X @tab Part of LCL
|
||||
@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
|
||||
@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
|
||||
@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
|
||||
@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
|
||||
@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
|
||||
@item LOCO @tab @tab X @tab
|
||||
@item Winnov WNV1 @tab @tab X @tab
|
||||
@item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
|
||||
@item Fraps FPS1 @tab @tab X @tab
|
||||
@item CamStudio @tab @tab X @tab fourcc: CSCD
|
||||
@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
|
||||
@item ZMBV @tab X @tab X @tab Encoder works only on PAL8
|
||||
@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
|
||||
@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
|
||||
@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
|
||||
@item KMVC @tab @tab X @tab Codec used in Worms games.
|
||||
@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
|
||||
@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
|
||||
@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game.
|
||||
@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
|
||||
@item AVID DNxHD @tab @tab X @tab aka SMPTE VC3
|
||||
@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
|
||||
@item THP @tab @tab X @tab Used on the Nintendo GameCube.
|
||||
@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
|
||||
@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@section Audio Codecs
|
||||
|
||||
@multitable @columnfractions .4 .1 .1 .1 .7
|
||||
@item Supported Codec @tab Encoding @tab Decoding @tab Comments
|
||||
@item MPEG audio layer 2 @tab IX @tab IX
|
||||
@item MPEG audio layer 1/3 @tab IX @tab IX
|
||||
@tab MP3 encoding is supported through the external library LAME.
|
||||
@item AC3 @tab IX @tab IX
|
||||
@tab liba52 is used internally for decoding.
|
||||
@item Vorbis @tab X @tab X
|
||||
@item WMA V1/V2 @tab X @tab X
|
||||
@item AAC @tab X @tab X
|
||||
@tab Supported through the external library libfaac/libfaad.
|
||||
@item Microsoft ADPCM @tab X @tab X
|
||||
@item MS IMA ADPCM @tab X @tab X
|
||||
@item QT IMA ADPCM @tab @tab X
|
||||
@item 4X IMA ADPCM @tab @tab X
|
||||
@item G.726 ADPCM @tab X @tab X
|
||||
@item Duck DK3 IMA ADPCM @tab @tab X
|
||||
@tab Used in some Sega Saturn console games.
|
||||
@item Duck DK4 IMA ADPCM @tab @tab X
|
||||
@tab Used in some Sega Saturn console games.
|
||||
@item Westwood Studios IMA ADPCM @tab @tab X
|
||||
@tab Used in Westwood Studios games like Command and Conquer.
|
||||
@item SMJPEG IMA ADPCM @tab @tab X
|
||||
@tab Used in certain Loki game ports.
|
||||
@item CD-ROM XA ADPCM @tab @tab X
|
||||
@item CRI ADX ADPCM @tab X @tab X
|
||||
@tab Used in Sega Dreamcast games.
|
||||
@item Electronic Arts ADPCM @tab @tab X
|
||||
@tab Used in various EA titles.
|
||||
@item Creative ADPCM @tab @tab X
|
||||
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
|
||||
@item THP ADPCM @tab @tab X
|
||||
@tab Used on the Nintendo GameCube.
|
||||
@item RA144 @tab @tab X
|
||||
@tab Real 14400 bit/s codec
|
||||
@item RA288 @tab @tab X
|
||||
@tab Real 28800 bit/s codec
|
||||
@item RADnet @tab X @tab IX
|
||||
@tab Real low bitrate AC3 codec, liba52 is used for decoding.
|
||||
@item AMR-NB @tab X @tab X
|
||||
@tab Supported through an external library.
|
||||
@item AMR-WB @tab X @tab X
|
||||
@tab Supported through an external library.
|
||||
@item DV audio @tab @tab X
|
||||
@item Id RoQ DPCM @tab X @tab X
|
||||
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
||||
@item Interplay MVE DPCM @tab @tab X
|
||||
@tab Used in various Interplay computer games.
|
||||
@item Xan DPCM @tab @tab X
|
||||
@tab Used in Origin's Wing Commander IV AVI files.
|
||||
@item Sierra Online DPCM @tab @tab X
|
||||
@tab Used in Sierra Online game audio files.
|
||||
@item Apple MACE 3 @tab @tab X
|
||||
@item Apple MACE 6 @tab @tab X
|
||||
@item FLAC lossless audio @tab X @tab X
|
||||
@item Shorten lossless audio @tab @tab X
|
||||
@item Apple lossless audio @tab @tab X
|
||||
@tab QuickTime fourcc 'alac'
|
||||
@item FFmpeg Sonic @tab X @tab X
|
||||
@tab experimental lossy/lossless codec
|
||||
@item Qdesign QDM2 @tab @tab X
|
||||
@tab there are still some distortions
|
||||
@item Real COOK @tab @tab X
|
||||
@tab All versions except 5.1 are supported
|
||||
@item DSP Group TrueSpeech @tab @tab X
|
||||
@item True Audio (TTA) @tab @tab X
|
||||
@item Smacker Audio @tab @tab X
|
||||
@item WavPack Audio @tab @tab X
|
||||
@item Cin Audio @tab @tab X
|
||||
@tab Codec used in Delphine Software games.
|
||||
@item Intel Music Coder @tab @tab X
|
||||
@item Musepack @tab @tab X
|
||||
@tab Only SV7 is supported
|
||||
@item DT$ Coherent Audio @tab @tab X
|
||||
@item ATRAC 3 @tab @tab X
|
||||
@end multitable
|
||||
|
||||
@code{X} means that encoding (resp. decoding) is supported.
|
||||
|
||||
@code{I} means that an integer-only version is available, too (ensures high
|
||||
performance on systems without hardware floating point support).
|
||||
|
||||
@chapter Platform Specific information
|
||||
|
||||
@section BSD
|
||||
|
||||
BSD make will not build FFmpeg, you need to install and use GNU Make
|
||||
(@file{gmake}).
|
||||
|
||||
@section Windows
|
||||
|
||||
To get help and instructions for using FFmpeg under Windows, check out
|
||||
the FFmpeg Windows Help Forum at
|
||||
@url{http://arrozcru.no-ip.org/ffmpeg/}.
|
||||
|
||||
@subsection Native Windows compilation
|
||||
|
||||
@itemize
|
||||
@item Install the current versions of MSYS and MinGW from
|
||||
@url{http://www.mingw.org/}. You can find detailed installation
|
||||
instructions in the download section and the FAQ.
|
||||
|
||||
NOTE: Use at least bash 3.1. Older versions are known to be failing on the
|
||||
configure script.
|
||||
|
||||
@item If you want to test the FFplay, also download
|
||||
the MinGW development library of SDL 1.2.x
|
||||
(@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
|
||||
@url{http://www.libsdl.org}. Unpack it in a temporary directory, and
|
||||
unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
|
||||
directory. Edit the @file{sdl-config} script so that it gives the
|
||||
correct SDL directory when invoked.
|
||||
|
||||
@item If you want to use vhooks, you must have a POSIX compliant libdl in your
|
||||
MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}.
|
||||
|
||||
@item Extract the current version of FFmpeg.
|
||||
|
||||
@item Start the MSYS shell (file @file{msys.bat}).
|
||||
|
||||
@item Change to the FFmpeg directory and follow
|
||||
the instructions of how to compile FFmpeg (file
|
||||
@file{INSTALL}). Usually, launching @file{./configure} and @file{make}
|
||||
suffices. If you have problems using SDL, verify that
|
||||
@file{sdl-config} can be launched from the MSYS command line.
|
||||
|
||||
@item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
|
||||
@file{make install}. Do not forget to copy @file{SDL.dll} to the place
|
||||
you launch @file{ffplay} from.
|
||||
|
||||
@end itemize
|
||||
|
||||
Notes:
|
||||
@itemize
|
||||
|
||||
@item The target @file{make wininstaller} can be used to create a
|
||||
Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
|
||||
must be copied to the FFmpeg directory in order to build the
|
||||
installer.
|
||||
|
||||
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
|
||||
you can build @file{avcodec.dll} and @file{avformat.dll}. With
|
||||
@code{make install} you install the FFmpeg DLLs and the associated
|
||||
headers in @file{Program Files/FFmpeg}.
|
||||
|
||||
@item Visual C++ compatibility: If you used @code{./configure --enable-shared}
|
||||
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 (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 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
|
||||
|
||||
The configure script should guess the configuration itself.
|
||||
Networking support is currently not finished.
|
||||
errno issues fixed by Andrew Bachmann.
|
||||
|
||||
Old stuff:
|
||||
|
||||
François Revol - revol at free dot fr - April 2002
|
||||
|
||||
The configure script should guess the configuration itself,
|
||||
however I still did not test building on the net_server version of BeOS.
|
||||
|
||||
FFserver is broken (needs poll() implementation).
|
||||
|
||||
There are still issues with errno codes, which are negative in BeOS, and
|
||||
that FFmpeg negates when returning. This ends up turning errors into
|
||||
valid results, then crashes.
|
||||
(To be fixed)
|
||||
|
||||
@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.
|
||||
@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
|
Loading…
Reference in New Issue
Block a user