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{{XBMC faq toc Inline}}
{{XBMC faq toc Inline}}
__TOC__
__TOC__
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You should read about [[XBMC development]] before reading this page.  
You should read about [[XBMC development]] before reading this page.  


=Introduction=
= Introduction =


[[Team-XBMC]] began [http://en.wikipedia.org/wiki/Porting porting] XBMC Media Center software to [http://en.wikipedia.org/wiki/Linux Linux] in 2007.
[[Team-XBMC]] began [http://en.wikipedia.org/wiki/Porting porting] XBMC Media Center software to [http://en.wikipedia.org/wiki/Linux Linux] in 2007.
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Those of you who are completely unfamiliar with XBMC can get a good overview of the features and functions that XBMC offers for its [http://en.wikipedia.org/wiki/End-user end-users] by reading through the [http://en.wikipedia.org/wiki/XBMC XBMC article on wikipedia.org]
Those of you who are completely unfamiliar with XBMC can get a good overview of the features and functions that XBMC offers for its [http://en.wikipedia.org/wiki/End-user end-users] by reading through the [http://en.wikipedia.org/wiki/XBMC XBMC article on wikipedia.org]


==What is XBMC and why was it ported to Linux?==
== What is XBMC and why was it ported to Linux? ==
For the developers who does not know this; '''XBMC Media Center''' (formerly named "XBox Media Center", not to be confused with [http://en.wikipedia.org/wiki/Windows_Media_Center_Extender Microsoft's Windows Media Center Extender for the Xbox]) is an award-winning free and [http://en.wikipedia.org/wiki/Open_source open source] media player, originally designed to run on the [http://en.wikipedia.org/wiki/Xbox Xbox game-console]. The GPL/LGPL licensed source code basically consist of a [http://en.wikipedia.org/wiki/Application_framework GUI framework] that has been written from scratch by [[Team-XBMC]], this GUI acts as a [http://en.wikipedia.org/wiki/Front-end front-end control interface] for several audio/video players designed for specific purposes (and those are loaded when needed as DLLs), the GUI is also the user interface to [[XBMC Features and Supported Formats/Codecs|all of XBMC multimedia handling functions such as databases and sorting, etc.]]. [http://sourceforge.net/projects/xbmc The XBMC Project], (who's members maintain XBMC source code), is a non-profit open source hobby project that is developed by volunteers in their spare-time without any monetary gain. The team of developers working on XBMC have always encouraged anyone to submit your own source code patches for new [[XBMC_Features_and_Supported_Formats/Codecs|features or functions]], improve on existing ones, or fix bugs.  
For the developers who does not know this; '''XBMC Media Center''' (formerly named "XBox Media Center", not to be confused with [http://en.wikipedia.org/wiki/Windows_Media_Center_Extender Microsoft's Windows Media Center Extender for the Xbox]) is an award-winning free and [http://en.wikipedia.org/wiki/Open_source open source] media player, originally designed to run on the [http://en.wikipedia.org/wiki/Xbox Xbox game-console]. The GPL/LGPL licensed source code basically consist of a [http://en.wikipedia.org/wiki/Application_framework GUI framework] that has been written from scratch by [[Team-XBMC]], this GUI acts as a [http://en.wikipedia.org/wiki/Front-end front-end control interface] for several audio/video players designed for specific purposes (and those are loaded when needed as DLLs), the GUI is also the user interface to [[XBMC Features and Supported Formats/Codecs|all of XBMC multimedia handling functions such as databases and sorting, etc.]]. [http://sourceforge.net/projects/xbmc The XBMC Project], (who's members maintain XBMC source code), is a non-profit open source hobby project that is developed by volunteers in their spare-time without any monetary gain. The team of developers working on XBMC have always encouraged anyone to submit your own source code patches for new [[XBMC Features and Supported Formats/Codecs|features or functions]], improve on existing ones, or fix bugs.  


=Skill requirements and where to start=
= Skill requirements and where to start =
Proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and though not required knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL] and/or [http://en.wikipedia.org/wiki/Multimedia multimedia] programming is a plus, as well as prior [http://en.wikipedia.org/wiki/Multi-platform cross-platform] or [http://en.wikipedia.org/wiki/Porting porting] development experience.
Proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and though not required knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL] and/or [http://en.wikipedia.org/wiki/Multimedia multimedia] programming is a plus, as well as prior [http://en.wikipedia.org/wiki/Multi-platform cross-platform] or [http://en.wikipedia.org/wiki/Porting porting] development experience.


==Where do I start on Linux?==
== Where do I start on Linux? ==
The recommended '''Linux development platform''' is currently [[HOW-TO compile XBMC for Linux from source code|32-bit Ubuntu Desktop (for x86)]]. There is a [http://en.wikipedia.org/wiki/Kdevelop Kdevelop] project file available in our [http://sourceforge.net/svn/?group_id=87054 SVN (Subversion revision control system)]. After you have done a [http://sourceforge.net/svn/?group_id=87054 SVN checkout], follow the install guide in the SVN ([[HOW-TO compile XBMC for Linux from source code|README.linux]]) to setup the required packages and so on. Team-XBMC developers opinion is that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.
The recommended '''Linux development platform''' is currently [[HOW-TO compile XBMC for Linux from source code|32-bit Ubuntu Desktop (for x86)]]. There is a [http://en.wikipedia.org/wiki/Kdevelop Kdevelop] project file available in our [http://sourceforge.net/svn/?group_id=87054 SVN (Subversion revision control system)]. After you have done a [http://sourceforge.net/svn/?group_id=87054 SVN checkout], follow the install guide in the SVN ([[HOW-TO compile XBMC for Linux from source code|README.linux]]) to setup the required packages and so on. Team-XBMC developers opinion is that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.


Alternatively, you can download a finished VMware Virtual Machine (VM) and run that in the free [http://www.vmware.com/products/free_virtualization.html VMware Player] (or use in VMware Workstation, or VMware Server), this is a little bit old now but can still be usefull to those of you that that absolutly new to developing on Linux. The VM available for download below is based on [[HOW-TO compile XBMC for Linux from source code|Ubuntu Desktop (32-bit for x86)]], and all the prerequisite software is installed (including KDevelop). Performance is not great using this, as there is no 3D hardware acceleration support under a virtual machine, however it should work good enough to get a lot of development tasks done without you having to bother with install of Ubuntu Desktop yourself. Nice is also that you can install/run [http://www.vmware.com/products/free_virtualization.html VMware Player 2.0 and later] under Linux as well as Microsoft Windows (including Windows Vista), 32-bit and 64-bit operating-system. The free [http://www.vmware.com/products/free_virtualization.html VMware Player 2.0 and later] also enables you to share data seamlessly between the virtual machine and host computer, and also allows you to directly access USB 2.0 devices from within the virtual machine, (experimental support for 2-way Virtual SMP to assign more than a single CPU to a virtual machine is also available for testing purposes).
Alternatively, you can download a finished VMware Virtual Machine (VM) and run that in the free [http://www.vmware.com/products/free_virtualization.html VMware Player] (or use in VMware Workstation, or VMware Server), this is a little bit old now but can still be usefull to those of you that that absolutly new to developing on Linux. The VM available for download below is based on [[HOW-TO compile XBMC for Linux from source code|Ubuntu Desktop (32-bit for x86)]], and all the prerequisite software is installed (including KDevelop). Performance is not great using this, as there is no 3D hardware acceleration support under a virtual machine, however it should work good enough to get a lot of development tasks done without you having to bother with install of Ubuntu Desktop yourself. Nice is also that you can install/run [http://www.vmware.com/products/free_virtualization.html VMware Player 2.0 and later] under Linux as well as Microsoft Windows (including Windows Vista), 32-bit and 64-bit operating-system. The free [http://www.vmware.com/products/free_virtualization.html VMware Player 2.0 and later] also enables you to share data seamlessly between the virtual machine and host computer, and also allows you to directly access USB 2.0 devices from within the virtual machine, (experimental support for 2-way Virtual SMP to assign more than a single CPU to a virtual machine is also available for testing purposes).


:*Download: [http://www.aceshome.com/xbmcdev.zip VMware Virtual Machine (VM) with Ubuntu Desktop 7.04 and KDevelop] (userid/password is: xbmc/xbmc).
:* Download: [http://www.aceshome.com/xbmcdev.zip VMware Virtual Machine (VM) with Ubuntu Desktop 7.04 and KDevelop] (userid/password is: xbmc/xbmc).
:**Besides from KDevelop, additional development tools included are Subcommander, Doxygen, Sysprof, and PowerTop.
:** Besides from KDevelop, additional development tools included are Subcommander, Doxygen, Sysprof, and PowerTop.
:***Note! In order for the PowerTop tool to actually show data, a new kernel needs to be built by yourself.  
:*** Note! In order for the PowerTop tool to actually show data, a new kernel needs to be built by yourself.  
:**Our thanks goes out to [http://forum.xbmc.org/showthread.php?t=26664 tssgery] for creating and hosting this first VM for the XBMC Linux port development effort.
:** Our thanks goes out to [http://forum.xbmc.org/showthread.php?t=26664 tssgery] for creating and hosting this first VM for the XBMC Linux port development effort.


===Hardware requirements===
=== Hardware requirements ===
*[http://en.wikipedia.org/wiki/X86 x86-based computer]. No other special hardware is required for development, as developers can compile using the "''make sdl_2d option''" (see [[HOW-TO compile XBMC for Linux from source code|README.linux]]). However for end-users the recommended minimum requirement is a [http://en.wikipedia.org/wiki/Graphics_Processing_Unit 3D GPU (Graphics Processing Unit)] that at least supports [http://en.wikipedia.org/wiki/Shader_model Shader Model 3.0] and [http://en.wikipedia.org/wiki/OpenGL OpenGL 2.0] (that features 24bpp or 32bpp for 3D hardware-acceleration support, which XBMC GUI need to run smoothly at an acceptable frame-rate). Graphic adapters that support [http://en.wikipedia.org/wiki/DirectX DirectX version 9.0c] or later usually meet all of those mentioned requirements, ([[Team-XBMC]] recommends [http://en.wikipedia.org/wiki/Nvidia NVIDIA GeForce 6150 or later] as NVIDIA is currently the manufacturer that offers [http://en.wikipedia.org/wiki/Graphics_hardware_and_FOSS good device-drivers for Linux] (and [http://en.wikipedia.org/wiki/Nvidia NVIDIA GeForce 6150 or later] supports OpenGL 2.0).
* [http://en.wikipedia.org/wiki/X86 x86-based computer]. No other special hardware is required for development, as developers can compile using the "''make sdl_2d option''" (see [[HOW-TO compile XBMC for Linux from source code|README.linux]]). However for end-users the recommended minimum requirement is a [http://en.wikipedia.org/wiki/Graphics_Processing_Unit 3D GPU (Graphics Processing Unit)] that at least supports [http://en.wikipedia.org/wiki/Shader_model Shader Model 3.0] and [http://en.wikipedia.org/wiki/OpenGL OpenGL 2.0] (that features 24bpp or 32bpp for 3D hardware-acceleration support, which XBMC GUI need to run smoothly at an acceptable frame-rate). Graphic adapters that support [http://en.wikipedia.org/wiki/DirectX DirectX version 9.0c] or later usually meet all of those mentioned requirements, ([[Team-XBMC]] recommends [http://en.wikipedia.org/wiki/Nvidia NVIDIA GeForce 6150 or later] as NVIDIA is currently the manufacturer that offers [http://en.wikipedia.org/wiki/Graphics_hardware_and_FOSS good device-drivers for Linux] (and [http://en.wikipedia.org/wiki/Nvidia NVIDIA GeForce 6150 or later] supports OpenGL 2.0).


==XBMC Linux port FAQ for developers==
== XBMC Linux port FAQ for developers ==
===Can non-Linux developers also help?===
=== Can non-Linux developers also help? ===
XBMC can also be compiled for [[HOW-TO compile XBMC for Windows from source code|Win32 (Microsoft Windows) operating-systems]] with [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Microsoft Visual Studio], or for [[HOW-TO compile XBMC for Mac OS X from source code|Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger)]]. Even though Team-XBMC will be focusing on the Linux port of XBMC, it will not hurt if some people who prefer and feel comfortable with [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Microsoft Visual Studio] or Eclipse as a development platform volunteer to help with getting the [[XBMC for Windows port project|XBMC for Windows]] and [[XBMC for Mac OS X port project|XBMC for Mac]] builds up to par with the Linux and Xbox versions of XBMC, as a preparation for possible future cross-platform versions of XBMC.
XBMC can also be compiled for [[HOW-TO compile XBMC for Windows from source code|Win32 (Microsoft Windows) operating-systems]] with [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Microsoft Visual Studio], or for [[HOW-TO compile XBMC for Mac OS X from source code|Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger)]]. Even though Team-XBMC will be focusing on the Linux port of XBMC, it will not hurt if some people who prefer and feel comfortable with [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Microsoft Visual Studio] or Eclipse as a development platform volunteer to help with getting the [[XBMC for Windows port project|XBMC for Windows]] and [[XBMC for Mac OS X port project|XBMC for Mac]] builds up to par with the Linux and Xbox versions of XBMC, as a preparation for possible future cross-platform versions of XBMC.
* [[XBMC for Windows port project]]
* [[XBMC for Windows port project]]
Line 45: Line 45:
** [[HOW-TO compile XBMC for Mac OS X from source code]]
** [[HOW-TO compile XBMC for Mac OS X from source code]]


===Why is OpenGL 2.0 needed for XBMC?===
=== Why is OpenGL 2.0 needed for XBMC? ===
OpenGL 2.0 is not really the current minimum requirement to run XBMC for Linux, as in reality XBMC will today run with only OpenGL 1.3 + [http://en.wikipedia.org/wiki/GLSL GLSL] support. Everything else has fall-backs to be run in software on the CPU (which is slower than GPU hardware, though). However, in order to stay future-proof, Team-XBMC have decided that the OpenGL 2.0 is the recommended minimum requirement.  
OpenGL 2.0 is not really the current minimum requirement to run XBMC for Linux, as in reality XBMC will today run with only OpenGL 1.3 + [http://en.wikipedia.org/wiki/GLSL GLSL] support. Everything else has fall-backs to be run in software on the CPU (which is slower than GPU hardware, though). However, in order to stay future-proof, Team-XBMC have decided that the OpenGL 2.0 is the recommended minimum requirement.  


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* [[Hardware Accelerated Video Decoding]] (using the GPU hardware to assist with video decoding)
* [[Hardware Accelerated Video Decoding]] (using the GPU hardware to assist with video decoding)


=To-Do list for the XBMC Linux port=
= To-Do list for the XBMC Linux port =
This is a '''To-Do list''' of things that still need to be done in '''XBMC for Linux''', anyone is more than welcome to help out with any of these tasks:
This is a '''To-Do list''' of things that still need to be done in '''XBMC for Linux''', anyone is more than welcome to help out with any of these tasks:
====Cleanup To-Do Tasks====
==== Cleanup To-Do Tasks ====
* [CLEANUP - ALWAYS AN ONGOING PROCESS] Document (doxygenize) all of the current/existing code (using [http://www.doxygen.org doxygen])
* [CLEANUP - ALWAYS AN ONGOING PROCESS] Document (doxygenize) all of the current/existing code (using [http://www.doxygen.org doxygen])
* [CLEANUP - ALWAYS AN ONGOING PROCESS] [http://valgrind.org/ Valgrind] debugging (also back-port any fixes to the Xbox and Win32 code branch)
* [CLEANUP - ALWAYS AN ONGOING PROCESS] [http://valgrind.org/ Valgrind] debugging (also back-port any fixes to the Xbox and Win32 code branch)


 
[[Category:Inner Workings]]
[[category:Inner Workings]]
[[Category:Development]]
[[category:Development]]
[[Category:Skin Development]]
[[category:Skin Development]]
[[Category:Linux]]
[[category:Linux]]
[[Category:XBMC Live]]
[[category:XBMC Live]]
[[Category:Mac OS X]]
[[category:Mac OS X]]
[[Category:OpenGL]]
[[category:OpenGL]]
[[Category:To-Do]]
[[category:To-Do]]
[[Category:Google Summer of Code]]
[[category:Google Summer of Code]]

Revision as of 14:47, 7 September 2011

Template:Current event Template:XBMC faq toc Inline

 

You should read about XBMC development before reading this page.

Introduction

Team-XBMC began porting XBMC Media Center software to Linux in 2007.

The Linux version of XBMC utilises OpenGL and the SDL toolkit with support for VDPAU and VAAPI now also stable.

XBMC is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team-XBMC is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of XBMC. Whether you have contributed to The XBMC Project in the past or not, please consider doing so now.

Note to XBMC end-users! You can help too by downloading XBMC for Linux, testing it, and reporting bugs and issues. Also, spread the word about XBMC for Linux to your friends and family; we are sure they will enjoy it too. XBMC is free and does not contain any spyware or adware.

Those of you who are completely unfamiliar with XBMC can get a good overview of the features and functions that XBMC offers for its end-users by reading through the XBMC article on wikipedia.org

What is XBMC and why was it ported to Linux?

For the developers who does not know this; XBMC Media Center (formerly named "XBox Media Center", not to be confused with Microsoft's Windows Media Center Extender for the Xbox) is an award-winning free and open source media player, originally designed to run on the Xbox game-console. The GPL/LGPL licensed source code basically consist of a GUI framework that has been written from scratch by Team-XBMC, this GUI acts as a front-end control interface for several audio/video players designed for specific purposes (and those are loaded when needed as DLLs), the GUI is also the user interface to all of XBMC multimedia handling functions such as databases and sorting, etc.. The XBMC Project, (who's members maintain XBMC source code), is a non-profit open source hobby project that is developed by volunteers in their spare-time without any monetary gain. The team of developers working on XBMC have always encouraged anyone to submit your own source code patches for new features or functions, improve on existing ones, or fix bugs.

Skill requirements and where to start

Proficient in C/C++ programming language, and though not required knowledge of OpenGL and/or multimedia programming is a plus, as well as prior cross-platform or porting development experience.

Where do I start on Linux?

The recommended Linux development platform is currently 32-bit Ubuntu Desktop (for x86). There is a Kdevelop project file available in our SVN (Subversion revision control system). After you have done a SVN checkout, follow the install guide in the SVN (README.linux) to setup the required packages and so on. Team-XBMC developers opinion is that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.

Alternatively, you can download a finished VMware Virtual Machine (VM) and run that in the free VMware Player (or use in VMware Workstation, or VMware Server), this is a little bit old now but can still be usefull to those of you that that absolutly new to developing on Linux. The VM available for download below is based on Ubuntu Desktop (32-bit for x86), and all the prerequisite software is installed (including KDevelop). Performance is not great using this, as there is no 3D hardware acceleration support under a virtual machine, however it should work good enough to get a lot of development tasks done without you having to bother with install of Ubuntu Desktop yourself. Nice is also that you can install/run VMware Player 2.0 and later under Linux as well as Microsoft Windows (including Windows Vista), 32-bit and 64-bit operating-system. The free VMware Player 2.0 and later also enables you to share data seamlessly between the virtual machine and host computer, and also allows you to directly access USB 2.0 devices from within the virtual machine, (experimental support for 2-way Virtual SMP to assign more than a single CPU to a virtual machine is also available for testing purposes).

  • Download: VMware Virtual Machine (VM) with Ubuntu Desktop 7.04 and KDevelop (userid/password is: xbmc/xbmc).
    • Besides from KDevelop, additional development tools included are Subcommander, Doxygen, Sysprof, and PowerTop.
      • Note! In order for the PowerTop tool to actually show data, a new kernel needs to be built by yourself.
    • Our thanks goes out to tssgery for creating and hosting this first VM for the XBMC Linux port development effort.

Hardware requirements

XBMC Linux port FAQ for developers

Can non-Linux developers also help?

XBMC can also be compiled for Win32 (Microsoft Windows) operating-systems with Microsoft Visual Studio, or for Mac OS X 10.5 (Leopard) and Mac OS X 10.4 (Tiger). Even though Team-XBMC will be focusing on the Linux port of XBMC, it will not hurt if some people who prefer and feel comfortable with Microsoft Visual Studio or Eclipse as a development platform volunteer to help with getting the XBMC for Windows and XBMC for Mac builds up to par with the Linux and Xbox versions of XBMC, as a preparation for possible future cross-platform versions of XBMC.

Why is OpenGL 2.0 needed for XBMC?

OpenGL 2.0 is not really the current minimum requirement to run XBMC for Linux, as in reality XBMC will today run with only OpenGL 1.3 + GLSL support. Everything else has fall-backs to be run in software on the CPU (which is slower than GPU hardware, though). However, in order to stay future-proof, Team-XBMC have decided that the OpenGL 2.0 is the recommended minimum requirement.

Currently OpenGL 2.0 hardware is only needed for:
  • Any deinterlacing that is not linear blending (which FFmpeg does in software)
  • Video video post-processing filtering (bicubic upscaling, etc.)
  • Non-power of two textures for the GUI (using NPOT saves a lot of texture memory)
  • Hardware accelerated YUV 2 RGB conversion (actually GLSL is needed for this, and a few GPU hardware implementations as low as OpenGL 1.3 does provide GLSL as an extension. OpenGL 2.0 guarantees availability of GLSL).
In the future OpenGL 2.0 might also be needed for:

To-Do list for the XBMC Linux port

This is a To-Do list of things that still need to be done in XBMC for Linux, anyone is more than welcome to help out with any of these tasks:

Cleanup To-Do Tasks

  • [CLEANUP - ALWAYS AN ONGOING PROCESS] Document (doxygenize) all of the current/existing code (using doxygen)
  • [CLEANUP - ALWAYS AN ONGOING PROCESS] Valgrind debugging (also back-port any fixes to the Xbox and Win32 code branch)