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[[Team-XBMC]] is currently [http://en.wikipedia.org/wiki/Porting porting] XBMC to Micosoft Windows (from the [[Linux port project|XBMC for Linux port project]] which uses [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL toolkit] and [http://en.wikipedia.org/wiki/OpenGL OpenGL]). The goal for this '''XBMC for Windows port project''' is this to become a full port of XBMC with [[XBMC Features and Supported Formats/Codecs|all the features and functions that are available on the Xbox version of XBMC]] ''(with the exception of Xbox exclusive functionality such as [[Using Trainers|Trainers]], launching Xbox Games, etc.)''.


This is a huge task, which is why we are making this public request, seeking [http://en.wikipedia.org/wiki/Programming_language C/C++ programmers] to volunteer in assisting us with this project. Whether you have contributed to [http://sourceforge.net/projects/xbmc The XBMC Project] in the past or not, please consider doing so now. Those of you who are completely unfamiliar with XBMC can get a good overview of what 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]
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<section begin="intro" />Team Kodi (formerly called Team-XBMC first ported XBMC Media Center software to Windows in 2008, and the whole project cross-platform application was renamed to Kodi in 2014. Kodi itself is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team-Kodi is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of Kodi. Whether you have contributed to the Kodi/XBMC project in the past or not, please consider doing so now.<section end="intro" />


:'''Note to XBMC end-users!''' Please understand that this '''XBMC for Windows port project''' is in a very early development stage so respect that we do not officially offer support to end-users and that not all features are fully working. If you are an end-user and have any general questions or need to get something off your chest about this then please direct that towards the existing [http://forum.xbmc.org/forumdisplay.php?f=59 XBMC for Windows end-user forum].


=Why port XBMC to Windows (Win32)?=
== End-users (non-programmers) ==
The main reasons for porting XBMC to Microsoft Windows (Win32) are non-technical, (so it is not that the Xbox hardware is too slow or to old for the XBMC GUI or its existing [[XBMC_Features_and_Supported_Formats/Codecs|features/functions]]), the real reasons are that we want XBMC to get a larger end-user and developer-base, because the more people who use XBMC and help maintain the code (and skins) the longer the project will grow and stay alive. The main reason from an end-user point of view is that the Xbox hardware can not playback native high-definition video (at 720p and 1080i/1080p), especially not if the video is encoded with a [http://en.wikipedia.org/wiki/H.264 H.264] or [http://en.wikipedia.org/wiki/VC-1 VC-1] codec. Nevertheless, note that we will still keep the old Xbox as the reference platform for standard-definition resolution video for some time (possibly a few more years), which means that the same GUI (and skins) that runs smooth under Microsoft Windows (Win32) on a relatively new computer must also run just as smooth on the old Xbox hardware (or a old computer that closely matches the Xbox hardware, at 733Mhz Intel Pentium III CPU and only 64MB shared memory with supported 3D accelerator).
You can help too by downloading Kodi for Windows, testing it, and [[HOW-TO:Submit_a_bug_report|reporting bugs and issues]]. Also, spread the word about Kodi for Windows (and other platforms) to your friends and family, we are sure they will enjoy it too.


==Where do I start (Win32)?==
== Developers (programmers) ==
You should be proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and although not really required knowledge of DirextX and Direct3D (as well as [http://en.wikipedia.org/wiki/OpenGL OpenGL]) or other [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.


=== End-users ===
The '''Win32 development platform''' [[Compiling Kodi]]. There are up-to-date README and [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Visual Studio .NET] project files available in our [https://github.com/xbmc/xbmc git repo].
An experimental build (revision 13239) can be downloaded [http://downloads.sourceforge.net/xbmc/XBMCSetup-Rev13239.exe?modtime=1211838839&big_mirror=0 here].


Keep in mind this is still an experimental build and still contains plenty of features that haven't been ported yet (and bugs).
== Hardware requirements ==
* [http://en.wikipedia.org/wiki/X86 32-bit Intel (x86-processor) based computer] with Windows XP or Windows Vista, and a ATI Radeon 9200/X1600, Intel GMA950, or NVIDIA 6-Series [http://en.wikipedia.org/wiki/Graphics_Processing_Unit 3D GPU (Graphics Processing Unit)], or later with OpenGL or DirectX compatible video device drivers, (XBMC GUI requires at least OpenGL 1.3 or DirectX 9.0c support to run smoothly at an acceptable frame-rate in standard-definition, to run XBMC high-definition a more modern GPU is recommended).


===Developers===
== Detailed technical information ==
The '''Win32 development platform''' is [[HOW-TO compile XBMC for Windows from source code|Microsoft Windows XP (32-bit for x86 Intel-processors)]]. There is a [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Visual Studio .NET 2003] project file available in our [http://sourceforge.net/svn/?group_id=87054 SVN (Subversion revision control system)]. After you've done a [http://sourceforge.net/svn/?group_id=87054 SVN checkout], follow the install guide in the SVN ([[HOW-TO compile XBMC for Windows from source code|README.win32]]) to setup the required packages and so on. Team-XBMC developers think 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.
For more details please visit the [[Development]] section of this manual.


=XBMC for Windows port plan=
== Source code ==
''Disclaimer: This XBMC for Windows port of course excludes all Xbox exclusive functionality (like for example [[Using Trainers|Trainers]], launching Xbox Games, etc.)'':
The XBMC source code is in our [https://github.com/xbmc/xbmc git repository on github.com]. Full instructions for compiling/builing XBMC under Windows is available here:
* '''Milestone 1''' - Get [[XBMC Features and Supported Formats/Codecs|all existing XBMC functionality (features/functions)]] working as they already work on the Xbox version of XBMC.
* [[Compiling Kodi]]
**During this first phase XBMC will only need to be running under Windows as a third-party application.
* '''Milestone 2''' - Port of Python scripting support, add support for the official Apple Remote with all keymap to fully support XBMC control, AC3 and DTS downmix support, port all of XBMC Virtual File System features (SMB, FTP, UPnP, XBMSP, etc.).
* '''Milestone 3''' - Add Windows (Win32) specific items (hardware configuration, network settings, multiple input-device support, driver packaging, etc.)
**XBMC package will need to have all the built-in settings for mouse, keyboard, joystick, etc. to act as a shell (without third-party dependencies).
* '''Milestone 4''' - Native 64-bit support, XBMC and all its libraries to be compiled on and for 64-bit.
* '''Milestone ?''' - Yet to be decided.


==What has already been done on the XBMC for Windows port==
== General guidelines ==
These are most of the major things that are already working in XBMC for Windows:
* Code documentation (DocBook, rst, or [http://www.doxygen.org doxygen] for the code documentation steps, preferably the latter, [http://www.doxygen.org doxygen])
*Code fully compiles on [[HOW-TO compile XBMC for Windows from source code|Microsoft Windows (32-bit 'Win32' x86)]].
* Self-containment - XBMC should be as little dependent as possible on operating-system and third-party services/deamons/libraries
*Full GUI implementation using [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL] (minus on-screen keyboard weirdness).
** XBMC should for example contain all file-system and network-client (like samba) support built-into the XBMC package
*Full-screen support (XBMC with 1080p output support that just works!).
* Modular design - independent modules made up by localized/isolated code libraries without dependencies
**OpenGL/SDL - using the GPU, working but relies on an accelerated OpenGL version
** XBMC should still compile and run if a non-essencial module/library is disabled or removed
*Picture viewing working (including slideshow and it's effects).
* Aim for the GUI/interface to run smoothly on a low spec computer (less than 1Ghz)
*Video playback using XBMC's own [[DVDPlayer]] core (including DVD-Video menus support).
** 3D graphic controller (GPU) will always be required hardware for XBMC so try to utilize the GPU as much as possible
**Hardware accelerated pixel shader (RGB->YUV) with NVIDIA and AMD/ATI graphics.
* Avoid harddisk trashing (excess read/write/erase cycles), so no harddrive paging, (utilize RAM memory intead).
**Software conversion from RGB->YUV on other graphics cards due to lack of proper OpenGL support (tested on Intel).
* Fast load and boot times for end-user perception (other thing can still run/start in the background without the user knowledge)
*AC3/DTS digital passthrough.
*[[PAPlayer]] and its major audio decoder DLL codecs (MP3, OGG, AAC, FLAC, MPC). Some codecs have still not been ported. See To-Do list below.
**(checkout [[HOW-TO: Debug Dynamic Link Libraries]]).
*Python interpreter (and python scripts/libraries, AMT not working atm).
*Virtual File System support (SMB, UPnP, RTV, DAAP, TuxBox, XBMSP).
*OpenGL visualization (Spectrum Analyzer, Waveform and Project M).
*Playlists
*Weather.
*Networking (though some small issues still need to be sorted out).
*Video thumbnail lookups; IMDb, TheTVDB, AllMusic, etc.


==To-Do list for the Windows port==
This is a '''To-Do list''' of things that still need to be done in XBMC for '''Windows''', anyone is more than welcome to help out with any of these tasks:
====Major To-Do tasks with high priority====
* [MAJOR - HIGH PRIORITY] DVDPlayer porting to Windows - work in progress. Open Issues:
** Partial support for external subtitles (SRT and DVD-Video/VobSub subtitles are currently supported)
** No good support for streaming video from the internet (HTTP/HTTPS/UDP/RTSP/RTP/RTCP/RDT/SDP/MMS)
** Deinterlacing (software and hardware)
* [MAJOR - HIGH PRIORITY] Proper A52/AC3 and DTS downmix support in software (for analog stereo output)
**5.1 (A52/AC3) surround-sound downmixing to 2.0 (stereo)
**5.1 (A52/AC3) surround-sound downmixing to mono (single channel)
**6.1 (DTS) surround-sound downmixing to 2.0 (stereo)
**6.1 (DTS) surround-sound downmixing to mono (single channel)
**7.1 (Dolby Digital Plus) surround-sound downmixing to 2.0 (stereo)
**7.1 (Dolby Digital Plus) surround-sound downmixing to mono (single channel)
* [MAJOR - HIGH PRIORITY] Mono (single channel) and stereo (2.0) upmix support in software (output to all channels)
**2.0 (stereo) upmixing to 5.1 (surround-sound) PCM
**Mono (single channel) upmixing to 5.1 (surround-sound) PCM
**2.0 (stereo) upmixing to 6.1 (surround-sound) PCM
**Mono (single channel) upmixing to 6.1 (surround-sound) PCM
**2.0 (stereo) upmixing to 7.1 (surround-sound) PCM
**Mono (single channel) upmixing to 7.1 (surround-sound) PCM
* [MAJOR - HIGH PRIORITY] Network: Servers (FTP, Web, UPnP), Clients (FTP, UPnP, Time)
** Also all network settings needed available to the end-user from the the XBMC GUI settings section.
* [MAJOR - HIGH PRIORITY] Apple Remote control support using WinLIRC (LIRC for Windows).
* [MAJOR - HIGH PRIORITY] Gamepad/joystick support (Xbox orginal wired gamepad, Xbox 360 wireless and wired gamepad).


====Major To-Do tasks with medium priority====
* [MAJOR - MEDIUM PRIORITY] Development of a [[OpenGL_DirectX_Interface|platform-independent wrapper interface]] to SDL / DirectX / OpenGL /  graphic backend interfaces, particularly with respect to how this interface should be exported to visualisations (.vis) and screensavers (.xscr), etc.
* [MAJOR - MEDIUM PRIORITY] NTSC and PAL-50/PAL-60 TV-out settings for composite, S-Video and standard-definition component.
* [MAJOR - MEDIUM PRIORITY] Audio-output hardware settings (and if user got AC3 / DTS capable reciever or not)
**Stereo, head-phones, 4.1, 5.1, 6.1, 7.1, SPDIF pass-through, etc.
* [MAJOR - MEDIUM PRIORITY] [http://forum.xbmc.org/showthread.php?t=137 Visualisations]: Port all existing XBMC visualizations to also support OpenGL
* [MAJOR - MEDIUM PRIORITY] [http://forum.xbmc.org/showthread.php?t=7552 Screensavers]: Port all existing XBMC screensavers to also support OpenGL
**Some kind of detection code and tags will have to be added so only supported .vis is listed under system platform
* [MAJOR - MEDIUM PRIORITY] "My Programs" section for Windows (to launch other Win32 games/applications/emulators)
* [MAJOR - MEDIUM PRIORITY] [[MPlayer]] porting to Windows (not sure if this will ever be done, or is wanted)


====Major To-Do tasks with low priority====
[[Category:Development]]
* [MAJOR - LOW PRIORITY] [[Hardware Accelerated Video Decoding]] offloading to the GPU in some shape or form.
[[Category:Windows]]
**[[Hardware Accelerated Video Decoding|The possible methods are GLSL or Cg Pixel Shader (Shader Model 3.0), and/or GPGPU technology]]
[[Category:Manual]]
* [MAJOR - LOW PRIORITY] Credits (make it support DirectX and OpenGL, detect platform. Plus add some [http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html eye-candy])
* [MAJOR - LOW PRIORITY] Sysinfo section under Windows for x86 computers (CPU, GPU, chipset, and HDD temperature, etc.)
* [MAJOR - LOW PRIORITY] [http://lcdsmartie.sourceforge.net LCD/VFD External Display Panel] support (USB/RS323/I2C connections)
* [MAJOR - LOW PRIORITY] Native 64-bit support (AMD64/EMT64), XBMC and all its libraries to compile on and for 64-bit.
 
====Minor To-Do Tasks with high priority====
* [MINOR - HIGH PRIORITY] Fix hacks which might not work on some platforms (improve cross-platform code)
 
====Minor To-Do Tasks with medium priority====
* [MINOR - MEDIUM PRIORITY] Video adapter / graphic controller settings inside XBMC GUI settings:
** VSYNC enabling/disabling setting
* [MINOR - MEDIUM PRIORITY] Complete missing codecs for PAPlayer:
** AC3
** ADPlug
** DTS (DCA)
** SHN
** Monkey Audio (APE)
** NSF (Nintendo Sound File) via NoseFart
** PCM and WAV
** WavePack
** WMA
* [MINOR - MEDIUM PRIORITY] [http://www.lirc.org LIRC] or alternative implementation for IR/IrDA (infrared) remote support under Win32
**Though maybe not possible/best, it might be smart if "IR/IrDA" could be added to [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL] via [http://cmil.sourceforge.net CMIL] for platform-independence(?).
**Add [http://lirc.sourceforge.net/remotes/ default configurations mappings] to "Lircmap.xml" of the most popular HTPC-remotes (like Apple Remote, Microsoft RC6 MCE control-Done, Meedio X10 remote, ATI Remote Wonder, SnapStream Firefly).
 
====Minor To-Do Tasks with low priority====
* [MINOR - LOW PRIORITY] make sure .AAC plays gapless with PAPlayer
* [MINOR - LOW PRIORITY] Support better anti-aliased text (subpixel accuracy via vertex/pixel shaders) rendering. Basic idea is to cache the characters to an 8 bit texture at 3 times the horizontal resolution, and have that texture loaded into the 3 texture slots, and use a pixel shader/vertex shader to compute the texcoords for each component of the pixel (RGB) to get 1/3rd pixel positioning and antialiasing.  This can probably be extended to even more precise location by increasing the size of the texture cache (eg 2x vertical, 6x horizontal)
 
====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] debugging (also back-port any fixes to the Xbox branch)
====Post-trunk-merger To-Do Tasks====
After this XBMC for Windows port (and the Linux, and Mac OS X ports) reached a maturity the "linuxport" branch in SVN may or may not be merged into the "main SVN trunk" and if so would require:
*Merge dllLoader (DLL loader) and soLoader (SO loader), and rename to just "loader", (similar to [http://svn.mplayerhq.hu/mplayer/trunk/loader/ MPlayer cross-platform loader library])
*Merge "Lircmap.xml" into "Keymap.xml" (creating a sub-section in Keymap.xml for LIRC)
 
[[category:Inner Workings]]
[[category:Development]]
[[category:Microsoft Windows]]
[[category:To-Do]]
[[category:Windows Port]]

Latest revision as of 20:22, 7 December 2020

Home icon grey.png   ▶ Development ▶ Windows development



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Development:

Team Kodi (formerly called Team-XBMC first ported XBMC Media Center software to Windows in 2008, and the whole project cross-platform application was renamed to Kodi in 2014. Kodi itself is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team-Kodi is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of Kodi. Whether you have contributed to the Kodi/XBMC project in the past or not, please consider doing so now.


End-users (non-programmers)

You can help too by downloading Kodi for Windows, testing it, and reporting bugs and issues. Also, spread the word about Kodi for Windows (and other platforms) to your friends and family, we are sure they will enjoy it too.

Developers (programmers)

You should be proficient in C/C++ programming language, and although not really required knowledge of DirextX and Direct3D (as well as OpenGL) or other multimedia programming is a plus, as well as prior cross-platform or porting development experience.

The Win32 development platform Compiling Kodi. There are up-to-date README and Visual Studio .NET project files available in our git repo.

Hardware requirements

  • 32-bit Intel (x86-processor) based computer with Windows XP or Windows Vista, and a ATI Radeon 9200/X1600, Intel GMA950, or NVIDIA 6-Series 3D GPU (Graphics Processing Unit), or later with OpenGL or DirectX compatible video device drivers, (XBMC GUI requires at least OpenGL 1.3 or DirectX 9.0c support to run smoothly at an acceptable frame-rate in standard-definition, to run XBMC high-definition a more modern GPU is recommended).

Detailed technical information

For more details please visit the Development section of this manual.

Source code

The XBMC source code is in our git repository on github.com. Full instructions for compiling/builing XBMC under Windows is available here:

General guidelines

  • Code documentation (DocBook, rst, or doxygen for the code documentation steps, preferably the latter, doxygen)
  • Self-containment - XBMC should be as little dependent as possible on operating-system and third-party services/deamons/libraries
    • XBMC should for example contain all file-system and network-client (like samba) support built-into the XBMC package
  • Modular design - independent modules made up by localized/isolated code libraries without dependencies
    • XBMC should still compile and run if a non-essencial module/library is disabled or removed
  • Aim for the GUI/interface to run smoothly on a low spec computer (less than 1Ghz)
    • 3D graphic controller (GPU) will always be required hardware for XBMC so try to utilize the GPU as much as possible
  • Avoid harddisk trashing (excess read/write/erase cycles), so no harddrive paging, (utilize RAM memory intead).
  • Fast load and boot times for end-user perception (other thing can still run/start in the background without the user knowledge)