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 FunCom ISS @tab @tab X
78 @tab Audio format used in various games from FunCom like The Longest Journey.
79 @item GXF @tab X @tab X
80 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
82 @item id Cinematic @tab @tab X
83 @tab Used in Quake II.
84 @item id RoQ @tab X @tab X
85 @tab Used in Quake III, Jedi Knight 2, other computer games.
87 @tab Interchange File Format
88 @item Interplay MVE @tab @tab X
89 @tab Format used in various Interplay computer games.
90 @item LMLM4 @tab @tab X
91 @tab Used by Linux Media Labs MPEG-4 PCI boards
92 @item Matroska @tab X @tab X
93 @item MAXIS EA XA @tab @tab X
94 @tab Used in Sim City 3000; file extension .xa.
95 @item Monkey's Audio @tab @tab X
96 @item Motion Pixels MVI @tab @tab X
97 @item MOV/QuickTime @tab X @tab X
98 @item MPEG audio @tab X @tab X
99 @item MPEG-1 systems @tab X @tab X
100 @tab muxed audio and video
101 @item MPEG-2 PS @tab X @tab X
102 @tab also known as @code{VOB} file
103 @item MPEG-2 TS @tab @tab X
104 @tab also known as DVB Transport Stream
105 @item MPEG-4 @tab X @tab X
106 @tab MPEG-4 is a variant of QuickTime.
107 @item MSN TCP webcam @tab @tab X
108 @tab Used by MSN Messenger webcam streams.
109 @item MXF @tab X @tab X
110 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
111 @item Nullsoft Video @tab @tab X
112 @item NUT @tab X @tab X
113 @tab NUT Open Container Format
114 @item OMA @tab @tab X
115 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
116 @item PlayStation STR @tab @tab X
117 @item PVA @tab @tab X
118 @tab Used by TechnoTrend DVB PCI boards.
119 @item raw AC-3 @tab X @tab X
120 @item raw CRI ADX audio @tab X @tab X
121 @item raw MJPEG @tab X @tab X
122 @item raw MPEG video @tab X @tab X
123 @item raw MPEG-4 video @tab X @tab X
124 @item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
125 @item raw Shorten audio @tab @tab X
126 @item R3D REDCODE @tab @tab X
127 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
128 @item RealMedia @tab X @tab X
129 @item RL2 @tab @tab X
130 @tab Audio and video format used in some games by Entertainment Software Partners.
131 @item Sega FILM/CPK @tab @tab X
132 @tab Used in many Sega Saturn console games.
133 @item SEQ @tab @tab X
134 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
135 @item Sierra Online @tab @tab X
136 @tab .sol files used in Sierra Online games.
137 @item Sierra VMD @tab @tab X
138 @tab Used in Sierra CD-ROM games.
139 @item SIFF @tab @tab X
140 @tab Audio and video format used in some games by Beam Software.
141 @item Smacker @tab @tab X
142 @tab Multimedia format used by many games.
143 @item SUN AU format @tab X @tab X
144 @item THP @tab @tab X
145 @tab Used on the Nintendo GameCube.
146 @item WAV @tab X @tab X
147 @item WC3 Movie @tab @tab X
148 @tab Multimedia format used in Origin's Wing Commander III computer game.
149 @item Westwood Studios VQA/AUD @tab @tab X
150 @tab Multimedia formats used in Westwood Studios games.
153 @code{X} means that encoding (resp. decoding) is supported.
155 @section Image Formats
157 FFmpeg can read and write images for each frame of a video sequence. The
158 following image formats are supported:
160 @multitable @columnfractions .4 .1 .1 .4
161 @item Name @tab Encoding @tab Decoding @tab Comments
162 @item .Y.U.V @tab X @tab X @tab one raw file per component
163 @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
164 @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
165 @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
166 @item PCX @tab @tab X @tab PC Paintbrush
167 @item PGM, PPM @tab X @tab X
168 @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
169 @item PNG @tab X @tab X @tab 2/4 bpp not supported yet
170 @item PTX @tab @tab X @tab V.Flash PTX format
171 @item RAS @tab @tab X @tab Sun Rasterfile
172 @item SGI @tab X @tab X @tab SGI RGB image format
173 @item Targa @tab @tab X @tab Targa (.TGA) image format
174 @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
177 @code{X} means that encoding (resp. decoding) is supported.
179 @section Video Codecs
181 @multitable @columnfractions .4 .1 .1 .4
182 @item Name @tab Encoding @tab Decoding @tab Comments
183 @item 4X Video @tab @tab X
184 @tab Used in certain computer games.
185 @item American Laser Games Video @tab @tab X
186 @tab Used in games like Mad Dog McCree.
187 @item AMV @tab @tab X
188 @tab Used in Chinese MP3 players.
189 @item Apple Animation @tab X @tab X
191 @item Apple Graphics @tab @tab X
193 @item Apple MJPEG-B @tab @tab X
194 @item Apple QuickDraw @tab @tab X
196 @item Apple Video @tab @tab X
198 @item Asus v1 @tab X @tab X
200 @item Asus v2 @tab X @tab X
202 @item ATI VCR1 @tab @tab X
204 @item ATI VCR2 @tab @tab X
206 @item Autodesk RLE @tab @tab X
208 @item AVID DNxHD @tab X @tab X
210 @item AVS video @tab @tab X
211 @tab Video encoding used by the Creature Shock game.
212 @item Bethsoft VID @tab @tab X
213 @tab Used in some games from Bethesda Softworks.
214 @item C93 video @tab @tab X
215 @tab Codec used in Cyberia game.
216 @item CamStudio @tab @tab X
218 @item Cin video @tab @tab X
219 @tab Codec used in Delphine Software games.
220 @item Cinepak @tab @tab X
221 @item Cirrus Logic AccuPak @tab @tab X
223 @item Creative YUV @tab @tab X
225 @item Dirac @tab E @tab E
226 @tab supported through external libdirac/libschroedinger libraries
227 @item Duck TrueMotion v1 @tab @tab X
229 @item Duck TrueMotion v2 @tab @tab X
231 @item DV @tab X @tab X
232 @item DXA Video @tab @tab X
233 @tab Codec originally used in Feeble Files game.
234 @item Electronic Arts CMV @tab @tab X
235 @tab Used in NHL 95 game.
236 @item Electronic Arts TGV @tab @tab X
237 @item Electronic Arts TGQ @tab @tab X
238 @item Electronic Arts TQI @tab @tab X
239 @item FFmpeg Video 1 @tab X @tab X
240 @tab experimental lossless codec (fourcc: FFV1)
241 @item Flash Screen Video @tab X @tab X
243 @item FLIC video @tab @tab X
244 @item FLV @tab X @tab X
245 @tab Sorenson H.263 used in Flash
246 @item Fraps FPS1 @tab @tab X
247 @item H.261 @tab X @tab X
248 @item H.263(+) @tab X @tab X
249 @tab also known as RealVideo 1.0
250 @item H.264 @tab E @tab X
251 @tab encoding supported through external library libx264
252 @item HuffYUV @tab X @tab X
253 @item IBM Ultimotion @tab @tab X
255 @item id Cinematic video @tab @tab X
256 @tab Used in Quake II.
257 @item id RoQ @tab X @tab X
258 @tab Used in Quake III, Jedi Knight 2, other computer games.
259 @item Intel Indeo 3 @tab @tab X
260 @item Interplay Video @tab @tab X
261 @tab Used in Interplay .MVE files.
262 @item JPEG-LS @tab X @tab X
263 @tab fourcc: MJLS, lossless and near-lossless is supported.
264 @item KMVC @tab @tab X
265 @tab Codec used in Worms games.
266 @item LOCO @tab @tab X
267 @item lossless MJPEG @tab X @tab X
268 @item Microsoft RLE @tab @tab X
269 @item Microsoft Video-1 @tab @tab X
270 @item Mimic @tab @tab X
271 @tab Used in MSN Messenger Webcam streams.
272 @item Miro VideoXL @tab @tab X
274 @item MJPEG @tab X @tab X
275 @item Motion Pixels Video @tab @tab X
276 @item MPEG-1 @tab X @tab X
277 @item MPEG-2 @tab X @tab X
278 @item MPEG-4 @tab X @tab X
279 @item MSMPEG4 V1 @tab X @tab X
280 @item MSMPEG4 V2 @tab X @tab X
281 @item MSMPEG4 V3 @tab X @tab X
282 @item MSZH @tab @tab X
284 @item On2 VP3 @tab @tab X
285 @tab still experimental
286 @item On2 VP5 @tab @tab X
288 @item On2 VP6 @tab @tab X
289 @tab fourcc: VP60,VP61,VP62
290 @item planar RGB @tab @tab X
292 @item QPEG @tab @tab X
293 @tab fourccs: QPEG, Q1.0, Q1.1
294 @item RealVideo 1.0 @tab X @tab X
295 @item RealVideo 2.0 @tab X @tab X
296 @item RealVideo 3.0 @tab @tab X
297 @tab still far from ideal
298 @item RealVideo 4.0 @tab @tab X
299 @item Renderware TXD @tab @tab X
300 @tab Texture dictionaries used by the Renderware Engine.
301 @item RTjpeg @tab @tab X
302 @tab Video encoding used in NuppelVideo files.
303 @item Smacker video @tab @tab X
304 @tab Video encoding used in Smacker.
305 @item Snow @tab X @tab X
306 @tab experimental wavelet codec (fourcc: SNOW)
307 @item Sony PlayStation MDEC @tab @tab X
308 @item Sorenson Video 1 @tab X @tab X
310 @item Sorenson Video 3 @tab @tab X
312 @item Sunplus MJPEG @tab @tab X
314 @item TechSmith Camtasia @tab @tab X
316 @item Theora @tab E @tab X
317 @tab encoding supported through external library libtheora
318 @item THP @tab @tab X
319 @tab Used on the Nintendo GameCube.
320 @item Tiertex Seq video @tab @tab X
321 @tab Codec used in DOS CD-ROM FlashBack game.
322 @item VC-1 @tab @tab X
323 @item VMD Video @tab @tab X
324 @tab Used in Sierra VMD files.
325 @item VMware Video @tab @tab X
326 @tab Codec used in videos captured by VMware.
327 @item Westwood VQA @tab @tab X
328 @item Winnov WNV1 @tab @tab X
329 @item WMV7 @tab X @tab X
330 @item WMV8 @tab X @tab X
331 @item WMV9 @tab @tab X
332 @tab not completely working
333 @item Xan/WC3 @tab @tab X
334 @tab Used in Wing Commander III .MVE files.
335 @item ZLIB @tab X @tab X
336 @tab part of LCL, encoder experimental
337 @item ZMBV @tab X @tab X
338 @tab Encoder works only in PAL8.
341 @code{X} means that encoding (resp. decoding) is supported.
343 @code{E} means that support is provided through an external library.
345 @section Audio Codecs
347 @multitable @columnfractions .4 .1 .1 .4
348 @item Name @tab Encoding @tab Decoding @tab Comments
349 @item 4X IMA ADPCM @tab @tab X
350 @item 8SVX audio @tab @tab X
351 @item AAC @tab E @tab X
352 @tab encoding supported through external library libfaac
353 @item AC-3 @tab IX @tab IX
354 @item AMR-NB @tab E @tab E
355 @tab supported through external library libamrnb
356 @item AMR-WB @tab E @tab E
357 @tab supported through external library libamrwb
358 @item AMV IMA ADPCM @tab @tab X
359 @tab Used in AMV files
360 @item Apple lossless audio @tab X @tab X
361 @tab QuickTime fourcc 'alac'
362 @item Apple MACE 3 @tab @tab X
363 @item Apple MACE 6 @tab @tab X
364 @item ATRAC 3 @tab @tab X
365 @item CD-ROM XA ADPCM @tab @tab X
366 @item Cin audio @tab @tab X
367 @tab Codec used in Delphine Software International games.
368 @item Creative ADPCM @tab @tab X
369 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
370 @item CRI ADX ADPCM @tab X @tab X
371 @tab Used in Sega Dreamcast games.
372 @item DSP Group TrueSpeech @tab @tab X
373 @item DTS Coherent Audio @tab @tab X
374 @item Duck DK3 IMA ADPCM @tab @tab X
375 @tab Used in some Sega Saturn console games.
376 @item Duck DK4 IMA ADPCM @tab @tab X
377 @tab Used in some Sega Saturn console games.
378 @item DV audio @tab @tab X
379 @item Electronic Arts ADPCM @tab @tab X
380 @tab Used in various EA titles.
381 @item Enhanced AC-3 @tab @tab X
382 @item FLAC lossless audio @tab IX @tab X
383 @item G.726 ADPCM @tab X @tab X
384 @item GSM @tab E @tab E
385 @tab supported through external library libgsm
386 @item GSM_MS @tab E @tab E
387 @tab supported through external library libgsm
388 @item id RoQ DPCM @tab X @tab X
389 @tab Used in Quake III, Jedi Knight 2, other computer games.
390 @item Intel Music Coder @tab @tab X
391 @item Interplay MVE DPCM @tab @tab X
392 @tab Used in various Interplay computer games.
393 @item ISS IMA ADPCM @tab @tab X
394 @tab Used in FunCom games.
395 @item MAXIS EA ADPCM @tab @tab X
396 @tab Used in Sim City 3000.
397 @item Microsoft ADPCM @tab X @tab X
398 @item MLP/TrueHD @tab @tab X
399 @tab Used in DVD-Audio and Blu-Ray discs.
400 @item Monkey's Audio @tab @tab X
401 @tab Only versions 3.97-3.99 are supported.
402 @item MPEG audio layer 3 @tab E @tab IX
403 @tab encoding supported through external library LAME
404 @item MPEG audio layer 2 @tab IX @tab IX
405 @item MS IMA ADPCM @tab X @tab X
406 @item Musepack @tab @tab X
407 @tab SV7 and SV8 are supported.
408 @item Nellymoser ASAO @tab X @tab X
409 @item QCELP / PureVoice @tab @tab X
410 @item Qdesign QDM2 @tab @tab X
411 @tab There are still some distortions.
412 @item QT IMA ADPCM @tab X @tab X
413 @item RA144 @tab @tab X
414 @tab Real 14400 bit/s codec
415 @item RA288 @tab @tab X
416 @tab Real 28800 bit/s codec
417 @item RADnet @tab IX @tab IX
418 @tab Real low bitrate AC-3 codec
419 @item Real COOK @tab @tab X
420 @tab All versions except 5.1 are supported.
421 @item Shorten @tab @tab X
422 @item Sierra Online DPCM @tab @tab X
423 @tab Used in Sierra Online game audio files.
424 @item Smacker audio @tab @tab X
425 @item SMJPEG IMA ADPCM @tab @tab X
426 @tab Used in certain Loki game ports.
427 @item Sonic @tab X @tab X
428 @tab experimental codec
429 @item Sonic lossless @tab X @tab X
430 @tab experimental codec
431 @item Speex @tab @tab E
432 @tab supported through external library libspeex
433 @item THP ADPCM @tab @tab X
434 @tab Used on the Nintendo GameCube.
435 @item True Audio (TTA) @tab @tab X
436 @item Vorbis @tab X @tab X
437 @item WavPack @tab @tab X
438 @item Westwood Studios IMA ADPCM @tab @tab X
439 @tab Used in Westwood Studios games like Command and Conquer.
440 @item WMA v1/v2 @tab X @tab X
441 @item Xan DPCM @tab @tab X
442 @tab Used in Origin's Wing Commander IV AVI files.
445 @code{X} means that encoding (resp. decoding) is supported.
447 @code{E} means that support is provided through an external library.
449 @code{I} means that an integer-only version is available, too (ensures high
450 performance on systems without hardware floating point support).
452 @section Subtitle Formats
454 @multitable @columnfractions .4 .1 .1 .1 .1 .1
455 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
456 @item ASS/SSA @tab X @tab X
457 @item DVB @tab X @tab X @tab X @tab X @tab X
458 @item DVD @tab X @tab X @tab X @tab X @tab X
459 @item XSUB @tab @tab @tab @tab X @tab
462 @code{X} means that the feature is supported.
464 @chapter Platform Specific information
468 BSD make will not build FFmpeg, you need to install and use GNU Make
473 To get help and instructions for building FFmpeg under Windows, check out
474 the FFmpeg Windows Help Forum at
475 @url{http://ffmpeg.arrozcru.org/}.
477 @subsection Native Windows compilation
479 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
480 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
481 You can find detailed installation
482 instructions in the download section and the FAQ.
484 FFmpeg does not build out-of-the-box with the packages the automated MinGW
485 installer provides. It also requires coreutils to be installed and many other
486 packages updated to the latest version. The minimum version for some packages
491 @item msys-make 3.81-2 (note: not mingw32-make)
493 @item mingw-runtime 3.15
496 You will also need to pass @code{-fno-common} to the compiler to work around
497 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
499 Within the MSYS shell, configure and make with:
502 ./configure --enable-memalign-hack --extra-cflags=-fno-common
507 This will install @file{ffmpeg.exe} along with many other development files
508 to @file{/usr/local}. You may specify another install path using the
509 @code{--prefix} option in @file{configure}.
515 @item In order to compile vhooks, you must have a POSIX-compliant libdl in
516 your MinGW system. Get dlfcn-win32 from
517 @url{http://code.google.com/p/dlfcn-win32}.
519 @item In order to compile FFplay, you must have the MinGW development library
520 of SDL. Get it from @url{http://www.libsdl.org}.
521 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
522 where SDL was installed. Verify that @file{sdl-config} can be launched from
523 the MSYS command line.
525 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
526 you can build libavutil, libavcodec and libavformat as DLLs.
530 @subsection Microsoft Visual C++ compatibility
532 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
533 want to use the libav* libraries in your own applications, you can still
534 compile those applications using MSVC++. But the libav* libraries you link
535 to @emph{must} be built with MinGW. However, you will not be able to debug
536 inside the libav* libraries, since MSVC++ does not recognize the debug
537 symbols generated by GCC.
538 We strongly recommend you to move over from MSVC++ to MinGW tools.
540 This description of how to use the FFmpeg libraries with MSVC++ is based on
541 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
542 you might have to modify the procedures slightly.
544 @subsubsection Using static libraries
546 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
550 @item Create a new console application ("File / New / Project") and then
551 select "Win32 Console Application". On the appropriate page of the
552 Application Wizard, uncheck the "Precompiled headers" option.
554 @item Write the source code for your application, or, for testing, just
555 copy the code from an existing sample application into the source file
556 that MSVC++ has already created for you. For example, you can copy
557 @file{output_example.c} from the FFmpeg distribution.
559 @item Open the "Project / Properties" dialog box. In the "Configuration"
560 combo box, select "All Configurations" so that the changes you make will
561 affect both debug and release builds. In the tree view on the left hand
562 side, select "C/C++ / General", then edit the "Additional Include
563 Directories" setting to contain the path where the FFmpeg includes were
564 installed (i.e. @file{c:\msys\1.0\local\include}).
565 Do not add MinGW's include directory here, or the include files will
566 conflict with MSVC's.
568 @item Still in the "Project / Properties" dialog box, select
569 "Linker / General" from the tree view and edit the
570 "Additional Library Directories" setting to contain the @file{lib}
571 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
572 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
573 and the directory where MinGW's GCC libs are installed
574 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
575 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
576 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
577 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
578 to the end of "Additional Dependencies".
580 @item Now, select "C/C++ / Code Generation" from the tree view. Select
581 "Debug" in the "Configuration" combo box. Make sure that "Runtime
582 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
583 the "Configuration" combo box and make sure that "Runtime Library" is
584 set to "Multi-threaded DLL".
586 @item Click "OK" to close the "Project / Properties" dialog box.
588 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
589 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
590 and install it in MSVC++'s include directory
591 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
593 @item MSVC++ also does not understand the @code{inline} keyword used by
594 FFmpeg, so you must add this line before @code{#include}ing libav*:
596 #define inline _inline
599 @item Build your application, everything should work.
603 @subsubsection Using shared libraries
605 This is how to create DLL and LIB files that are compatible with MSVC++:
609 @item Add a call to @file{vcvars32.bat} (which sets up the environment
610 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
611 The standard location for @file{vcvars32.bat} is
612 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
613 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
614 If this corresponds to your setup, add the following line as the first line
618 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
621 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
622 and run @file{c:\msys\1.0\msys.bat} from there.
624 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
625 from @file{Microsoft (R) Library Manager}, this means your environment
626 variables are set up correctly, the @file{Microsoft (R) Library Manager}
627 is on the path and will be used by FFmpeg to create
628 MSVC++-compatible import libraries.
630 @item Build FFmpeg with
633 ./configure --enable-shared --enable-memalign-hack
638 Your install path (@file{/usr/local/} by default) should now have the
639 necessary DLL and LIB files under the @file{bin} directory.
643 To use those files with MSVC++, do the same as you would do with
644 the static libraries, as described above. But in Step 4,
645 you should only need to add the directory where the LIB files are installed
646 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
647 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
648 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
649 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
650 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
651 statically linked into the DLLs. The @file{bin} directory contains a bunch
652 of DLL files, but the ones that are actually used to run your application
653 are the ones with a major version number in their filenames
654 (i.e. @file{avcodec-51.dll}).
656 @subsection Cross compilation for Windows with Linux
658 You must use the MinGW cross compilation tools available at
659 @url{http://www.mingw.org/}.
661 Then configure FFmpeg with the following options:
663 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
665 (you can change the cross-prefix according to the prefix chosen for the
668 Then you can easily test FFmpeg with Wine
669 (@url{http://www.winehq.com/}).
671 @subsection Compilation under Cygwin
673 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
674 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
675 or leverage the implementation in MinGW (as explained below).
677 Just install your Cygwin with all the "Base" packages, plus the
678 following "Devel" ones:
680 binutils, gcc-core, make, subversion, mingw-runtime, diffutils
683 The experimental gcc4 package is still buggy, hence please
684 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
686 Install the current binutils-20080624-2 as they work fine (the old
687 binutils-20060709-1 proved buggy on shared builds).
689 Then create a small library that just contains llrint():
692 ar x /usr/lib/mingw/libmingwex.a llrint.o
693 ar cq /usr/local/lib/libllrint.a llrint.o
699 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
702 to make a static build or
705 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
708 to build shared libraries.
710 If you want to build FFmpeg with additional libraries, download Cygwin
711 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
713 libogg-devel, libvorbis-devel
716 These library packages are only available from Cygwin Ports
717 (@url{http://sourceware.org/cygwinports/}) :
720 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
721 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
725 The recommendation for libnut and x264 is to build them from source by
726 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
728 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
729 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
731 @subsection Crosscompilation for Windows under Cygwin
733 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
735 Just install your Cygwin as explained before, plus these additional
738 gcc-mingw-core, mingw-runtime, mingw-zlib
741 and add some special flags to your configure invocation.
743 For a static build run
745 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
748 and for a build with shared libraries
750 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
755 BeOS support is broken in mysterious ways.
759 For information about compiling FFmpeg on OS/2 see
760 @url{http://www.edm2.com/index.php/FFmpeg}.
762 @chapter Developers Guide
766 @item libavcodec is the library containing the codecs (both encoding and
767 decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
769 @item libavformat is the library containing the file format handling (mux and
770 demux code for several formats). Look at @file{ffplay.c} to use it in a
771 player. See @file{output_example.c} to use it to generate audio or video
776 @section Integrating libavcodec or libavformat in your program
778 You can integrate all the source code of the libraries to link them
779 statically to avoid any version problem. All you need is to provide a
780 'config.mak' and a 'config.h' in the parent directory. See the defines
781 generated by ./configure to understand what is needed.
783 You can use libavcodec or libavformat in your commercial program, but
784 @emph{any patch you make must be published}. The best way to proceed is
785 to send your patches to the FFmpeg mailing list.
788 @section Coding Rules
790 FFmpeg is programmed in the ISO C90 language with a few additional
791 features from ISO C99, namely:
794 the @samp{inline} keyword;
798 designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
800 compound literals (@samp{x = (struct s) @{ 17, 23 @};})
803 These features are supported by all compilers we care about, so we will not
804 accept patches to remove their use unless they absolutely do not impair
805 clarity and performance.
807 All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
808 compiles with several other compilers, such as the Compaq ccc compiler
809 or Sun Studio 9, and we would like to keep it that way unless it would
810 be exceedingly involved. To ensure compatibility, please do not use any
811 additional C99 features or GCC extensions. Especially watch out for:
814 mixing statements and declarations;
816 @samp{long long} (use @samp{int64_t} instead);
818 @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
820 GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
824 The presentation is the one specified by 'indent -i4 -kr -nut'.
825 The TAB character is forbidden outside of Makefiles as is any
826 form of trailing whitespace. Commits containing either will be
827 rejected by the Subversion repository.
829 The main priority in FFmpeg is simplicity and small code size in order to
830 minimize the bug count.
832 Comments: Use the JavaDoc/Doxygen
833 format (see examples below) so that code documentation
834 can be generated automatically. All nontrivial functions should have a comment
835 above them explaining what the function does, even if it is just one sentence.
836 All structures and their member variables should be documented, too.
849 typedef struct Foobar@{
850 int var1; /**< var1 description */
851 int var2; ///< var2 description
852 /** var3 description */
860 * @@param my_parameter description of my_parameter
861 * @@return return value description
863 int myfunc(int my_parameter)
867 fprintf and printf are forbidden in libavformat and libavcodec,
868 please use av_log() instead.
870 Casts should be used only when necessary. Unneeded parentheses
871 should also be avoided if they don't make the code easier to understand.
873 @section Development Policy
877 Contributions should be licensed under the LGPL 2.1, including an
878 "or any later version" clause, or the MIT license. GPL 2 including
879 an "or any later version" clause is also acceptable, but LGPL is
882 You must not commit code which breaks FFmpeg! (Meaning unfinished but
883 enabled code which breaks compilation or compiles but does not work or
884 breaks the regression tests)
885 You can commit unfinished stuff (for testing etc), but it must be disabled
886 (#ifdef etc) by default so it does not interfere with other developers'
889 You do not have to over-test things. If it works for you, and you think it
890 should work for others, then commit. If your code has problems
891 (portability, triggers compiler bugs, unusual environment etc) they will be
892 reported and eventually fixed.
894 Do not commit unrelated changes together, split them into self-contained
895 pieces. Also do not forget that if part B depends on part A, but A does not
896 depend on B, then A can and should be committed first and separate from B.
897 Keeping changes well split into self-contained parts makes reviewing and
898 understanding them on the commit log mailing list easier. This also helps
899 in case of debugging later on.
900 Also if you have doubts about splitting or not splitting, do not hesitate to
901 ask/discuss it on the developer mailing list.
903 Do not change behavior of the program (renaming options etc) without
904 first discussing it on the ffmpeg-devel mailing list. Do not remove
905 functionality from the code. Just improve!
907 Note: Redundant code can be removed.
909 Do not commit changes to the build system (Makefiles, configure script)
910 which change behavior, defaults etc, without asking first. The same
911 applies to compiler warning fixes, trivial looking fixes and to code
912 maintained by other developers. We usually have a reason for doing things
913 the way we do. Send your changes as patches to the ffmpeg-devel mailing
914 list, and if the code maintainers say OK, you may commit. This does not
915 apply to files you wrote and/or maintain.
917 We refuse source indentation and other cosmetic changes if they are mixed
918 with functional changes, such commits will be rejected and removed. Every
919 developer has his own indentation style, you should not change it. Of course
920 if you (re)write something, you can use your own style, even though we would
921 prefer if the indentation throughout FFmpeg was consistent (Many projects
922 force a given indentation style - we do not.). If you really need to make
923 indentation changes (try to avoid this), separate them strictly from real
926 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
927 then either do NOT change the indentation of the inner part within (do not
928 move it to the right)! or do so in a separate commit
930 Always fill out the commit log message. Describe in a few lines what you
931 changed and why. You can refer to mailing list postings if you fix a
932 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
934 If you apply a patch by someone else, include the name and email address in
935 the log message. Since the ffmpeg-cvslog mailing list is publicly
936 archived you should add some SPAM protection to the email address. Send an
937 answer to ffmpeg-devel (or wherever you got the patch from) saying that
938 you applied the patch.
940 When applying patches that have been discussed (at length) on the mailing
941 list, reference the thread in the log message.
943 Do NOT commit to code actively maintained by others without permission.
944 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
945 timeframe (12h for build failures and security fixes, 3 days small changes,
946 1 week for big patches) then commit your patch if you think it is OK.
947 Also note, the maintainer can simply ask for more time to review!
949 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
950 are sent there and reviewed by all the other developers. Bugs and possible
951 improvements or general questions regarding commits are discussed there. We
952 expect you to react if problems with your code are uncovered.
954 Update the documentation if you change behavior or add features. If you are
955 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
956 maintainer(s) will review and commit your stuff.
958 Try to keep important discussions and requests (also) on the public
959 developer mailing list, so that all developers can benefit from them.
961 Never write to unallocated memory, never write over the end of arrays,
962 always check values read from some untrusted source before using them
963 as array index or other risky things.
965 Remember to check if you need to bump versions for the specific libav
966 parts (libavutil, libavcodec, libavformat) you are changing. You need
967 to change the version integer.
968 Incrementing the first component means no backward compatibility to
969 previous versions (e.g. removal of a function from the public API).
970 Incrementing the second component means backward compatible change
971 (e.g. addition of a function to the public API or extension of an
972 existing data structure).
973 Incrementing the third component means a noteworthy binary compatible
974 change (e.g. encoder bug fix that matters for the decoder).
976 Compiler warnings indicate potential bugs or code with bad style. If a type of
977 warning always points to correct and clean code, that warning should
978 be disabled, not the code changed.
979 Thus the remaining warnings can either be bugs or correct code.
980 If it is a bug, the bug has to be fixed. If it is not, the code should
981 be changed to not generate a warning unless that causes a slowdown
982 or obfuscates the code.
984 If you add a new file, give it a proper license header. Do not copy and
985 paste it from a random place, use an existing file as template.
988 We think our rules are not too hard. If you have comments, contact us.
990 Note, these rules are mostly borrowed from the MPlayer project.
992 @section Submitting patches
994 First, (@pxref{Coding Rules}) above if you did not yet.
996 When you submit your patch, try to send a unified diff (diff '-up'
997 option). We cannot read other diffs :-)
999 Also please do not submit a patch which contains several unrelated changes.
1000 Split it into separate, self-contained pieces. This does not mean splitting
1001 file by file. Instead, make the patch as small as possible while still
1002 keeping it as a logical unit that contains an individual change, even
1003 if it spans multiple files. This makes reviewing your patches much easier
1004 for us and greatly increases your chances of getting your patch applied.
1006 Run the regression tests before submitting a patch so that you can
1007 verify that there are no big problems.
1009 Patches should be posted as base64 encoded attachments (or any other
1010 encoding which ensures that the patch will not be trashed during
1011 transmission) to the ffmpeg-devel mailing list, see
1012 @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1014 It also helps quite a bit if you tell us what the patch does (for example
1015 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1016 and has no lrint()')
1018 Also please if you send several patches, send each patch as a separate mail,
1019 do not attach several unrelated patches to the same mail.
1021 @section New codecs or formats checklist
1025 Did you use av_cold for codec initialization and close functions?
1027 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1028 AVInputFormat/AVOutputFormat struct?
1030 Did you bump the minor version number in @file{avcodec.h} or
1033 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1035 Did you add the CodecID to @file{avcodec.h}?
1037 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1038 even if it is only a decoder?
1040 Did you add a rule to compile the appropriate files in the Makefile?
1041 Remember to do this even if you're just adding a format to a file that is
1042 already being compiled by some other rule, like a raw demuxer.
1044 Did you add an entry to the table of supported formats or codecs in the
1047 Did you add an entry in the Changelog?
1049 If it depends on a parser or a library, did you add that dependency in
1052 Did you "svn add" the appropriate files before commiting?
1055 @section patch submission checklist
1059 Do the regression tests pass with the patch applied?
1061 Does @code{make checkheaders} pass with the patch applied?
1063 Is the patch a unified diff?
1065 Is the patch against latest FFmpeg SVN?
1067 Are you subscribed to ffmpeg-dev?
1068 (the list is subscribers only due to spam)
1070 Have you checked that the changes are minimal, so that the same cannot be
1071 achieved with a smaller patch and/or simpler final code?
1073 If the change is to speed critical code, did you benchmark it?
1075 If you did any benchmarks, did you provide them in the mail?
1077 Have you checked that the patch does not introduce buffer overflows or
1078 other security issues?
1080 Did you test your decoder or demuxer against damaged data? If no, see
1081 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1082 should not crash or end in a (near) infinite loop when fed damaged data.
1084 Is the patch created from the root of the source tree, so it can be
1085 applied with @code{patch -p0}?
1087 Does the patch not mix functional and cosmetic changes?
1089 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1091 Is the patch attached to the email you send?
1093 Is the mime type of the patch correct? It should be text/x-diff or
1094 text/x-patch or at least text/plain and not application/octet-stream.
1096 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1098 If the patch fixes a bug, did you provide enough information, including
1099 a sample, so the bug can be reproduced and the fix can be verified?
1100 Note please do not attach samples >100k to mails but rather provide a
1101 URL, you can upload to ftp://upload.ffmpeg.org
1103 Did you provide a verbose summary about what the patch does change?
1105 Did you provide a verbose explanation why it changes things like it does?
1107 Did you provide a verbose summary of the user visible advantages and
1108 disadvantages if the patch is applied?
1110 Did you provide an example so we can verify the new feature added by the
1113 If you added a new file, did you insert a license header? It should be
1114 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1116 You should maintain alphabetical order in alphabetically ordered lists as
1117 long as doing so does not break API/ABI compatibility.
1119 Lines with similar content should be aligned vertically when doing so
1120 improves readability.
1122 Did you provide a suggestion for a clear commit log message?
1125 @section Patch review process
1127 All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1128 clear note that the patch is not for SVN.
1129 Reviews and comments will be posted as replies to the patch on the
1130 mailing list. The patch submitter then has to take care of every comment,
1131 that can be by resubmitting a changed patch or by discussion. Resubmitted
1132 patches will themselves be reviewed like any other patch. If at some point
1133 a patch passes review with no comments then it is approved, that can for
1134 simple and small patches happen immediately while large patches will generally
1135 have to be changed and reviewed many times before they are approved.
1136 After a patch is approved it will be committed to the repository.
1138 We will review all submitted patches, but sometimes we are quite busy so
1139 especially for large patches this can take several weeks.
1141 When resubmitting patches, please do not make any significant changes
1142 not related to the comments received during review. Such patches will
1143 be rejected. Instead, submit significant changes or new features as
1146 @section Regression tests
1148 Before submitting a patch (or committing to the repository), you should at least
1149 test that you did not break anything.
1151 The regression tests build a synthetic video stream and a synthetic
1152 audio stream. These are then encoded and decoded with all codecs or
1153 formats. The CRC (or MD5) of each generated file is recorded in a
1154 result file. A 'diff' is launched to compare the reference results and
1157 The regression tests then go on to test the FFserver code with a
1158 limited set of streams. It is important that this step runs correctly
1161 Run 'make test' to test all the codecs and formats.
1163 Run 'make fulltest' to test all the codecs, formats and FFserver.
1165 [Of course, some patches may change the results of the regression tests. In
1166 this case, the reference results of the regression tests shall be modified