1 \input texinfo @c -*- texinfo -*-
3 @settitle General Documentation
6 @center @titlefont{General Documentation}
11 @chapter external libraries
13 FFmpeg can be hooked up with a number of external libraries to add support
14 for more formats. None of them are used by default, their use has to be
15 explicitly requested by passing the appropriate flags to @file{./configure}.
19 AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20 use of the AMR wideband (floating-point mode) and the AMR narrowband
21 (floating-point mode) reference decoders and encoders.
23 Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24 installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25 @code{--enable-libamr-wb} to configure to enable the libraries.
27 Note that libamr is copyrighted without any sort of license grant. This means
28 that you can use it if you legally obtained it but you are not allowed to
29 redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30 you create are non-free and unredistributable!}
33 @chapter Supported File Formats and Codecs
35 You can use the @code{-formats} option to have an exhaustive list.
39 FFmpeg supports the following file formats through the @code{libavformat}
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
45 @tab 4X Technologies format, used in some games.
46 @item ADTS AAC audio @tab X @tab X
47 @item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
49 @item ASF @tab X @tab X
50 @item AVI @tab X @tab X
51 @item AVM2 (Flash 9) @tab X @tab X
52 @tab Only embedded audio is decoded.
54 @tab Multimedia format used by the Creature Shock game.
55 @item Bethsoft VID @tab @tab X
56 @tab Used in some games from Bethesda Softworks.
58 @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
60 @tab Used in the game Cyberia from Interplay.
62 @tab Multimedia format used by Delphine Software games.
63 @item Creative VOC @tab X @tab X
64 @tab Created for the Sound Blaster Pro.
65 @item CRYO APC @tab @tab X
66 @tab Audio format used in some games by CRYO Interactive Entertainment.
67 @item DV @tab X @tab X
69 @tab This format is used in the non-Windows version of the Feeble Files
70 game and different game cutscenes repacked for use with ScummVM.
71 @item Electronic Arts Multimedia @tab @tab X
72 @tab Used in various EA games; files have extensions like WVE and UV2.
73 @item FLIC @tab @tab X
75 @item FLV @tab X @tab X
76 @tab Macromedia Flash video files
77 @item GXF @tab X @tab X
78 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
80 @item id Cinematic @tab @tab X
81 @tab Used in Quake II.
82 @item id RoQ @tab X @tab X
83 @tab Used in Quake III, Jedi Knight 2, other computer games.
85 @tab Interchange File Format
86 @item Interplay MVE @tab @tab X
87 @tab Format used in various Interplay computer games.
88 @item LMLM4 @tab @tab X
89 @tab Used by Linux Media Labs MPEG-4 PCI boards
90 @item Matroska @tab X @tab X
91 @item MAXIS EA XA @tab @tab X
92 @tab Used in Sim City 3000; file extension .xa.
93 @item Monkey's Audio @tab @tab X
94 @item Motion Pixels MVI @tab @tab X
95 @item MOV/QuickTime @tab X @tab X
96 @item MPEG audio @tab X @tab X
97 @item MPEG-1 systems @tab X @tab X
98 @tab muxed audio and video
99 @item MPEG-2 PS @tab X @tab X
100 @tab also known as @code{VOB} file
101 @item MPEG-2 TS @tab @tab X
102 @tab also known as DVB Transport Stream
103 @item MPEG-4 @tab X @tab X
104 @tab MPEG-4 is a variant of QuickTime.
105 @item MSN TCP webcam @tab @tab X
106 @tab Used by MSN Messenger webcam streams.
107 @item MXF @tab X @tab X
108 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
109 @item Nullsoft Video @tab @tab X
110 @item NUT @tab X @tab X
111 @tab NUT Open Container Format
112 @item OMA @tab @tab X
113 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
114 @item PlayStation STR @tab @tab X
115 @item PVA @tab @tab X
116 @tab Used by TechnoTrend DVB PCI boards.
117 @item raw AC-3 @tab X @tab X
118 @item raw CRI ADX audio @tab X @tab X
119 @item raw MJPEG @tab X @tab X
120 @item raw MPEG video @tab X @tab X
121 @item raw MPEG-4 video @tab X @tab X
122 @item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
123 @item raw Shorten audio @tab @tab X
124 @item RealMedia @tab X @tab X
125 @item RL2 @tab @tab X
126 @tab Audio and video format used in some games by Entertainment Software Partners.
127 @item Sega FILM/CPK @tab @tab X
128 @tab Used in many Sega Saturn console games.
129 @item SEQ @tab @tab X
130 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
131 @item Sierra Online @tab @tab X
132 @tab .sol files used in Sierra Online games.
133 @item Sierra VMD @tab @tab X
134 @tab Used in Sierra CD-ROM games.
135 @item SIFF @tab @tab X
136 @tab Audio and video format used in some games by Beam Software.
137 @item Smacker @tab @tab X
138 @tab Multimedia format used by many games.
139 @item SUN AU format @tab X @tab X
140 @item THP @tab @tab X
141 @tab Used on the Nintendo GameCube.
142 @item WAV @tab X @tab X
143 @item WC3 Movie @tab @tab X
144 @tab Multimedia format used in Origin's Wing Commander III computer game.
145 @item Westwood Studios VQA/AUD @tab @tab X
146 @tab Multimedia formats used in Westwood Studios games.
149 @code{X} means that encoding (resp. decoding) is supported.
151 @section Image Formats
153 FFmpeg can read and write images for each frame of a video sequence. The
154 following image formats are supported:
156 @multitable @columnfractions .4 .1 .1 .4
157 @item Name @tab Encoding @tab Decoding @tab Comments
158 @item .Y.U.V @tab X @tab X @tab one raw file per component
159 @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
160 @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
161 @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
162 @item PCX @tab @tab X @tab PC Paintbrush
163 @item PGM, PPM @tab X @tab X
164 @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
165 @item PNG @tab X @tab X @tab 2/4 bpp not supported yet
166 @item PTX @tab @tab X @tab V.Flash PTX format
167 @item RAS @tab @tab X @tab Sun Rasterfile
168 @item SGI @tab X @tab X @tab SGI RGB image format
169 @item Targa @tab @tab X @tab Targa (.TGA) image format
170 @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
173 @code{X} means that encoding (resp. decoding) is supported.
175 @section Video Codecs
177 @multitable @columnfractions .4 .1 .1 .4
178 @item Name @tab Encoding @tab Decoding @tab Comments
179 @item 4X Video @tab @tab X
180 @tab Used in certain computer games.
181 @item American Laser Games Video @tab @tab X
182 @tab Used in games like Mad Dog McCree.
183 @item AMV @tab @tab X
184 @tab Used in Chinese MP3 players.
185 @item Apple Animation @tab X @tab X
187 @item Apple Graphics @tab @tab X
189 @item Apple MJPEG-B @tab @tab X
190 @item Apple QuickDraw @tab @tab X
192 @item Apple Video @tab @tab X
194 @item Asus v1 @tab X @tab X
196 @item Asus v2 @tab X @tab X
198 @item ATI VCR1 @tab @tab X
200 @item ATI VCR2 @tab @tab X
202 @item Autodesk RLE @tab @tab X
204 @item AVID DNxHD @tab X @tab X
206 @item AVS video @tab @tab X
207 @tab Video encoding used by the Creature Shock game.
208 @item Bethsoft VID @tab @tab X
209 @tab Used in some games from Bethesda Softworks.
210 @item C93 video @tab @tab X
211 @tab Codec used in Cyberia game.
212 @item CamStudio @tab @tab X
214 @item Cin video @tab @tab X
215 @tab Codec used in Delphine Software games.
216 @item Cinepak @tab @tab X
217 @item Cirrus Logic AccuPak @tab @tab X
219 @item Creative YUV @tab @tab X
221 @item Dirac @tab E @tab E
222 @tab supported through external libdirac/libschroedinger libraries
223 @item Duck TrueMotion v1 @tab @tab X
225 @item Duck TrueMotion v2 @tab @tab X
227 @item DV @tab X @tab X
228 @item DXA Video @tab @tab X
229 @tab Codec originally used in Feeble Files game.
230 @item Electronic Arts CMV @tab @tab X
231 @tab Used in NHL 95 game.
232 @item Electronic Arts TGV @tab @tab X
233 @item FFmpeg Video 1 @tab X @tab X
234 @tab experimental lossless codec (fourcc: FFV1)
235 @item Flash Screen Video @tab X @tab X
237 @item FLIC video @tab @tab X
238 @item FLV @tab X @tab X
239 @tab Sorenson H.263 used in Flash
240 @item Fraps FPS1 @tab @tab X
241 @item H.261 @tab X @tab X
242 @item H.263(+) @tab X @tab X
243 @tab also known as RealVideo 1.0
244 @item H.264 @tab E @tab X
245 @tab encoding supported through external library libx264
246 @item HuffYUV @tab X @tab X
247 @item IBM Ultimotion @tab @tab X
249 @item id Cinematic video @tab @tab X
250 @tab Used in Quake II.
251 @item id RoQ @tab X @tab X
252 @tab Used in Quake III, Jedi Knight 2, other computer games.
253 @item Intel Indeo 3 @tab @tab X
254 @item Interplay Video @tab @tab X
255 @tab Used in Interplay .MVE files.
256 @item JPEG-LS @tab X @tab X
257 @tab fourcc: MJLS, lossless and near-lossless is supported.
258 @item KMVC @tab @tab X
259 @tab Codec used in Worms games.
260 @item LOCO @tab @tab X
261 @item lossless MJPEG @tab X @tab X
262 @item Microsoft RLE @tab @tab X
263 @item Microsoft Video-1 @tab @tab X
264 @item Mimic @tab @tab X
265 @tab Used in MSN Messenger Webcam streams.
266 @item Miro VideoXL @tab @tab X
268 @item MJPEG @tab X @tab X
269 @item Motion Pixels Video @tab @tab X
270 @item MPEG-1 @tab X @tab X
271 @item MPEG-2 @tab X @tab X
272 @item MPEG-4 @tab X @tab X
273 @item MSMPEG4 V1 @tab X @tab X
274 @item MSMPEG4 V2 @tab X @tab X
275 @item MSMPEG4 V3 @tab X @tab X
276 @item MSZH @tab @tab X
278 @item On2 VP3 @tab @tab X
279 @tab still experimental
280 @item On2 VP5 @tab @tab X
282 @item On2 VP6 @tab @tab X
283 @tab fourcc: VP60,VP61,VP62
284 @item planar RGB @tab @tab X
286 @item QPEG @tab @tab X
287 @tab fourccs: QPEG, Q1.0, Q1.1
288 @item RealVideo 1.0 @tab X @tab X
289 @item RealVideo 2.0 @tab X @tab X
290 @item Renderware TXD @tab @tab X
291 @tab Texture dictionaries used by the Renderware Engine.
292 @item RTjpeg @tab @tab X
293 @tab Video encoding used in NuppelVideo files.
294 @item Smacker video @tab @tab X
295 @tab Video encoding used in Smacker.
296 @item Snow @tab X @tab X
297 @tab experimental wavelet codec (fourcc: SNOW)
298 @item Sony PlayStation MDEC @tab @tab X
299 @item Sorenson Video 1 @tab X @tab X
301 @item Sorenson Video 3 @tab @tab X
303 @item Sunplus MJPEG @tab @tab X
305 @item TechSmith Camtasia @tab @tab X
307 @item Theora @tab E @tab X
308 @tab encoding supported through external library libtheora
309 @item THP @tab @tab X
310 @tab Used on the Nintendo GameCube.
311 @item Tiertex Seq video @tab @tab X
312 @tab Codec used in DOS CD-ROM FlashBack game.
313 @item VC-1 @tab @tab X
314 @item VMD Video @tab @tab X
315 @tab Used in Sierra VMD files.
316 @item VMware Video @tab @tab X
317 @tab Codec used in videos captured by VMware.
318 @item Westwood VQA @tab @tab X
319 @item Winnov WNV1 @tab @tab X
320 @item WMV7 @tab X @tab X
321 @item WMV8 @tab X @tab X
322 @item WMV9 @tab @tab X
323 @tab not completely working
324 @item Xan/WC3 @tab @tab X
325 @tab Used in Wing Commander III .MVE files.
326 @item ZLIB @tab X @tab X
327 @tab part of LCL, encoder experimental
328 @item ZMBV @tab X @tab X
329 @tab Encoder works only in PAL8.
332 @code{X} means that encoding (resp. decoding) is supported.
334 @code{E} means that support is provided through an external library.
336 @section Audio Codecs
338 @multitable @columnfractions .4 .1 .1 .4
339 @item Name @tab Encoding @tab Decoding @tab Comments
340 @item 4X IMA ADPCM @tab @tab X
341 @item 8SVX audio @tab @tab X
342 @item AAC @tab E @tab X
343 @tab encoding supported through external library libfaac
344 @item AC-3 @tab IX @tab IX
345 @item AMR-NB @tab E @tab E
346 @tab supported through external library libamrnb
347 @item AMR-WB @tab E @tab E
348 @tab supported through external library libamrwb
349 @item AMV IMA ADPCM @tab @tab X
350 @tab Used in AMV files
351 @item Apple lossless audio @tab X @tab X
352 @tab QuickTime fourcc 'alac'
353 @item Apple MACE 3 @tab @tab X
354 @item Apple MACE 6 @tab @tab X
355 @item ATRAC 3 @tab @tab X
356 @item CD-ROM XA ADPCM @tab @tab X
357 @item Cin audio @tab @tab X
358 @tab Codec used in Delphine Software International games.
359 @item Creative ADPCM @tab @tab X
360 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
361 @item CRI ADX ADPCM @tab X @tab X
362 @tab Used in Sega Dreamcast games.
363 @item DSP Group TrueSpeech @tab @tab X
364 @item DTS Coherent Audio @tab @tab X
365 @item Duck DK3 IMA ADPCM @tab @tab X
366 @tab Used in some Sega Saturn console games.
367 @item Duck DK4 IMA ADPCM @tab @tab X
368 @tab Used in some Sega Saturn console games.
369 @item DV audio @tab @tab X
370 @item Electronic Arts ADPCM @tab @tab X
371 @tab Used in various EA titles.
372 @item Enhanced AC-3 @tab @tab X
373 @item FLAC lossless audio @tab IX @tab X
374 @item G.726 ADPCM @tab X @tab X
375 @item GSM @tab E @tab E
376 @tab supported through external library libgsm
377 @item GSM_MS @tab E @tab E
378 @tab supported through external library libgsm
379 @item id RoQ DPCM @tab X @tab X
380 @tab Used in Quake III, Jedi Knight 2, other computer games.
381 @item Intel Music Coder @tab @tab X
382 @item Interplay MVE DPCM @tab @tab X
383 @tab Used in various Interplay computer games.
384 @item MAXIS EA ADPCM @tab @tab X
385 @tab Used in Sim City 3000.
386 @item Microsoft ADPCM @tab X @tab X
387 @item MLP/TrueHD @tab @tab X
388 @tab Used in DVD-Audio and Blu-Ray discs.
389 @item Monkey's Audio @tab @tab X
390 @tab Only versions 3.97-3.99 are supported.
391 @item MPEG audio layer 3 @tab E @tab IX
392 @tab encoding supported through external library LAME
393 @item MPEG audio layer 2 @tab IX @tab IX
394 @item MS IMA ADPCM @tab X @tab X
395 @item Musepack @tab @tab X
396 @tab SV7 and SV8 are supported.
397 @item Nellymoser ASAO @tab X @tab X
398 @item Qdesign QDM2 @tab @tab X
399 @tab There are still some distortions.
400 @item QT IMA ADPCM @tab X @tab X
401 @item RA144 @tab @tab X
402 @tab Real 14400 bit/s codec
403 @item RA288 @tab @tab X
404 @tab Real 28800 bit/s codec
405 @item RADnet @tab IX @tab IX
406 @tab Real low bitrate AC-3 codec
407 @item Real COOK @tab @tab X
408 @tab All versions except 5.1 are supported.
409 @item Shorten @tab @tab X
410 @item Sierra Online DPCM @tab @tab X
411 @tab Used in Sierra Online game audio files.
412 @item Smacker audio @tab @tab X
413 @item SMJPEG IMA ADPCM @tab @tab X
414 @tab Used in certain Loki game ports.
415 @item Sonic @tab X @tab X
416 @tab experimental codec
417 @item Sonic lossless @tab X @tab X
418 @tab experimental codec
419 @item Speex @tab @tab E
420 @tab supported through external library libspeex
421 @item THP ADPCM @tab @tab X
422 @tab Used on the Nintendo GameCube.
423 @item True Audio (TTA) @tab @tab X
424 @item Vorbis @tab X @tab X
425 @item WavPack @tab @tab X
426 @item Westwood Studios IMA ADPCM @tab @tab X
427 @tab Used in Westwood Studios games like Command and Conquer.
428 @item WMA v1/v2 @tab X @tab X
429 @item Xan DPCM @tab @tab X
430 @tab Used in Origin's Wing Commander IV AVI files.
433 @code{X} means that encoding (resp. decoding) is supported.
435 @code{E} means that support is provided through an external library.
437 @code{I} means that an integer-only version is available, too (ensures high
438 performance on systems without hardware floating point support).
440 @section Subtitle Formats
442 @multitable @columnfractions .4 .1 .1 .1 .1 .1
443 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
444 @item ASS/SSA @tab X @tab X
445 @item DVB @tab X @tab X @tab X @tab X @tab X
446 @item DVD @tab X @tab X @tab X @tab X @tab X
449 @code{X} means that the feature is supported.
451 @chapter Platform Specific information
455 BSD make will not build FFmpeg, you need to install and use GNU Make
460 To get help and instructions for building FFmpeg under Windows, check out
461 the FFmpeg Windows Help Forum at
462 @url{http://ffmpeg.arrozcru.org/}.
464 @subsection Native Windows compilation
466 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
467 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
468 You can find detailed installation
469 instructions in the download section and the FAQ.
471 FFmpeg does not build out-of-the-box with the packages the automated MinGW
472 installer provides. It also requires coreutils to be installed and many other
473 packages updated to the latest version. The minimum version for some packages
478 @item msys-make 3.81-2 (note: not mingw32-make)
480 @item mingw-runtime 3.15
483 You will also need to pass @code{-fno-common} to the compiler to work around
484 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
486 Within the MSYS shell, configure and make with:
489 ./configure --enable-memalign-hack --extra-cflags=-fno-common
494 This will install @file{ffmpeg.exe} along with many other development files
495 to @file{/usr/local}. You may specify another install path using the
496 @code{--prefix} option in @file{configure}.
502 @item In order to compile vhooks, you must have a POSIX-compliant libdl in
503 your MinGW system. Get dlfcn-win32 from
504 @url{http://code.google.com/p/dlfcn-win32}.
506 @item In order to compile FFplay, you must have the MinGW development library
507 of SDL. Get it from @url{http://www.libsdl.org}.
508 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
509 where SDL was installed. Verify that @file{sdl-config} can be launched from
510 the MSYS command line.
512 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
513 you can build libavutil, libavcodec and libavformat as DLLs.
517 @subsection Microsoft Visual C++ compatibility
519 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
520 want to use the libav* libraries in your own applications, you can still
521 compile those applications using MSVC++. But the libav* libraries you link
522 to @emph{must} be built with MinGW. However, you will not be able to debug
523 inside the libav* libraries, since MSVC++ does not recognize the debug
524 symbols generated by GCC.
525 We strongly recommend you to move over from MSVC++ to MinGW tools.
527 This description of how to use the FFmpeg libraries with MSVC++ is based on
528 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
529 you might have to modify the procedures slightly.
531 @subsubsection Using static libraries
533 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
537 @item Create a new console application ("File / New / Project") and then
538 select "Win32 Console Application". On the appropriate page of the
539 Application Wizard, uncheck the "Precompiled headers" option.
541 @item Write the source code for your application, or, for testing, just
542 copy the code from an existing sample application into the source file
543 that MSVC++ has already created for you. For example, you can copy
544 @file{output_example.c} from the FFmpeg distribution.
546 @item Open the "Project / Properties" dialog box. In the "Configuration"
547 combo box, select "All Configurations" so that the changes you make will
548 affect both debug and release builds. In the tree view on the left hand
549 side, select "C/C++ / General", then edit the "Additional Include
550 Directories" setting to contain the path where the FFmpeg includes were
551 installed (i.e. @file{c:\msys\1.0\local\include}).
552 Do not add MinGW's include directory here, or the include files will
553 conflict with MSVC's.
555 @item Still in the "Project / Properties" dialog box, select
556 "Linker / General" from the tree view and edit the
557 "Additional Library Directories" setting to contain the @file{lib}
558 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
559 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
560 and the directory where MinGW's GCC libs are installed
561 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
562 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
563 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
564 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
565 to the end of "Additional Dependencies".
567 @item Now, select "C/C++ / Code Generation" from the tree view. Select
568 "Debug" in the "Configuration" combo box. Make sure that "Runtime
569 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
570 the "Configuration" combo box and make sure that "Runtime Library" is
571 set to "Multi-threaded DLL".
573 @item Click "OK" to close the "Project / Properties" dialog box.
575 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
576 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
577 and install it in MSVC++'s include directory
578 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
580 @item MSVC++ also does not understand the @code{inline} keyword used by
581 FFmpeg, so you must add this line before @code{#include}ing libav*:
583 #define inline _inline
586 @item Build your application, everything should work.
590 @subsubsection Using shared libraries
592 This is how to create DLL and LIB files that are compatible with MSVC++:
596 @item Add a call to @file{vcvars32.bat} (which sets up the environment
597 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
598 The standard location for @file{vcvars32.bat} is
599 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
600 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
601 If this corresponds to your setup, add the following line as the first line
605 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
608 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
609 and run @file{c:\msys\1.0\msys.bat} from there.
611 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
612 from @file{Microsoft (R) Library Manager}, this means your environment
613 variables are set up correctly, the @file{Microsoft (R) Library Manager}
614 is on the path and will be used by FFmpeg to create
615 MSVC++-compatible import libraries.
617 @item Build FFmpeg with
620 ./configure --enable-shared --enable-memalign-hack
625 Your install path (@file{/usr/local/} by default) should now have the
626 necessary DLL and LIB files under the @file{bin} directory.
630 To use those files with MSVC++, do the same as you would do with
631 the static libraries, as described above. But in Step 4,
632 you should only need to add the directory where the LIB files are installed
633 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
634 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
635 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
636 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
637 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
638 statically linked into the DLLs. The @file{bin} directory contains a bunch
639 of DLL files, but the ones that are actually used to run your application
640 are the ones with a major version number in their filenames
641 (i.e. @file{avcodec-51.dll}).
643 @subsection Cross compilation for Windows with Linux
645 You must use the MinGW cross compilation tools available at
646 @url{http://www.mingw.org/}.
648 Then configure FFmpeg with the following options:
650 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
652 (you can change the cross-prefix according to the prefix chosen for the
655 Then you can easily test FFmpeg with Wine
656 (@url{http://www.winehq.com/}).
658 @subsection Compilation under Cygwin
660 The main issue with Cygwin is that newlib, its C library, does not
661 contain llrint(). However, it is possible to leverage the
662 implementation in MinGW.
664 Just install your Cygwin with all the "Base" packages, plus the
665 following "Devel" ones:
667 binutils, gcc-core, make, subversion, mingw-runtime
670 Do not install binutils-20060709-1 (they are buggy on shared builds);
671 use binutils-20050610-1 instead.
673 Then create a small library that just contains llrint():
676 ar x /usr/lib/mingw/libmingwex.a llrint.o
677 ar cq /usr/local/lib/libllrint.a llrint.o
683 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
686 to make a static build or
689 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
692 to build shared libraries.
694 If you want to build FFmpeg with additional libraries, download Cygwin
695 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
696 and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
697 (@url{http://cygwinports.dotsrc.org/}).
699 @subsection Crosscompilation for Windows under Cygwin
701 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
703 Just install your Cygwin as explained before, plus these additional
706 gcc-mingw-core, mingw-runtime, mingw-zlib
709 and add some special flags to your configure invocation.
711 For a static build run
713 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
716 and for a build with shared libraries
718 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
723 BeOS support is broken in mysterious ways.
727 For information about compiling FFmpeg on OS/2 see
728 @url{http://www.edm2.com/index.php/FFmpeg}.
730 @chapter Developers Guide
734 @item libavcodec is the library containing the codecs (both encoding and
735 decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
737 @item libavformat is the library containing the file format handling (mux and
738 demux code for several formats). Look at @file{ffplay.c} to use it in a
739 player. See @file{output_example.c} to use it to generate audio or video
744 @section Integrating libavcodec or libavformat in your program
746 You can integrate all the source code of the libraries to link them
747 statically to avoid any version problem. All you need is to provide a
748 'config.mak' and a 'config.h' in the parent directory. See the defines
749 generated by ./configure to understand what is needed.
751 You can use libavcodec or libavformat in your commercial program, but
752 @emph{any patch you make must be published}. The best way to proceed is
753 to send your patches to the FFmpeg mailing list.
756 @section Coding Rules
758 FFmpeg is programmed in the ISO C90 language with a few additional
759 features from ISO C99, namely:
762 the @samp{inline} keyword;
766 designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
768 compound literals (@samp{x = (struct s) @{ 17, 23 @};})
771 These features are supported by all compilers we care about, so we will not
772 accept patches to remove their use unless they absolutely do not impair
773 clarity and performance.
775 All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
776 compiles with several other compilers, such as the Compaq ccc compiler
777 or Sun Studio 9, and we would like to keep it that way unless it would
778 be exceedingly involved. To ensure compatibility, please do not use any
779 additional C99 features or GCC extensions. Especially watch out for:
782 mixing statements and declarations;
784 @samp{long long} (use @samp{int64_t} instead);
786 @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
788 GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
792 The presentation is the one specified by 'indent -i4 -kr -nut'.
793 The TAB character is forbidden outside of Makefiles as is any
794 form of trailing whitespace. Commits containing either will be
795 rejected by the Subversion repository.
797 The main priority in FFmpeg is simplicity and small code size in order to
798 minimize the bug count.
800 Comments: Use the JavaDoc/Doxygen
801 format (see examples below) so that code documentation
802 can be generated automatically. All nontrivial functions should have a comment
803 above them explaining what the function does, even if it is just one sentence.
804 All structures and their member variables should be documented, too.
817 typedef struct Foobar@{
818 int var1; /**< var1 description */
819 int var2; ///< var2 description
820 /** var3 description */
828 * @@param my_parameter description of my_parameter
829 * @@return return value description
831 int myfunc(int my_parameter)
835 fprintf and printf are forbidden in libavformat and libavcodec,
836 please use av_log() instead.
838 Casts should be used only when necessary. Unneeded parentheses
839 should also be avoided if they don't make the code easier to understand.
841 @section Development Policy
845 Contributions should be licensed under the LGPL 2.1, including an
846 "or any later version" clause, or the MIT license. GPL 2 including
847 an "or any later version" clause is also acceptable, but LGPL is
850 You must not commit code which breaks FFmpeg! (Meaning unfinished but
851 enabled code which breaks compilation or compiles but does not work or
852 breaks the regression tests)
853 You can commit unfinished stuff (for testing etc), but it must be disabled
854 (#ifdef etc) by default so it does not interfere with other developers'
857 You do not have to over-test things. If it works for you, and you think it
858 should work for others, then commit. If your code has problems
859 (portability, triggers compiler bugs, unusual environment etc) they will be
860 reported and eventually fixed.
862 Do not commit unrelated changes together, split them into self-contained
863 pieces. Also do not forget that if part B depends on part A, but A does not
864 depend on B, then A can and should be committed first and separate from B.
865 Keeping changes well split into self-contained parts makes reviewing and
866 understanding them on the commit log mailing list easier. This also helps
867 in case of debugging later on.
868 Also if you have doubts about splitting or not splitting, do not hesitate to
869 ask/discuss it on the developer mailing list.
871 Do not change behavior of the program (renaming options etc) without
872 first discussing it on the ffmpeg-devel mailing list. Do not remove
873 functionality from the code. Just improve!
875 Note: Redundant code can be removed.
877 Do not commit changes to the build system (Makefiles, configure script)
878 which change behavior, defaults etc, without asking first. The same
879 applies to compiler warning fixes, trivial looking fixes and to code
880 maintained by other developers. We usually have a reason for doing things
881 the way we do. Send your changes as patches to the ffmpeg-devel mailing
882 list, and if the code maintainers say OK, you may commit. This does not
883 apply to files you wrote and/or maintain.
885 We refuse source indentation and other cosmetic changes if they are mixed
886 with functional changes, such commits will be rejected and removed. Every
887 developer has his own indentation style, you should not change it. Of course
888 if you (re)write something, you can use your own style, even though we would
889 prefer if the indentation throughout FFmpeg was consistent (Many projects
890 force a given indentation style - we do not.). If you really need to make
891 indentation changes (try to avoid this), separate them strictly from real
894 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
895 then either do NOT change the indentation of the inner part within (do not
896 move it to the right)! or do so in a separate commit
898 Always fill out the commit log message. Describe in a few lines what you
899 changed and why. You can refer to mailing list postings if you fix a
900 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
902 If you apply a patch by someone else, include the name and email address in
903 the log message. Since the ffmpeg-cvslog mailing list is publicly
904 archived you should add some SPAM protection to the email address. Send an
905 answer to ffmpeg-devel (or wherever you got the patch from) saying that
906 you applied the patch.
908 When applying patches that have been discussed (at length) on the mailing
909 list, reference the thread in the log message.
911 Do NOT commit to code actively maintained by others without permission.
912 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
913 timeframe (12h for build failures and security fixes, 3 days small changes,
914 1 week for big patches) then commit your patch if you think it is OK.
915 Also note, the maintainer can simply ask for more time to review!
917 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
918 are sent there and reviewed by all the other developers. Bugs and possible
919 improvements or general questions regarding commits are discussed there. We
920 expect you to react if problems with your code are uncovered.
922 Update the documentation if you change behavior or add features. If you are
923 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
924 maintainer(s) will review and commit your stuff.
926 Try to keep important discussions and requests (also) on the public
927 developer mailing list, so that all developers can benefit from them.
929 Never write to unallocated memory, never write over the end of arrays,
930 always check values read from some untrusted source before using them
931 as array index or other risky things.
933 Remember to check if you need to bump versions for the specific libav
934 parts (libavutil, libavcodec, libavformat) you are changing. You need
935 to change the version integer.
936 Incrementing the first component means no backward compatibility to
937 previous versions (e.g. removal of a function from the public API).
938 Incrementing the second component means backward compatible change
939 (e.g. addition of a function to the public API or extension of an
940 existing data structure).
941 Incrementing the third component means a noteworthy binary compatible
942 change (e.g. encoder bug fix that matters for the decoder).
944 Compiler warnings indicate potential bugs or code with bad style. If a type of
945 warning always points to correct and clean code, that warning should
946 be disabled, not the code changed.
947 Thus the remaining warnings can either be bugs or correct code.
948 If it is a bug, the bug has to be fixed. If it is not, the code should
949 be changed to not generate a warning unless that causes a slowdown
950 or obfuscates the code.
952 If you add a new file, give it a proper license header. Do not copy and
953 paste it from a random place, use an existing file as template.
955 If you add a new header or change an existing one, make sure it passes
956 @code{make checkheaders}.
959 We think our rules are not too hard. If you have comments, contact us.
961 Note, these rules are mostly borrowed from the MPlayer project.
963 @section Submitting patches
965 First, (@pxref{Coding Rules}) above if you did not yet.
967 When you submit your patch, try to send a unified diff (diff '-up'
968 option). We cannot read other diffs :-)
970 Also please do not submit a patch which contains several unrelated changes.
971 Split it into separate, self-contained pieces. This does not mean splitting
972 file by file. Instead, make the patch as small as possible while still
973 keeping it as a logical unit that contains an individual change, even
974 if it spans multiple files. This makes reviewing your patches much easier
975 for us and greatly increases your chances of getting your patch applied.
977 Run the regression tests before submitting a patch so that you can
978 verify that there are no big problems.
980 Patches should be posted as base64 encoded attachments (or any other
981 encoding which ensures that the patch will not be trashed during
982 transmission) to the ffmpeg-devel mailing list, see
983 @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
985 It also helps quite a bit if you tell us what the patch does (for example
986 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
989 Also please if you send several patches, send each patch as a separate mail,
990 do not attach several unrelated patches to the same mail.
992 @section New codecs or formats checklist
996 Did you use av_cold for codec initialization and close functions?
998 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
999 AVInputFormat/AVOutputFormat struct?
1001 Did you bump the minor version number in @file{avcodec.h} or
1004 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1006 Did you add the CodecID to @file{avcodec.h}?
1008 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1009 even if it is only a decoder?
1011 Did you add a rule to compile the appropriate files in the Makefile?
1012 Remember to do this even if you're just adding a format to a file that is
1013 already being compiled by some other rule, like a raw demuxer.
1015 Did you add an entry to the table of supported formats or codecs in the
1018 Did you add an entry in the Changelog?
1020 If it depends on a parser or a library, did you add that dependency in
1023 Did you "svn add" the appropriate files before commiting?
1026 @section patch submission checklist
1030 Do the regression tests pass with the patch applied?
1032 Does @code{make checkheaders} pass with the patch applied?
1034 Is the patch a unified diff?
1036 Is the patch against latest FFmpeg SVN?
1038 Are you subscribed to ffmpeg-dev?
1039 (the list is subscribers only due to spam)
1041 Have you checked that the changes are minimal, so that the same cannot be
1042 achieved with a smaller patch and/or simpler final code?
1044 If the change is to speed critical code, did you benchmark it?
1046 If you did any benchmarks, did you provide them in the mail?
1048 Have you checked that the patch does not introduce buffer overflows or
1049 other security issues?
1051 If you add a new demuxer or decoder, have you checked that it does not
1052 crash with damaged input (see tools/trasher)?
1054 Is the patch created from the root of the source tree, so it can be
1055 applied with @code{patch -p0}?
1057 Does the patch not mix functional and cosmetic changes?
1059 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1061 Is the patch attached to the email you send?
1063 Is the mime type of the patch correct? It should be text/x-diff or
1064 text/x-patch or at least text/plain and not application/octet-stream.
1066 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1068 If the patch fixes a bug, did you provide enough information, including
1069 a sample, so the bug can be reproduced and the fix can be verified?
1070 Note please do not attach samples >100k to mails but rather provide a
1071 URL, you can upload to ftp://upload.mplayerhq.hu
1073 Did you provide a verbose summary about what the patch does change?
1075 Did you provide a verbose explanation why it changes things like it does?
1077 Did you provide a verbose summary of the user visible advantages and
1078 disadvantages if the patch is applied?
1080 Did you provide an example so we can verify the new feature added by the
1083 If you added a new file, did you insert a license header? It should be
1084 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1086 You should maintain alphabetical order in alphabetically ordered lists as
1087 long as doing so does not break API/ABI compatibility.
1089 Lines with similar content should be aligned vertically when doing so
1090 improves readability.
1092 Did you provide a suggestion for a clear commit log message?
1094 Did you test your decoder or demuxer against damaged data? If no, see
1095 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1096 should not crash or end in a (near) infinite loop when fed damaged data.
1099 @section Patch review process
1101 All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1102 clear note that the patch is not for SVN.
1103 Reviews and comments will be posted as replies to the patch on the
1104 mailing list. The patch submitter then has to take care of every comment,
1105 that can be by resubmitting a changed patch or by discussion. Resubmitted
1106 patches will themselves be reviewed like any other patch. If at some point
1107 a patch passes review with no comments then it is approved, that can for
1108 simple and small patches happen immediately while large patches will generally
1109 have to be changed and reviewed many times before they are approved.
1110 After a patch is approved it will be committed to the repository.
1112 We will review all submitted patches, but sometimes we are quite busy so
1113 especially for large patches this can take several weeks.
1115 When resubmitting patches, please do not make any significant changes
1116 not related to the comments received during review. Such patches will
1117 be rejected. Instead, submit significant changes or new features as
1120 @section Regression tests
1122 Before submitting a patch (or committing to the repository), you should at least
1123 test that you did not break anything.
1125 The regression tests build a synthetic video stream and a synthetic
1126 audio stream. These are then encoded and decoded with all codecs or
1127 formats. The CRC (or MD5) of each generated file is recorded in a
1128 result file. A 'diff' is launched to compare the reference results and
1131 The regression tests then go on to test the FFserver code with a
1132 limited set of streams. It is important that this step runs correctly
1135 Run 'make test' to test all the codecs and formats.
1137 Run 'make fulltest' to test all the codecs, formats and FFserver.
1139 [Of course, some patches may change the results of the regression tests. In
1140 this case, the reference results of the regression tests shall be modified