Sort and prettyprint audio codecs table.
[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
43@item Supported File Format @tab Encoding @tab Decoding @tab Comments
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44@item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46@item ADTS AAC audio @tab X @tab X
47@item ASF @tab X @tab X
48@item AVI @tab X @tab X
49@item AVM2 (Flash 9) @tab X @tab X
50 @tab Only embedded audio is decoded.
51@item AVS @tab @tab X
52 @tab Multimedia format used by the Creature Shock game.
53@item American Laser Games MM @tab @tab X
54 @tab Multimedia format used in games like Mad Dog McCree.
55@item BFI @tab @tab X
56 @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
57@item Bethsoft VID @tab @tab X
58 @tab Used in some games from Bethesda Softworks.
59@item C93 @tab @tab X
60 @tab Used in the game Cyberia from Interplay.
61@item CIN @tab @tab X
62 @tab Multimedia format used by Delphine Software games.
63@item CRYO APC @tab @tab X
64 @tab Audio format used in some games by CRYO Interactive Entertainment.
65@item Creative VOC @tab X @tab X
66 @tab Created for the Sound Blaster Pro.
67@item DV @tab X @tab X
68@item DXA @tab @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
74 @tab .fli/.flc files
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
79 playout servers.
80@item IFF @tab @tab X
81 @tab Interchange File Format
82@item Interplay MVE @tab @tab X
83 @tab Format used in various Interplay computer games.
84@item LMLM4 @tab @tab X
85 @tab Used by Linux Media Labs MPEG-4 PCI boards
86@item MAXIS EA XA @tab @tab X
87 @tab Used in Sim City 3000; file extension .xa.
88@item MPEG audio @tab X @tab X
89@item MPEG-1 systems @tab X @tab X
90 @tab muxed audio and video
91@item MPEG-2 PS @tab X @tab X
92 @tab also known as @code{VOB} file
93@item MPEG-2 TS @tab @tab X
94 @tab also known as DVB Transport Stream
95@item MPEG-4 @tab X @tab X
96 @tab MPEG-4 is a variant of QuickTime.
97@item MSN TCP Webcam @tab @tab X
98 @tab Used by MSN Messenger Webcam streams.
99@item MXF @tab @tab X
100 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
101@item Macromedia Flash @tab X @tab X
102@item Matroska @tab X @tab X
103@item Monkey's Audio @tab @tab X
104@item NUT @tab X @tab X
105 @tab NUT Open Container Format
106@item Nullsoft Video @tab @tab X
107@item OMA @tab @tab X
108 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
109@item PVA @tab @tab X
110 @tab Used by TechnoTrend DVB PCI boards.
111@item PlayStation STR @tab @tab X
112@item QuickTime @tab X @tab X
113@item RL2 @tab @tab X
114 @tab Audio and video format used in some games by Entertainment Software Partners.
115@item RealMedia @tab X @tab X
116@item SEQ @tab @tab X
117 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
118@item SIFF @tab @tab X
119 @tab Audio and video format used in some games by Beam Software.
120@item SUN AU format @tab X @tab X
121@item Sega FILM/CPK @tab @tab X
122 @tab Used in many Sega Saturn console games.
123@item Sierra Online @tab @tab X
124 @tab .sol files used in Sierra Online games.
125@item Sierra VMD @tab @tab X
126 @tab Used in Sierra CD-ROM games.
127@item Smacker @tab @tab X
128 @tab Multimedia format used by many games.
129@item THP @tab @tab X
130 @tab Used on the Nintendo GameCube.
131@item WAV @tab X @tab X
132@item WC3 Movie @tab @tab X
133 @tab Multimedia format used in Origin's Wing Commander III computer game.
134@item Westwood Studios VQA/AUD @tab @tab X
135 @tab Multimedia formats used in Westwood Studios games.
136@item id Cinematic @tab @tab X
137 @tab Used in Quake II.
138@item id RoQ @tab X @tab X
139 @tab Used in Quake III, Jedi Knight 2, other computer games.
140@item raw AC-3 @tab X @tab X
141@item raw CRI ADX audio @tab X @tab X
142@item raw MJPEG @tab X @tab X
143@item raw MPEG video @tab X @tab X
144@item raw MPEG-4 video @tab X @tab X
a590faeb 145@item raw PCM 8/16 bits, mu-law/A-law @tab X @tab X
c6b2dc34 146@item raw Shorten audio @tab @tab X
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147@end multitable
148
149@code{X} means that encoding (resp. decoding) is supported.
150
151@section Image Formats
152
153FFmpeg can read and write images for each frame of a video sequence. The
154following image formats are supported:
155
156@multitable @columnfractions .4 .1 .1 .4
157@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
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158@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
159@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 160@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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161@item PCX @tab @tab X @tab PC Paintbrush
162@item PGM, PPM @tab X @tab X
d0e1cd3d 163@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 164@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 165@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 166@item RAS @tab @tab X @tab Sun Rasterfile
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167@item SGI @tab X @tab X @tab SGI RGB image format
168@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
169@item Targa @tab @tab X @tab Targa (.TGA) image format
170@item .Y.U.V @tab X @tab X @tab one raw file per component
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171@end multitable
172
173@code{X} means that encoding (resp. decoding) is supported.
174
175@section Video Codecs
176
177@multitable @columnfractions .4 .1 .1 .4
178@item Supported Codec @tab Encoding @tab Decoding @tab Comments
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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
186 @tab fourcc: 'rle '
187@item Apple Graphics @tab @tab X
188 @tab fourcc: 'smc '
189@item Apple MJPEG-B @tab @tab X
190@item Apple QuickDraw @tab @tab X
191 @tab fourcc: qdrw
192@item Apple Video @tab @tab X
193 @tab fourcc: rpza
194@item Asus v1 @tab X @tab X
195 @tab fourcc: ASV1
196@item Asus v2 @tab X @tab X
197 @tab fourcc: ASV2
198@item ATI VCR1 @tab @tab X
199 @tab fourcc: VCR1
200@item ATI VCR2 @tab @tab X
201 @tab fourcc: VCR2
202@item Autodesk RLE @tab @tab X
203 @tab fourcc: AASC
204@item AVID DNxHD @tab X @tab X
205 @tab aka SMPTE VC3
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
213 @tab fourcc: CSCD
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
218 @tab fourcc: CLJR
219@item Creative YUV @tab @tab X
220 @tab fourcc: CYUV
221@item Duck TrueMotion v1 @tab @tab X
222 @tab fourcc: DUCK
223@item Duck TrueMotion v2 @tab @tab X
224 @tab fourcc: TM20
225@item DV @tab X @tab X
226@item DXA Video @tab @tab X
227 @tab Codec originally used in Feeble Files game.
228@item Electronic Arts CMV @tab @tab X
229 @tab Used in NHL 95 game.
230@item FFmpeg Video 1 @tab X @tab X
231 @tab experimental lossless codec (fourcc: FFV1)
232@item Flash Screen Video @tab X @tab X
233 @tab fourcc: FSV1
234@item FLIC video @tab @tab X
235@item FLV @tab X @tab X
236 @tab Sorenson H.263 used in Flash
237@item Fraps FPS1 @tab @tab X
238@item H.261 @tab X @tab X
239@item H.263(+) @tab X @tab X
240 @tab also known as RealVideo 1.0
241@item H.264 @tab @tab X
242@item HuffYUV @tab X @tab X
243@item IBM Ultimotion @tab @tab X
244 @tab fourcc: ULTI
245@item id Cinematic Video @tab @tab X
246 @tab Used in Quake II.
247@item id RoQ @tab X @tab X
248 @tab Used in Quake III, Jedi Knight 2, other computer games.
249@item Intel Indeo 3 @tab @tab X
250@item Interplay Video @tab @tab X
251 @tab Used in Interplay .MVE files.
252@item JPEG-LS @tab X @tab X
253 @tab fourcc: MJLS, lossless and near-lossless is supported.
254@item KMVC @tab @tab X
255 @tab Codec used in Worms games.
256@item LOCO @tab @tab X
257@item lossless MJPEG @tab X @tab X
258@item Microsoft RLE @tab @tab X
259@item Microsoft Video-1 @tab @tab X
260@item Mimic @tab @tab X
261 @tab Used in MSN Messenger Webcam streams.
262@item Miro VideoXL @tab @tab X
263 @tab fourcc: VIXL
264@item MJPEG @tab X @tab X
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265@item MPEG-1 video @tab X @tab X
266@item MPEG-2 video @tab X @tab X
267@item MPEG-4 @tab X @tab X
268@item MSMPEG4 V1 @tab X @tab X
269@item MSMPEG4 V2 @tab X @tab X
270@item MSMPEG4 V3 @tab X @tab X
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271@item MSZH @tab @tab X
272 @tab Part of LCL
273@item On2 VP3 @tab @tab X
274 @tab still experimental
275@item On2 VP5 @tab @tab X
276 @tab fourcc: VP50
277@item On2 VP6 @tab @tab X
278 @tab fourcc: VP60,VP61,VP62
279@item planar RGB @tab @tab X
280 @tab fourcc: 8BPS
281@item QPEG @tab @tab X
282 @tab fourccs: QPEG, Q1.0, Q1.1
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283@item RealVideo 1.0 @tab X @tab X
284@item RealVideo 2.0 @tab X @tab X
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285@item Renderware TXD @tab @tab X
286 @tab Texture dictionaries used by the Renderware Engine.
287@item RTjpeg @tab @tab X
288 @tab Video encoding used in NuppelVideo files.
289@item Smacker Video @tab @tab X
290 @tab Video encoding used in Smacker.
291@item Snow @tab X @tab X
292 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 293@item Sony PlayStation MDEC @tab @tab X
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294@item Sorenson Video 1 @tab X @tab X
295 @tab fourcc: SVQ1
296@item Sorenson Video 3 @tab @tab X
297 @tab fourcc: SVQ3
298@item Sunplus MJPEG @tab @tab X
299 @tab fourcc: SP5X
300@item TechSmith Camtasia @tab @tab X
301 @tab fourcc: TSCC
302@item Theora @tab X @tab X
303 @tab still experimental
304@item THP @tab @tab X
305 @tab Used on the Nintendo GameCube.
306@item Tiertex Seq Video @tab @tab X
307 @tab Codec used in DOS CD-ROM FlashBack game.
308@item VC-1 @tab @tab X
309@item VMD Video @tab @tab X
310 @tab Used in Sierra VMD files.
311@item VMware Video @tab @tab X
312 @tab Codec used in videos captured by VMware.
d0e1cd3d 313@item Westwood VQA @tab @tab X
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314@item Winnov WNV1 @tab @tab X
315@item WMV7 @tab X @tab X
316@item WMV8 @tab X @tab X
317@item WMV9 @tab @tab X
318 @tab not completely working
319@item Xan/WC3 @tab @tab X
320 @tab Used in Wing Commander III .MVE files.
321@item ZLIB @tab X @tab X
322 @tab part of LCL, encoder experimental
323@item ZMBV @tab X @tab X
324 @tab Encoder works only in PAL8.
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325@end multitable
326
327@code{X} means that encoding (resp. decoding) is supported.
328
329@section Audio Codecs
330
331@multitable @columnfractions .4 .1 .1 .1 .7
332@item Supported Codec @tab Encoding @tab Decoding @tab Comments
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333@item 4X IMA ADPCM @tab @tab X
334@item 8SVX audio @tab @tab X
335@item AAC @tab X @tab X
336 @tab Supported through the external library libfaac/libfaad.
337@item AC-3 @tab IX @tab IX
338 @tab liba52 can be used alternatively for decoding.
339@item AMR-NB @tab X @tab X
340 @tab Supported through an external library.
341@item AMR-WB @tab X @tab X
342 @tab Supported through an external library.
343@item AMV IMA ADPCM @tab @tab X
344 @tab Used in AMV files
345@item Apple lossless audio @tab @tab X
346 @tab QuickTime fourcc 'alac'
347@item Apple MACE 3 @tab @tab X
348@item Apple MACE 6 @tab @tab X
349@item ATRAC 3 @tab @tab X
350@item CD-ROM XA ADPCM @tab @tab X
351@item Cin Audio @tab @tab X
352 @tab Codec used in Delphine Software games.
353@item Creative ADPCM @tab @tab X
354 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
355@item CRI ADX ADPCM @tab X @tab X
356 @tab Used in Sega Dreamcast games.
357@item DSP Group TrueSpeech @tab @tab X
358@item DTS Coherent Audio @tab @tab X
359@item Duck DK3 IMA ADPCM @tab @tab X
360 @tab Used in some Sega Saturn console games.
361@item Duck DK4 IMA ADPCM @tab @tab X
362 @tab Used in some Sega Saturn console games.
363@item DV audio @tab @tab X
364@item Electronic Arts ADPCM @tab @tab X
365 @tab Used in various EA titles.
366@item FFmpeg Sonic @tab X @tab X
367 @tab experimental lossy/lossless codec
368@item FLAC lossless audio @tab X @tab X
369@item G.726 ADPCM @tab X @tab X
370@item id RoQ DPCM @tab X @tab X
371 @tab Used in Quake III, Jedi Knight 2, other computer games.
372@item Intel Music Coder @tab @tab X
373@item Interplay MVE DPCM @tab @tab X
374 @tab Used in various Interplay computer games.
375@item MAXIS EA ADPCM @tab @tab X
376 @tab Used in Sim City 3000.
377@item Microsoft ADPCM @tab X @tab X
378@item MLP/TrueHD @tab @tab X
379 @tab Used in DVD-Audio and Blu-Ray discs.
380@item Monkey's Audio @tab @tab X
381 @tab Only versions 3.97-3.99 are supported.
382@item MPEG audio layer 1/3 @tab X @tab IX
383 @tab MP3 encoding is supported through the external library LAME.
384@item MPEG audio layer 2 @tab IX @tab IX
385@item MS IMA ADPCM @tab X @tab X
386@item Musepack @tab @tab X
387 @tab SV7 and SV8 are supported.
388@item Nellymoser ASAO @tab @tab X
389@item Qdesign QDM2 @tab @tab X
390 @tab There are still some distortions.
391@item QT IMA ADPCM @tab X @tab X
392@item RA144 @tab @tab X
393 @tab Real 14400 bit/s codec
394@item RA288 @tab @tab X
395 @tab Real 28800 bit/s codec
396@item RADnet @tab X @tab IX
397 @tab real low bitrate AC-3 codec
398@item Real COOK @tab @tab X
399 @tab All versions except 5.1 are supported.
400@item Shorten lossless audio @tab @tab X
401@item Sierra Online DPCM @tab @tab X
402 @tab Used in Sierra Online game audio files.
403@item Smacker Audio @tab @tab X
404@item SMJPEG IMA ADPCM @tab @tab X
405 @tab Used in certain Loki game ports.
406@item THP ADPCM @tab @tab X
407 @tab Used on the Nintendo GameCube.
408@item True Audio (TTA) @tab @tab X
409@item Vorbis @tab X @tab X
410@item WavPack Audio @tab @tab X
411@item Westwood Studios IMA ADPCM @tab @tab X
412 @tab Used in Westwood Studios games like Command and Conquer.
413@item WMA V1/V2 @tab X @tab X
414@item Xan DPCM @tab @tab X
415 @tab Used in Origin's Wing Commander IV AVI files.
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416@end multitable
417
418@code{X} means that encoding (resp. decoding) is supported.
419
420@code{I} means that an integer-only version is available, too (ensures high
421performance on systems without hardware floating point support).
422
423@chapter Platform Specific information
424
425@section BSD
426
427BSD make will not build FFmpeg, you need to install and use GNU Make
428(@file{gmake}).
429
430@section Windows
431
46a845d0 432To get help and instructions for building FFmpeg under Windows, check out
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433the FFmpeg Windows Help Forum at
434@url{http://arrozcru.no-ip.org/ffmpeg/}.
435
436@subsection Native Windows compilation
437
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438FFmpeg can be built to run natively on Windows using the MinGW tools. Install
439the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
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440install the coreutils package, and update to the latest MSYS make (note: not
441mingw32-make). You can find detailed installation
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442instructions in the download section and the FAQ.
443
c1989552 444Within the MSYS shell, configure and make with:
d0e1cd3d 445
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446@example
447./configure --enable-memalign-hack
448make
449make install
450@end example
d0e1cd3d 451
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452This will install @file{ffmpeg.exe} along with many other development files
453to @file{/usr/local}. You may specify another install path using the
454@code{--prefix} option in @file{configure}.
d0e1cd3d 455
c1989552 456Notes:
d0e1cd3d 457
c1989552 458@itemize
d0e1cd3d 459
751a6493 460@item Use at least bash 3.1. Older versions are known to fail on the
c1989552 461configure script.
d0e1cd3d 462
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463@item In order to compile vhooks, you must have a POSIX-compliant libdl in
464your MinGW system. Get dlfcn-win32 from
465@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 466
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467@item In order to compile FFplay, you must have the MinGW development library
468of SDL. Get it from @url{http://www.libsdl.org}.
469Edit the @file{bin/sdl-config} script so that it points to the correct prefix
470where SDL was installed. Verify that @file{sdl-config} can be launched from
471the MSYS command line.
d0e1cd3d 472
d0e1cd3d 473@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 474you can build libavutil, libavcodec and libavformat as DLLs.
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475
476@end itemize
477
c1989552 478@subsection Microsoft Visual C++ compatibility
d0e1cd3d 479
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480As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
481want to use the libav* libraries in your own applications, you can still
482compile those applications using MSVC++. But the libav* libraries you link
483to @emph{must} be built with MinGW. However, you will not be able to debug
484inside the libav* libraries, since MSVC++ does not recognize the debug
485symbols generated by GCC.
486We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 487
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488This description of how to use the FFmpeg libraries with MSVC++ is based on
489Microsoft Visual C++ 2005 Express Edition. If you have a different version,
490you might have to modify the procedures slightly.
d0e1cd3d 491
c1989552 492@subsubsection Using static libraries
d0e1cd3d 493
c1989552 494Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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495
496@enumerate
497
498@item Create a new console application ("File / New / Project") and then
499select "Win32 Console Application". On the appropriate page of the
500Application Wizard, uncheck the "Precompiled headers" option.
501
502@item Write the source code for your application, or, for testing, just
503copy the code from an existing sample application into the source file
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504that MSVC++ has already created for you. For example, you can copy
505@file{output_example.c} from the FFmpeg distribution.
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506
507@item Open the "Project / Properties" dialog box. In the "Configuration"
508combo box, select "All Configurations" so that the changes you make will
509affect both debug and release builds. In the tree view on the left hand
510side, select "C/C++ / General", then edit the "Additional Include
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511Directories" setting to contain the path where the FFmpeg includes were
512installed (i.e. @file{c:\msys\1.0\local\include}).
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513Do not add MinGW's include directory here, or the include files will
514conflict with MSVC's.
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515
516@item Still in the "Project / Properties" dialog box, select
517"Linker / General" from the tree view and edit the
518"Additional Library Directories" setting to contain the @file{lib}
519directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
520the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
521and the directory where MinGW's GCC libs are installed
522(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
523"Linker / Input" from the tree view, and add the files @file{libavformat.a},
524@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
525@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
526to the end of "Additional Dependencies".
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527
528@item Now, select "C/C++ / Code Generation" from the tree view. Select
529"Debug" in the "Configuration" combo box. Make sure that "Runtime
530Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
531the "Configuration" combo box and make sure that "Runtime Library" is
532set to "Multi-threaded DLL".
533
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534@item Click "OK" to close the "Project / Properties" dialog box.
535
536@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
537Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
538and install it in MSVC++'s include directory
539(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
540
541@item MSVC++ also does not understand the @code{inline} keyword used by
542FFmpeg, so you must add this line before @code{#include}ing libav*:
543@example
544#define inline _inline
545@end example
546
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547@item Build your application, everything should work.
548
549@end enumerate
550
551@subsubsection Using shared libraries
552
553This is how to create DLL and LIB files that are compatible with MSVC++:
554
555@enumerate
556
557@item Add a call to @file{vcvars32.bat} (which sets up the environment
558variables for the Visual C++ tools) as the first line of @file{msys.bat}.
559The standard location for @file{vcvars32.bat} is
560@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
561and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
562If this corresponds to your setup, add the following line as the first line
563of @file{msys.bat}:
564
565@example
566call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
567@end example
568
569Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
570and run @file{c:\msys\1.0\msys.bat} from there.
571
572@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
573from @file{Microsoft (R) Library Manager}, this means your environment
574variables are set up correctly, the @file{Microsoft (R) Library Manager}
575is on the path and will be used by FFmpeg to create
576MSVC++-compatible import libraries.
577
578@item Build FFmpeg with
579
580@example
581./configure --enable-shared --enable-memalign-hack
582make
583make install
584@end example
585
586Your install path (@file{/usr/local/} by default) should now have the
587necessary DLL and LIB files under the @file{bin} directory.
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588
589@end enumerate
590
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591To use those files with MSVC++, do the same as you would do with
592the static libraries, as described above. But in Step 4,
593you should only need to add the directory where the LIB files are installed
594(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
595installed in the @file{bin} directory. And instead of adding @file{libxx.a}
596files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
597@file{avutil.lib}. There should be no need for @file{libmingwex.a},
598@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
599statically linked into the DLLs. The @file{bin} directory contains a bunch
600of DLL files, but the ones that are actually used to run your application
601are the ones with a major version number in their filenames
602(i.e. @file{avcodec-51.dll}).
603
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604@subsection Cross compilation for Windows with Linux
605
606You must use the MinGW cross compilation tools available at
607@url{http://www.mingw.org/}.
608
609Then configure FFmpeg with the following options:
610@example
611./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
612@end example
613(you can change the cross-prefix according to the prefix chosen for the
614MinGW tools).
615
616Then you can easily test FFmpeg with Wine
617(@url{http://www.winehq.com/}).
618
619@subsection Compilation under Cygwin
620
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621The main issue with Cygwin is that newlib, its C library, does not
622contain llrint(). However, it is possible to leverage the
623implementation in MinGW.
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624
625Just install your Cygwin with all the "Base" packages, plus the
626following "Devel" ones:
627@example
29c3d42b 628binutils, gcc-core, make, subversion, mingw-runtime
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629@end example
630
631Do not install binutils-20060709-1 (they are buggy on shared builds);
632use binutils-20050610-1 instead.
633
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634Then create a small library that just contains llrint():
635
636@example
637ar x /usr/lib/mingw/libmingwex.a llrint.o
638ar cq /usr/local/lib/libllrint.a llrint.o
639@end example
640
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641Then run
642
643@example
29c3d42b 644./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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645@end example
646
647to make a static build or
648
649@example
29c3d42b 650./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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651@end example
652
653to build shared libraries.
654
655If you want to build FFmpeg with additional libraries, download Cygwin
656"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
657and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
658(@url{http://cygwinports.dotsrc.org/}).
659
660@subsection Crosscompilation for Windows under Cygwin
661
662With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
663
664Just install your Cygwin as explained before, plus these additional
665"Devel" packages:
666@example
667gcc-mingw-core, mingw-runtime, mingw-zlib
668@end example
669
670and add some special flags to your configure invocation.
671
672For a static build run
673@example
674./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
675@end example
676
677and for a build with shared libraries
678@example
679./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
680@end example
681
682@section BeOS
683
5f757b85 684BeOS support is broken in mysterious ways.
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686@section OS/2
687
688For information about compiling FFmpeg on OS/2 see
689@url{http://www.edm2.com/index.php/FFmpeg}.
690
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691@chapter Developers Guide
692
693@section API
694@itemize @bullet
695@item libavcodec is the library containing the codecs (both encoding and
696decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
697
698@item libavformat is the library containing the file format handling (mux and
699demux code for several formats). Look at @file{ffplay.c} to use it in a
700player. See @file{output_example.c} to use it to generate audio or video
701streams.
702
703@end itemize
704
705@section Integrating libavcodec or libavformat in your program
706
707You can integrate all the source code of the libraries to link them
708statically to avoid any version problem. All you need is to provide a
709'config.mak' and a 'config.h' in the parent directory. See the defines
710generated by ./configure to understand what is needed.
711
712You can use libavcodec or libavformat in your commercial program, but
713@emph{any patch you make must be published}. The best way to proceed is
714to send your patches to the FFmpeg mailing list.
715
716@node Coding Rules
717@section Coding Rules
718
719FFmpeg is programmed in the ISO C90 language with a few additional
720features from ISO C99, namely:
721@itemize @bullet
722@item
723the @samp{inline} keyword;
724@item
725@samp{//} comments;
726@item
727designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
728@item
729compound literals (@samp{x = (struct s) @{ 17, 23 @};})
730@end itemize
731
732These features are supported by all compilers we care about, so we will not
733accept patches to remove their use unless they absolutely do not impair
734clarity and performance.
735
736All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
737compiles with several other compilers, such as the Compaq ccc compiler
738or Sun Studio 9, and we would like to keep it that way unless it would
739be exceedingly involved. To ensure compatibility, please do not use any
740additional C99 features or GCC extensions. Especially watch out for:
741@itemize @bullet
742@item
743mixing statements and declarations;
744@item
745@samp{long long} (use @samp{int64_t} instead);
746@item
747@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
748@item
749GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
750@end itemize
751
752Indent size is 4.
753The presentation is the one specified by 'indent -i4 -kr -nut'.
754The TAB character is forbidden outside of Makefiles as is any
755form of trailing whitespace. Commits containing either will be
756rejected by the Subversion repository.
757
758The main priority in FFmpeg is simplicity and small code size in order to
759minimize the bug count.
760
761Comments: Use the JavaDoc/Doxygen
762format (see examples below) so that code documentation
763can be generated automatically. All nontrivial functions should have a comment
764above them explaining what the function does, even if it is just one sentence.
765All structures and their member variables should be documented, too.
766@example
767/**
768 * @@file mpeg.c
769 * MPEG codec.
770 * @@author ...
771 */
772
773/**
774 * Summary sentence.
775 * more text ...
776 * ...
777 */
778typedef struct Foobar@{
779 int var1; /**< var1 description */
780 int var2; ///< var2 description
781 /** var3 description */
782 int var3;
783@} Foobar;
784
785/**
786 * Summary sentence.
787 * more text ...
788 * ...
789 * @@param my_parameter description of my_parameter
790 * @@return return value description
791 */
792int myfunc(int my_parameter)
793...
794@end example
795
796fprintf and printf are forbidden in libavformat and libavcodec,
797please use av_log() instead.
798
799Casts should be used only when necessary. Unneeded parentheses
800should also be avoided if they don't make the code easier to understand.
801
802@section Development Policy
803
804@enumerate
805@item
806 Contributions should be licensed under the LGPL 2.1, including an
807 "or any later version" clause, or the MIT license. GPL 2 including
808 an "or any later version" clause is also acceptable, but LGPL is
809 preferred.
810@item
811 You must not commit code which breaks FFmpeg! (Meaning unfinished but
812 enabled code which breaks compilation or compiles but does not work or
813 breaks the regression tests)
814 You can commit unfinished stuff (for testing etc), but it must be disabled
815 (#ifdef etc) by default so it does not interfere with other developers'
816 work.
817@item
818 You do not have to over-test things. If it works for you, and you think it
819 should work for others, then commit. If your code has problems
820 (portability, triggers compiler bugs, unusual environment etc) they will be
821 reported and eventually fixed.
822@item
823 Do not commit unrelated changes together, split them into self-contained
824 pieces. Also do not forget that if part B depends on part A, but A does not
825 depend on B, then A can and should be committed first and separate from B.
826 Keeping changes well split into self-contained parts makes reviewing and
827 understanding them on the commit log mailing list easier. This also helps
828 in case of debugging later on.
829 Also if you have doubts about splitting or not splitting, do not hesitate to
830 ask/discuss it on the developer mailing list.
831@item
832 Do not change behavior of the program (renaming options etc) without
833 first discussing it on the ffmpeg-devel mailing list. Do not remove
834 functionality from the code. Just improve!
835
836 Note: Redundant code can be removed.
837@item
838 Do not commit changes to the build system (Makefiles, configure script)
839 which change behavior, defaults etc, without asking first. The same
840 applies to compiler warning fixes, trivial looking fixes and to code
841 maintained by other developers. We usually have a reason for doing things
842 the way we do. Send your changes as patches to the ffmpeg-devel mailing
843 list, and if the code maintainers say OK, you may commit. This does not
844 apply to files you wrote and/or maintain.
845@item
846 We refuse source indentation and other cosmetic changes if they are mixed
847 with functional changes, such commits will be rejected and removed. Every
848 developer has his own indentation style, you should not change it. Of course
849 if you (re)write something, you can use your own style, even though we would
850 prefer if the indentation throughout FFmpeg was consistent (Many projects
851 force a given indentation style - we do not.). If you really need to make
852 indentation changes (try to avoid this), separate them strictly from real
853 changes.
854
855 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
856 then either do NOT change the indentation of the inner part within (do not
857 move it to the right)! or do so in a separate commit
858@item
859 Always fill out the commit log message. Describe in a few lines what you
860 changed and why. You can refer to mailing list postings if you fix a
861 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
862@item
863 If you apply a patch by someone else, include the name and email address in
864 the log message. Since the ffmpeg-cvslog mailing list is publicly
865 archived you should add some SPAM protection to the email address. Send an
866 answer to ffmpeg-devel (or wherever you got the patch from) saying that
867 you applied the patch.
868@item
869 When applying patches that have been discussed (at length) on the mailing
870 list, reference the thread in the log message.
871@item
872 Do NOT commit to code actively maintained by others without permission.
873 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
874 timeframe (12h for build failures and security fixes, 3 days small changes,
875 1 week for big patches) then commit your patch if you think it is OK.
876 Also note, the maintainer can simply ask for more time to review!
877@item
878 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
879 are sent there and reviewed by all the other developers. Bugs and possible
880 improvements or general questions regarding commits are discussed there. We
881 expect you to react if problems with your code are uncovered.
882@item
883 Update the documentation if you change behavior or add features. If you are
884 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
885 maintainer(s) will review and commit your stuff.
886@item
887 Try to keep important discussions and requests (also) on the public
888 developer mailing list, so that all developers can benefit from them.
889@item
890 Never write to unallocated memory, never write over the end of arrays,
891 always check values read from some untrusted source before using them
892 as array index or other risky things.
893@item
894 Remember to check if you need to bump versions for the specific libav
895 parts (libavutil, libavcodec, libavformat) you are changing. You need
896 to change the version integer and the version string.
897 Incrementing the first component means no backward compatibility to
898 previous versions (e.g. removal of a function from the public API).
899 Incrementing the second component means backward compatible change
900 (e.g. addition of a function to the public API).
901 Incrementing the third component means a noteworthy binary compatible
902 change (e.g. encoder bug fix that matters for the decoder).
903@item
904 If you add a new codec, remember to update the changelog, add it to
905 the supported codecs table in the documentation and bump the second
906 component of the @file{libavcodec} version number appropriately. If
74a926ff 907 it has a fourcc, add it to @file{libavformat/riff.c}, even if it
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908 is only a decoder.
909@item
53407b64 910 Compiler warnings indicate potential bugs or code with bad style. If a type of
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911 warning always points to correct and clean code, that warning should
912 be disabled, not the code changed.
913 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 914 If it is a bug, the bug has to be fixed. If it is not, the code should
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915 be changed to not generate a warning unless that causes a slowdown
916 or obfuscates the code.
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917@item
918 If you add a new file, give it a proper license header. Do not copy and
919 paste it from a random place, use an existing file as template.
920@end enumerate
921
922We think our rules are not too hard. If you have comments, contact us.
923
924Note, these rules are mostly borrowed from the MPlayer project.
925
926@section Submitting patches
927
928First, (@pxref{Coding Rules}) above if you did not yet.
929
930When you submit your patch, try to send a unified diff (diff '-up'
931option). We cannot read other diffs :-)
932
933Also please do not submit a patch which contains several unrelated changes.
934Split it into separate, self-contained pieces. This does not mean splitting
935file by file. Instead, make the patch as small as possible while still
936keeping it as a logical unit that contains an individual change, even
937if it spans multiple files. This makes reviewing your patches much easier
938for us and greatly increases your chances of getting your patch applied.
939
940Run the regression tests before submitting a patch so that you can
941verify that there are no big problems.
942
943Patches should be posted as base64 encoded attachments (or any other
944encoding which ensures that the patch will not be trashed during
945transmission) to the ffmpeg-devel mailing list, see
946@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
947
948It also helps quite a bit if you tell us what the patch does (for example
949'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
950and has no lrint()')
951
952Also please if you send several patches, send each patch as a separate mail,
953do not attach several unrelated patches to the same mail.
954
955@section patch submission checklist
956
957@enumerate
958@item
959 Do the regression tests pass with the patch applied?
960@item
961 Is the patch a unified diff?
962@item
963 Is the patch against latest FFmpeg SVN?
964@item
965 Are you subscribed to ffmpeg-dev?
966 (the list is subscribers only due to spam)
967@item
968 Have you checked that the changes are minimal, so that the same cannot be
969 achieved with a smaller patch and/or simpler final code?
970@item
971 If the change is to speed critical code, did you benchmark it?
972@item
973 If you did any benchmarks, did you provide them in the mail?
974@item
975 Have you checked that the patch does not introduce buffer overflows or
976 other security issues?
977@item
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978 If you add a new demuxer or decoder, have you checked that it does not
979 crash with damaged input (see tools/trasher)?
980@item
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981 Is the patch created from the root of the source tree, so it can be
982 applied with @code{patch -p0}?
983@item
984 Does the patch not mix functional and cosmetic changes?
985@item
986 Did you add tabs or trailing whitespace to the code? Both are forbidden.
987@item
988 Is the patch attached to the email you send?
989@item
990 Is the mime type of the patch correct? It should be text/x-diff or
991 text/x-patch or at least text/plain and not application/octet-stream.
992@item
993 If the patch fixes a bug, did you provide a verbose analysis of the bug?
994@item
995 If the patch fixes a bug, did you provide enough information, including
996 a sample, so the bug can be reproduced and the fix can be verified?
997 Note please do not attach samples >100k to mails but rather provide a
998 URL, you can upload to ftp://upload.mplayerhq.hu
999@item
1000 Did you provide a verbose summary about what the patch does change?
1001@item
1002 Did you provide a verbose explanation why it changes things like it does?
1003@item
1004 Did you provide a verbose summary of the user visible advantages and
1005 disadvantages if the patch is applied?
1006@item
1007 Did you provide an example so we can verify the new feature added by the
1008 patch easily?
1009@item
1010 If you added a new file, did you insert a license header? It should be
1011 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1012@item
1013 You should maintain alphabetical order in alphabetically ordered lists as
1014 long as doing so does not break API/ABI compatibility.
1015@item
1016 Lines with similar content should be aligned vertically when doing so
1017 improves readability.
1018@item
1019 Did you provide a suggestion for a clear commit log message?
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1020@item
1021 Did you test your decoder or demuxer against damaged data? If no, see
1022 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 1023 should not crash or end in a (near) infinite loop when fed damaged data.
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1024@end enumerate
1025
1026@section Patch review process
1027
1028All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1029clear note that the patch is not for SVN.
1030Reviews and comments will be posted as replies to the patch on the
1031mailing list. The patch submitter then has to take care of every comment,
1032that can be by resubmitting a changed patch or by discussion. Resubmitted
1033patches will themselves be reviewed like any other patch. If at some point
1034a patch passes review with no comments then it is approved, that can for
1035simple and small patches happen immediately while large patches will generally
1036have to be changed and reviewed many times before they are approved.
1037After a patch is approved it will be committed to the repository.
1038
1039We will review all submitted patches, but sometimes we are quite busy so
1040especially for large patches this can take several weeks.
1041
1042When resubmitting patches, please do not make any significant changes
1043not related to the comments received during review. Such patches will
1044be rejected. Instead, submit significant changes or new features as
1045separate patches.
1046
1047@section Regression tests
1048
1049Before submitting a patch (or committing to the repository), you should at least
1050test that you did not break anything.
1051
1052The regression tests build a synthetic video stream and a synthetic
1053audio stream. These are then encoded and decoded with all codecs or
1054formats. The CRC (or MD5) of each generated file is recorded in a
1055result file. A 'diff' is launched to compare the reference results and
1056the result file.
1057
1058The regression tests then go on to test the FFserver code with a
1059limited set of streams. It is important that this step runs correctly
1060as well.
1061
1062Run 'make test' to test all the codecs and formats.
1063
1064Run 'make fulltest' to test all the codecs, formats and FFserver.
1065
1066[Of course, some patches may change the results of the regression tests. In
1067this case, the reference results of the regression tests shall be modified
1068accordingly].
1069
1070@bye