Avoid crash on planarCopy to a destination without alpha.
[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
b3de4544 43@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 44@item 4xm @tab @tab X
c6b2dc34 45 @tab 4X Technologies format, used in some games.
39271be4 46@item Audio IFF (AIFF) @tab X @tab X
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47@item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 49@item 3GPP AMR @tab X @tab X
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50@item ASF @tab X @tab X
51@item AVI @tab X @tab X
39271be4 52@item AVISynth @tab @tab X
c6b2dc34 53@item AVS @tab @tab X
d698c5d3 54 @tab Multimedia format used by the Creature Shock game.
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55@item Beam Software SIFF @tab @tab X
56 @tab Audio and video format used in some games by Beam Software.
57@item Bethesda Softworks VID @tab @tab X
d698c5d3 58 @tab Used in some games from Bethesda Softworks.
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59@item Brute Force & Ignorance @tab @tab X
60 @tab Used in the game Flash Traffic: City of Angels.
61@item Interplay C93 @tab @tab X
d698c5d3 62 @tab Used in the game Cyberia from Interplay.
913c3e2c 63@item Delphine Software International CIN @tab @tab X
d698c5d3 64 @tab Multimedia format used by Delphine Software games.
39271be4 65@item CRC testing format @tab X @tab
913c3e2c 66@item Creative Voice @tab X @tab X
d698c5d3 67 @tab Created for the Sound Blaster Pro.
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68@item CRYO APC @tab @tab X
69 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 70@item D-Cinema audio @tab X @tab X
913c3e2c 71@item DV video @tab X @tab X
c6b2dc34 72@item DXA @tab @tab X
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73 @tab This format is used in the non-Windows version of the Feeble Files
74 game and different game cutscenes repacked for use with ScummVM.
39271be4 75@item Electronic Arts cdata @tab @tab X
c6b2dc34 76@item Electronic Arts Multimedia @tab @tab X
d698c5d3 77 @tab Used in various EA games; files have extensions like WVE and UV2.
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78@item FFM (FFserver live feed) @tab X @tab X
79@item Flash (SWF) @tab X @tab X
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80@item Flash 9 (AVM2) @tab X @tab X
81 @tab Only embedded audio is decoded.
82@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 83 @tab .fli/.flc files
dd2d651d 84@item Flash Video (FLV) @tab @tab X
d698c5d3 85 @tab Macromedia Flash video files
39271be4 86@item framecrc testing format @tab X @tab
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87@item FunCom ISS @tab @tab X
88 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 89@item GIF Animation @tab X @tab
c6b2dc34 90@item GXF @tab X @tab X
d698c5d3 91 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 92 playout servers.
dd2d651d 93@item id Quake II CIN video @tab @tab X
76ec3939 94@item id RoQ @tab X @tab X
d698c5d3 95 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 96@item IFF @tab @tab X
d698c5d3 97 @tab Interchange File Format
c6b2dc34 98@item Interplay MVE @tab @tab X
d698c5d3 99 @tab Format used in various Interplay computer games.
c6b2dc34 100@item LMLM4 @tab @tab X
d698c5d3 101 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 102@item Matroska @tab X @tab X
39271be4 103@item Matroska audio @tab X @tab
913c3e2c 104@item MAXIS XA @tab @tab X
d698c5d3 105 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 106@item Monkey's Audio @tab @tab X
822cc8f7 107@item Motion Pixels MVI @tab @tab X
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108@item MOV/QuickTime/MP4 @tab X @tab X
109 @tab 3GP, 3GP2, PSP, iPod variants supported
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110@item MP2 @tab X @tab X
111@item MP3 @tab X @tab X
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112@item MPEG-1 System @tab X @tab X
113 @tab muxed audio and video, VCD format supported
114@item MPEG-PS (program stream) @tab X @tab X
115 @tab also known as @code{VOB} file, SVCD and DVD format supported
116@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 117 @tab also known as DVB Transport Stream
c6b2dc34 118@item MPEG-4 @tab X @tab X
d698c5d3 119 @tab MPEG-4 is a variant of QuickTime.
39271be4 120@item MIME multipart JPEG @tab X @tab
bac4c85c 121@item MSN TCP webcam @tab @tab X
d698c5d3 122 @tab Used by MSN Messenger webcam streams.
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123@item MTV @tab @tab X
124@item Musepack @tab @tab X
125@item Musepack SV8 @tab @tab X
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126@item Material eXchange Format (MXF) @tab X @tab X
127 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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128@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
129 @tab SMPTE 386M, D-10/IMX Mapping.
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130@item NC camera feed @tab @tab X
131 @tab NC (AVIP NC4600) camera streams
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132@item NTT TwinVQ (VQF) @tab @tab X
133 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
913c3e2c 134@item Nullsoft Streaming Video @tab @tab X
39271be4 135@item NuppelVideo @tab @tab X
c6b2dc34 136@item NUT @tab X @tab X
d698c5d3 137 @tab NUT Open Container Format
39271be4 138@item Ogg @tab X @tab X
913c3e2c 139@item TechnoTrend PVA @tab @tab X
d698c5d3 140 @tab Used by TechnoTrend DVB PCI boards.
43dedc1e 141@item raw ADTS (AAC) @tab X @tab X
76ec3939 142@item raw AC-3 @tab X @tab X
adc5abf7 143@item raw Chinese AVS video @tab @tab X
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144@item raw CRI ADX @tab X @tab X
145@item raw Dirac @tab X @tab X
146@item raw DNxHD @tab X @tab X
147@item raw DTS @tab X @tab X
148@item raw E-AC-3 @tab X @tab X
149@item raw FLAC @tab X @tab X
150@item raw GSM @tab @tab X
151@item raw H.261 @tab X @tab X
152@item raw H.263 @tab X @tab X
153@item raw H.264 @tab X @tab X
154@item raw Ingenient MJPEG @tab @tab X
76ec3939 155@item raw MJPEG @tab X @tab X
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156@item raw MLP @tab @tab X
157@item raw MPEG @tab @tab X
158@item raw MPEG-1 @tab @tab X
159@item raw MPEG-2 @tab @tab X
160@item raw MPEG-4 @tab X @tab X
161@item raw NULL @tab X @tab
81b55ee5 162@item raw video @tab X @tab X
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163@item raw id RoQ @tab X @tab
164@item raw Shorten @tab @tab X
23d9cc45 165@item raw TrueHD @tab X @tab X
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166@item raw VC-1 @tab @tab X
167@item raw PCM A-law @tab X @tab X
168@item raw PCM mu-law @tab X @tab X
169@item raw PCM signed 8 bit @tab X @tab X
170@item raw PCM signed 16 bit big-endian @tab X @tab X
171@item raw PCM signed 16 bit little-endian @tab X @tab X
172@item raw PCM signed 24 bit big-endian @tab X @tab X
173@item raw PCM signed 24 bit little-endian @tab X @tab X
174@item raw PCM signed 32 bit big-endian @tab X @tab X
175@item raw PCM signed 32 bit little-endian @tab X @tab X
176@item raw PCM unsigned 8 bit @tab X @tab X
177@item raw PCM unsigned 16 bit big-endian @tab X @tab X
178@item raw PCM unsigned 16 bit little-endian @tab X @tab X
179@item raw PCM unsigned 24 bit big-endian @tab X @tab X
180@item raw PCM unsigned 24 bit little-endian @tab X @tab X
181@item raw PCM unsigned 32 bit big-endian @tab X @tab X
182@item raw PCM unsigned 32 bit little-endian @tab X @tab X
183@item raw PCM floating-point 32 bit big-endian @tab X @tab X
184@item raw PCM floating-point 32 bit little-endian @tab X @tab X
185@item raw PCM floating-point 64 bit big-endian @tab X @tab X
186@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 187@item RDT @tab @tab X
913c3e2c 188@item REDCODE R3D @tab @tab X
7eb68edb 189 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 190@item RealMedia @tab X @tab X
39271be4 191@item Redirector @tab @tab X
913c3e2c 192@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 193@item RL2 @tab @tab X
d698c5d3 194 @tab Audio and video format used in some games by Entertainment Software Partners.
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195@item RPL/ARMovie @tab @tab X
196@item RTP @tab @tab X
197@item RTSP @tab @tab X
198@item SDP @tab @tab X
c6b2dc34 199@item Sega FILM/CPK @tab @tab X
d698c5d3 200 @tab Used in many Sega Saturn console games.
913c3e2c 201@item Sierra SOL @tab @tab X
d698c5d3 202 @tab .sol files used in Sierra Online games.
c6b2dc34 203@item Sierra VMD @tab @tab X
d698c5d3 204 @tab Used in Sierra CD-ROM games.
c6b2dc34 205@item Smacker @tab @tab X
d698c5d3 206 @tab Multimedia format used by many games.
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207@item Sony OpenMG (OMA) @tab @tab X
208 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
209@item Sony PlayStation STR @tab @tab X
64c2f20a 210@item SUN AU format @tab X @tab X
c6b2dc34 211@item THP @tab @tab X
d698c5d3 212 @tab Used on the Nintendo GameCube.
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213@item Tiertex Limited SEQ @tab @tab X
214 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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215@item True Audio @tab @tab X
216@item VC-1 test bitstream @tab X @tab X
c6b2dc34 217@item WAV @tab X @tab X
39271be4 218@item WavPack @tab @tab X
913c3e2c 219@item Wing Commander III movie @tab @tab X
d698c5d3 220 @tab Multimedia format used in Origin's Wing Commander III computer game.
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221@item Westwood Studios audio @tab @tab X
222 @tab Multimedia format used in Westwood Studios games.
223@item Westwood Studios VQA @tab @tab X
224 @tab Multimedia format used in Westwood Studios games.
39271be4 225@item YUV4MPEG pipe @tab X @tab X
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226@end multitable
227
228@code{X} means that encoding (resp. decoding) is supported.
229
230@section Image Formats
231
232FFmpeg can read and write images for each frame of a video sequence. The
233following image formats are supported:
234
235@multitable @columnfractions .4 .1 .1 .4
b3de4544 236@item Name @tab Encoding @tab Decoding @tab Comments
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237@item .Y.U.V @tab X @tab X
238 @tab one raw file per component
239@item animated GIF @tab X @tab X
240 @tab Only uncompressed GIFs are generated.
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241@item BMP @tab X @tab X
242 @tab Microsoft BMP image
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243@item JPEG @tab X @tab X
244 @tab Progressive JPEG is not supported.
245@item JPEG 2000 @tab @tab E
246 @tab decoding supported through external library libopenjpeg
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247@item JPEG-LS @tab X @tab X
248@item LJPEG @tab X @tab
249 @tab Lossless JPEG
ddea12a6 250@item PAM @tab X @tab X
9db80acb 251 @tab PAM is a PNM extension with alpha support.
ddea12a6 252@item PBM @tab X @tab X
f2937cc6 253 @tab Portable BitMap image
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254@item PCX @tab @tab X
255 @tab PC Paintbrush
ddea12a6 256@item PGM @tab X @tab X
314511ab 257 @tab Portable GrayMap image
ddea12a6 258@item PGMYUV @tab X @tab X
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259 @tab PGM with U and V components in YUV 4:2:0
260@item PNG @tab X @tab X
261 @tab 2/4 bpp not supported yet
ddea12a6 262@item PPM @tab X @tab X
314511ab 263 @tab Portable PixelMap image
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264@item PTX @tab @tab X
265 @tab V.Flash PTX format
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266@item SGI @tab X @tab X
267 @tab SGI RGB image format
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268@item Sun Rasterfile @tab @tab X
269 @tab Sun RAS image format
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270@item TIFF @tab X @tab X
271 @tab YUV, JPEG and some extension is not supported yet.
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272@item Truevision Targa @tab X @tab X
273 @tab Targa (.TGA) image format
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274@end multitable
275
276@code{X} means that encoding (resp. decoding) is supported.
277
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278@code{E} means that support is provided through an external library.
279
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280@section Video Codecs
281
282@multitable @columnfractions .4 .1 .1 .4
b3de4544 283@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 284@item 4X Movie @tab @tab X
d698c5d3 285 @tab Used in certain computer games.
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286@item 8SVX exponential @tab @tab X
287@item 8SVX fibonacci @tab @tab X
913c3e2c 288@item American Laser Games MM @tab @tab X
d698c5d3 289 @tab Used in games like Mad Dog McCree.
a1c5b6ec 290@item AMV Video @tab @tab X
d698c5d3 291 @tab Used in Chinese MP3 players.
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292@item Apple MJPEG-B @tab @tab X
293@item Apple QuickDraw @tab @tab X
d698c5d3 294 @tab fourcc: qdrw
d66d8b83 295@item Asus v1 @tab X @tab X
d698c5d3 296 @tab fourcc: ASV1
d66d8b83 297@item Asus v2 @tab X @tab X
d698c5d3 298 @tab fourcc: ASV2
d66d8b83 299@item ATI VCR1 @tab @tab X
d698c5d3 300 @tab fourcc: VCR1
d66d8b83 301@item ATI VCR2 @tab @tab X
d698c5d3 302 @tab fourcc: VCR2
dd2d651d 303@item Autodesk Animator Flic video @tab @tab X
d66d8b83 304@item Autodesk RLE @tab @tab X
d698c5d3 305 @tab fourcc: AASC
9510f59a 306@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 307 @tab Video encoding used by the Creature Shock game.
68dddf53 308@item Beam Software VB @tab @tab X
9510f59a 309@item Bethesda VID video @tab @tab X
d698c5d3 310 @tab Used in some games from Bethesda Softworks.
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311@item Brute Force & Ignorance @tab @tab X
312 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 313@item C93 video @tab @tab X
d698c5d3 314 @tab Codec used in Cyberia game.
d66d8b83 315@item CamStudio @tab @tab X
d698c5d3 316 @tab fourcc: CSCD
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317@item Chinese AVS video @tab @tab X
318 @tab AVS1-P2, JiZhun profile
319@item Delphine Software International CIN video @tab @tab X
320 @tab Codec used in Delphine Software International games.
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321@item Cinepak @tab @tab X
322@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 323 @tab fourcc: CLJR
9510f59a 324@item Creative YUV (CYUV) @tab @tab X
82ced5a9 325@item Dirac @tab E @tab E
360f980b 326 @tab supported through external libdirac/libschroedinger libraries
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327@item DNxHD @tab X @tab X
328 @tab aka SMPTE VC3
68dddf53 329@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 330 @tab fourcc: DUCK
68dddf53 331@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 332 @tab fourcc: TM20
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333@item DV (Digital Video) @tab X @tab X
334@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 335 @tab Codec originally used in Feeble Files game.
9510f59a 336@item Electronic Arts CMV video @tab @tab X
d698c5d3 337 @tab Used in NHL 95 game.
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338@item Electronic Arts TGV video @tab @tab X
339@item Electronic Arts TGQ video @tab @tab X
340@item Electronic Arts TQI video @tab @tab X
341@item Escape 124 @tab @tab X
342@item FFmpeg codec #1 @tab X @tab X
d698c5d3 343 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 344@item Flash Screen Video v1 @tab X @tab X
d698c5d3 345 @tab fourcc: FSV1
dd2d651d 346@item Flash Video (FLV) @tab X @tab X
d698c5d3 347 @tab Sorenson H.263 used in Flash
dd2d651d 348@item Fraps @tab @tab X
d66d8b83 349@item H.261 @tab X @tab X
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350@item H.263 / H.263-1996 @tab X @tab X
351@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
352@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 353 @tab encoding supported through external library libx264
dd2d651d 354@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 355@item HuffYUV @tab X @tab X
dd2d651d 356@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 357@item IBM Ultimotion @tab @tab X
d698c5d3 358 @tab fourcc: ULTI
bac4c85c 359@item id Cinematic video @tab @tab X
d698c5d3 360 @tab Used in Quake II.
a1c5b6ec 361@item id RoQ video @tab X @tab X
d698c5d3 362 @tab Used in Quake III, Jedi Knight 2, other computer games.
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363@item Intel H.263 @tab @tab X
364@item Intel Indeo 2 @tab @tab X
d66d8b83 365@item Intel Indeo 3 @tab @tab X
dd2d651d 366@item Interplay C93 @tab @tab X
9510f59a 367 @tab Used in the game Cyberia from Interplay.
dd2d651d 368@item Interplay MVE video @tab @tab X
d698c5d3 369 @tab Used in Interplay .MVE files.
dd2d651d 370@item Karl Morton's video codec @tab @tab X
d698c5d3 371 @tab Codec used in Worms games.
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372@item LCL (LossLess Codec Library) MSZH @tab @tab X
373@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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374@item LOCO @tab @tab X
375@item lossless MJPEG @tab X @tab X
376@item Microsoft RLE @tab @tab X
dd2d651d 377@item Microsoft Video 1 @tab @tab X
d66d8b83 378@item Mimic @tab @tab X
d698c5d3 379 @tab Used in MSN Messenger Webcam streams.
d66d8b83 380@item Miro VideoXL @tab @tab X
d698c5d3 381 @tab fourcc: VIXL
eacf8613 382@item MJPEG (Motion JPEG) @tab X @tab X
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383@item Motion Pixels video @tab @tab X
384@item MPEG-1 video @tab X @tab X
385@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
386@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
387@item MPEG-2 video @tab X @tab X
388@item MPEG-4 part 2 @tab X @tab X
389 @ libxvidcore can be used alternatively for encoding.
390@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
391@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
392@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 393@item Nintendo Gamecube THP video @tab @tab X
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394@item NuppelVideo/RTjpeg @tab @tab X
395 @tab Video encoding used in NuppelVideo files.
d66d8b83 396@item On2 VP3 @tab @tab X
d698c5d3 397 @tab still experimental
d66d8b83 398@item On2 VP5 @tab @tab X
d698c5d3 399 @tab fourcc: VP50
d66d8b83 400@item On2 VP6 @tab @tab X
d698c5d3 401 @tab fourcc: VP60,VP61,VP62
d66d8b83 402@item planar RGB @tab @tab X
d698c5d3 403 @tab fourcc: 8BPS
a1c5b6ec 404@item Q-team QPEG @tab @tab X
d698c5d3 405 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 406@item QuickTime 8BPS video @tab @tab X
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407@item QuickTime Animation (RLE) video @tab X @tab X
408 @tab fourcc: 'rle '
409@item QuickTime Graphics (SMC) @tab @tab X
410 @tab fourcc: 'smc '
411@item QuickTime video (RPZA) @tab @tab X
412 @tab fourcc: rpza
413@item Raw Video @tab X @tab X
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414@item RealVideo 1.0 @tab X @tab X
415@item RealVideo 2.0 @tab X @tab X
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416@item RealVideo 3.0 @tab @tab X
417 @tab still far from ideal
11c0f9ec 418@item RealVideo 4.0 @tab @tab X
68dddf53 419@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 420 @tab Texture dictionaries used by the Renderware Engine.
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421@item RL2 video @tab @tab X
422 @tab used in some games by Entertainment Software Partners
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423@item Sierra VMD video @tab @tab X
424 @tab Used in Sierra VMD files.
bac4c85c 425@item Smacker video @tab @tab X
d698c5d3 426 @tab Video encoding used in Smacker.
68dddf53 427@item SMPTE VC-1 @tab @tab X
d66d8b83 428@item Snow @tab X @tab X
d698c5d3 429 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 430@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 431@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 432 @tab fourcc: SVQ1
a1c5b6ec 433@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 434 @tab fourcc: SVQ3
a1c5b6ec 435@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 436 @tab fourcc: SP5X
68dddf53 437@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 438 @tab fourcc: TSCC
82ced5a9 439@item Theora @tab E @tab X
360f980b 440 @tab encoding supported through external library libtheora
a1c5b6ec 441@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 442 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 443@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 444 @tab Codec used in videos captured by VMware.
eacf8613 445@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 446@item Windows Media Video 7 @tab X @tab X
eacf8613 447@item Windows Media Video 8 @tab X @tab X
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448@item Windows Media Video 9 @tab @tab X
449 @tab not completely working
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450@item Wing Commander III / Xan @tab @tab X
451 @tab Used in Wing Commander III .MVE files.
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452@item Winnov WNV1 @tab @tab X
453@item WMV7 @tab X @tab X
39271be4 454@item YAMAHA SMAF @tab X @tab X
d66d8b83 455@item ZLIB @tab X @tab X
d698c5d3 456 @tab part of LCL, encoder experimental
eacf8613 457@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 458 @tab Encoder works only in PAL8.
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459@end multitable
460
461@code{X} means that encoding (resp. decoding) is supported.
462
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463@code{E} means that support is provided through an external library.
464
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465@section Audio Codecs
466
485ec4f1 467@multitable @columnfractions .4 .1 .1 .4
b3de4544 468@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 469@item 8SVX audio @tab @tab X
82ced5a9 470@item AAC @tab E @tab X
360f980b 471 @tab encoding supported through external library libfaac
c76d1bb2 472@item AC-3 @tab IX @tab X
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473@item ADPCM 4X Movie @tab @tab X
474@item ADPCM CDROM XA @tab @tab X
475@item ADPCM Creative Technology @tab @tab X
476 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
477@item ADPCM Electronic Arts @tab @tab X
478 @tab Used in various EA titles.
479@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
480 @tab Used in Sim City 3000.
481@item ADPCM Electronic Arts R1 @tab @tab X
482@item ADPCM Electronic Arts R2 @tab @tab X
483@item ADPCM Electronic Arts R3 @tab @tab X
484@item ADPCM Electronic Arts XAS @tab @tab X
485@item ADPCM G.726 @tab X @tab X
486@item ADPCM IMA AMV @tab @tab X
487 @tab Used in AMV files
488@item ADPCM IMA Electronic Arts EACS @tab @tab X
489@item ADPCM IMA Electronic Arts SEAD @tab @tab X
490@item ADPCM IMA Funcom @tab @tab X
491@item ADPCM IMA QuickTime @tab X @tab X
492@item ADPCM IMA Loki SDL MJPEG @tab @tab X
493@item ADPCM IMA WAV @tab X @tab X
494@item ADPCM IMA Westwood @tab @tab X
495@item ADPCM ISS IMA @tab @tab X
496 @tab Used in FunCom games.
497@item ADPCM IMA Duck DK3 @tab @tab X
498 @tab Used in some Sega Saturn console games.
499@item ADPCM IMA Duck DK4 @tab @tab X
500 @tab Used in some Sega Saturn console games.
501@item ADPCM Microsoft @tab X @tab X
502@item ADPCM MS IMA @tab X @tab X
503@item ADPCM Nintendo Gamecube THP @tab @tab X
504@item ADPCM QT IMA @tab X @tab X
505@item ADPCM SEGA CRI ADX @tab X @tab X
506 @tab Used in Sega Dreamcast games.
507@item ADPCM Shockwave Flash @tab X @tab X
508@item ADPCM SMJPEG IMA @tab @tab X
509 @tab Used in certain Loki game ports.
510@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
511@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
512@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
513@item ADPCM Westwood Studios IMA @tab @tab X
514 @tab Used in Westwood Studios games like Command and Conquer.
515@item ADPCM Yamaha @tab X @tab X
82ced5a9 516@item AMR-NB @tab E @tab E
360f980b 517 @tab supported through external library libamrnb
82ced5a9 518@item AMR-WB @tab E @tab E
360f980b 519 @tab supported through external library libamrwb
833e90dd 520@item Apple lossless audio @tab X @tab X
d698c5d3 521 @tab QuickTime fourcc 'alac'
9510f59a 522@item Atrac 3 @tab @tab X
9510f59a 523@item Delphine Software International CIN audio @tab @tab X
d698c5d3 524 @tab Codec used in Delphine Software International games.
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525@item COOK @tab @tab X
526 @tab All versions except 5.1 are supported.
9510f59a 527@item DCA (DTS Coherent Acoustics) @tab @tab X
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528@item DPCM id RoQ @tab X @tab X
529 @tab Used in Quake III, Jedi Knight 2, other computer games.
530@item DPCM Interplay @tab @tab X
531 @tab Used in various Interplay computer games.
532@item DPCM Sierra Online @tab @tab X
533 @tab Used in Sierra Online game audio files.
534@item DPCM Sol @tab @tab X
535@item DPCM Xan @tab @tab X
16d81b27 536@item DSP Group TrueSpeech @tab @tab X
16d81b27 537@item DV audio @tab @tab X
44723c84 538@item Enhanced AC-3 @tab @tab X
dd2d651d 539@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 540@item G.729 @tab @tab X
82ced5a9 541@item GSM @tab E @tab E
3f33271a 542 @tab supported through external library libgsm
dd2d651d 543@item GSM Microsoft variant @tab E @tab E
3f33271a 544 @tab supported through external library libgsm
dd2d651d 545@item IMC (Intel Music Coder) @tab @tab X
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546@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
547@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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548@item MLP (Meridian Lossless Packing) @tab @tab X
549 @tab Used in DVD-Audio discs.
16d81b27 550@item Monkey's Audio @tab @tab X
d698c5d3 551 @tab Only versions 3.97-3.99 are supported.
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552@item MP1 (MPEG audio layer 1) @tab @tab IX
553@item MP2 (MPEG audio layer 2) @tab IX @tab IX
554@item MP3 (MPEG audio layer 3) @tab E @tab IX
555 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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556@item Musepack SV7 @tab @tab X
557@item Musepack SV8 @tab @tab X
641992de 558@item Nellymoser Asao @tab X @tab X
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559@item PCM A-law @tab X @tab X
560@item PCM mu-law @tab X @tab X
561@item PCM 16-bit little-endian planar @tab @tab X
562@item PCM 32-bit floating point big-endian @tab X @tab X
563@item PCM 32-bit floating point little-endian @tab X @tab X
564@item PCM 64-bit floating point big-endian @tab X @tab X
565@item PCM 64-bit floating point little-endian @tab X @tab X
566@item PCM D-Cinema audio signed 24-bit @tab X @tab X
567@item PCM signed 8-bit @tab X @tab X
568@item PCM signed 16-bit big-endian @tab X @tab X
569@item PCM signed 16-bit little-endian @tab X @tab X
570@item PCM signed 24-bit big-endian @tab X @tab X
571@item PCM signed 24-bit little-endian @tab X @tab X
572@item PCM signed 32-bit big-endian @tab X @tab X
573@item PCM signed 32-bit little-endian @tab X @tab X
574@item PCM unsigned 8-bit @tab X @tab X
575@item PCM unsigned 16-bit big-endian @tab X @tab X
576@item PCM unsigned 16-bit little-endian @tab X @tab X
577@item PCM unsigned 24-bit big-endian @tab X @tab X
578@item PCM unsigned 24-bit little-endian @tab X @tab X
579@item PCM unsigned 32-bit big-endian @tab X @tab X
580@item PCM unsigned 32-bit little-endian @tab X @tab X
581@item PCM Zork @tab X @tab X
73b458e3 582@item QCELP / PureVoice @tab @tab X
a1c5b6ec 583@item QDesign Music Codec 2 @tab @tab X
d698c5d3 584 @tab There are still some distortions.
a1c5b6ec 585@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 586 @tab Real 14400 bit/s codec
a1c5b6ec 587@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 588 @tab Real 28800 bit/s codec
a1c5b6ec 589@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 590 @tab Real low bitrate AC-3 codec
bac4c85c 591@item Shorten @tab @tab X
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592@item Sierra VMD audio @tab @tab X
593 @tab Used in Sierra VMD files.
bac4c85c 594@item Smacker audio @tab @tab X
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595@item Sonic @tab X @tab X
596 @tab experimental codec
597@item Sonic lossless @tab X @tab X
598 @tab experimental codec
82ced5a9 599@item Speex @tab @tab E
360f980b 600 @tab supported through external library libspeex
16d81b27 601@item True Audio (TTA) @tab @tab X
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602@item TrueHD @tab @tab X
603 @tab Used in HD-DVD and Blu-Ray discs.
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604@item Vorbis @tab E @tab X
605 @ A native but very primitive encoder exists.
bac4c85c 606@item WavPack @tab @tab X
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607@item Westwood Audio (SND1) @tab @tab X
608@item Windows Media Audio 1 @tab X @tab X
609@item Windows Media Audio 2 @tab X @tab X
d698c5d3 610 @tab Used in Origin's Wing Commander IV AVI files.
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611@end multitable
612
613@code{X} means that encoding (resp. decoding) is supported.
614
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615@code{E} means that support is provided through an external library.
616
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617@code{I} means that an integer-only version is available, too (ensures high
618performance on systems without hardware floating point support).
619
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620@section Subtitle Formats
621
000bbebb 622@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 623@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 624@item SSA/ASS @tab X @tab X
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625@item DVB @tab X @tab X @tab X @tab X
626@item DVD @tab X @tab X @tab X @tab X
627@item XSUB @tab @tab @tab @tab X
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628@end multitable
629
630@code{X} means that the feature is supported.
631
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632@section Network Protocols
633
000bbebb 634@multitable @columnfractions .4 .1
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635@item Name @tab Support
636@item file @tab X
637@item Gopher @tab X
638@item HTTP @tab X
639@item pipe @tab X
640@item RTP @tab X
641@item TCP @tab X
642@item UDP @tab X
643@end multitable
644
645@code{X} means that the protocol is supported.
646
647
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648@section Input/Output Devices
649
650@multitable @columnfractions .4 .1 .1
651@item Name @tab Input @tab Output
652@item ALSA @tab X @tab X
653@item BEOS audio @tab X @tab X
654@item BKTR @tab X @tab
655@item DV1394 @tab X @tab
656@item LIBDC1394 @tab X @tab
657@item OSS @tab X @tab X
658@item Video4Linux @tab X @tab
659@item Video4Linux2 @tab X @tab
660@item VfW capture @tab X @tab
661@item X11 grabbing @tab X @tab
662@end multitable
663
23869b4a 664@code{X} means that input/output is supported.
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665
666
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667@chapter Platform Specific information
668
669@section BSD
670
671BSD make will not build FFmpeg, you need to install and use GNU Make
672(@file{gmake}).
673
674@section Windows
675
46a845d0 676To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 677the FFmpeg Windows Help Forum at
ab5ce4ae 678@url{http://ffmpeg.arrozcru.org/}.
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679
680@subsection Native Windows compilation
681
c1989552 682FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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683the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
684You can find detailed installation
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685instructions in the download section and the FAQ.
686
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687FFmpeg does not build out-of-the-box with the packages the automated MinGW
688installer provides. It also requires coreutils to be installed and many other
689packages updated to the latest version. The minimum version for some packages
690are listed below:
691
692@itemize
693@item bash 3.1
694@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 695@item w32api 3.13
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696@item mingw-runtime 3.15
697@end itemize
698
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699You will also need to pass @code{-fno-common} to the compiler to work around
700a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
701
c1989552 702Within the MSYS shell, configure and make with:
d0e1cd3d 703
c1989552 704@example
0f898714 705./configure --enable-memalign-hack --extra-cflags=-fno-common
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706make
707make install
708@end example
d0e1cd3d 709
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710This will install @file{ffmpeg.exe} along with many other development files
711to @file{/usr/local}. You may specify another install path using the
712@code{--prefix} option in @file{configure}.
d0e1cd3d 713
c1989552 714Notes:
d0e1cd3d 715
c1989552 716@itemize
d0e1cd3d 717
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718@item In order to compile FFplay, you must have the MinGW development library
719of SDL. Get it from @url{http://www.libsdl.org}.
720Edit the @file{bin/sdl-config} script so that it points to the correct prefix
721where SDL was installed. Verify that @file{sdl-config} can be launched from
722the MSYS command line.
d0e1cd3d 723
d0e1cd3d 724@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 725you can build libavutil, libavcodec and libavformat as DLLs.
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726
727@end itemize
728
c1989552 729@subsection Microsoft Visual C++ compatibility
d0e1cd3d 730
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731As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
732want to use the libav* libraries in your own applications, you can still
733compile those applications using MSVC++. But the libav* libraries you link
734to @emph{must} be built with MinGW. However, you will not be able to debug
735inside the libav* libraries, since MSVC++ does not recognize the debug
736symbols generated by GCC.
737We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 738
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739This description of how to use the FFmpeg libraries with MSVC++ is based on
740Microsoft Visual C++ 2005 Express Edition. If you have a different version,
741you might have to modify the procedures slightly.
d0e1cd3d 742
c1989552 743@subsubsection Using static libraries
d0e1cd3d 744
c1989552 745Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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746
747@enumerate
748
749@item Create a new console application ("File / New / Project") and then
750select "Win32 Console Application". On the appropriate page of the
751Application Wizard, uncheck the "Precompiled headers" option.
752
753@item Write the source code for your application, or, for testing, just
754copy the code from an existing sample application into the source file
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755that MSVC++ has already created for you. For example, you can copy
756@file{output_example.c} from the FFmpeg distribution.
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757
758@item Open the "Project / Properties" dialog box. In the "Configuration"
759combo box, select "All Configurations" so that the changes you make will
760affect both debug and release builds. In the tree view on the left hand
761side, select "C/C++ / General", then edit the "Additional Include
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762Directories" setting to contain the path where the FFmpeg includes were
763installed (i.e. @file{c:\msys\1.0\local\include}).
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764Do not add MinGW's include directory here, or the include files will
765conflict with MSVC's.
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766
767@item Still in the "Project / Properties" dialog box, select
768"Linker / General" from the tree view and edit the
769"Additional Library Directories" setting to contain the @file{lib}
770directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
771the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
772and the directory where MinGW's GCC libs are installed
773(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
774"Linker / Input" from the tree view, and add the files @file{libavformat.a},
775@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
776@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
777to the end of "Additional Dependencies".
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778
779@item Now, select "C/C++ / Code Generation" from the tree view. Select
780"Debug" in the "Configuration" combo box. Make sure that "Runtime
781Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
782the "Configuration" combo box and make sure that "Runtime Library" is
783set to "Multi-threaded DLL".
784
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785@item Click "OK" to close the "Project / Properties" dialog box.
786
787@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
788Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
789and install it in MSVC++'s include directory
790(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
791
792@item MSVC++ also does not understand the @code{inline} keyword used by
793FFmpeg, so you must add this line before @code{#include}ing libav*:
794@example
795#define inline _inline
796@end example
797
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798@item Build your application, everything should work.
799
800@end enumerate
801
802@subsubsection Using shared libraries
803
804This is how to create DLL and LIB files that are compatible with MSVC++:
805
806@enumerate
807
808@item Add a call to @file{vcvars32.bat} (which sets up the environment
809variables for the Visual C++ tools) as the first line of @file{msys.bat}.
810The standard location for @file{vcvars32.bat} is
811@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
812and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
813If this corresponds to your setup, add the following line as the first line
814of @file{msys.bat}:
815
816@example
817call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
818@end example
819
820Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
821and run @file{c:\msys\1.0\msys.bat} from there.
822
823@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
824from @file{Microsoft (R) Library Manager}, this means your environment
825variables are set up correctly, the @file{Microsoft (R) Library Manager}
826is on the path and will be used by FFmpeg to create
827MSVC++-compatible import libraries.
828
829@item Build FFmpeg with
830
831@example
832./configure --enable-shared --enable-memalign-hack
833make
834make install
835@end example
836
837Your install path (@file{/usr/local/} by default) should now have the
838necessary DLL and LIB files under the @file{bin} directory.
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839
840@end enumerate
841
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842To use those files with MSVC++, do the same as you would do with
843the static libraries, as described above. But in Step 4,
844you should only need to add the directory where the LIB files are installed
845(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
846installed in the @file{bin} directory. And instead of adding @file{libxx.a}
847files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
848@file{avutil.lib}. There should be no need for @file{libmingwex.a},
849@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
850statically linked into the DLLs. The @file{bin} directory contains a bunch
851of DLL files, but the ones that are actually used to run your application
852are the ones with a major version number in their filenames
853(i.e. @file{avcodec-51.dll}).
854
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855@subsection Cross compilation for Windows with Linux
856
857You must use the MinGW cross compilation tools available at
858@url{http://www.mingw.org/}.
859
860Then configure FFmpeg with the following options:
861@example
862./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
863@end example
864(you can change the cross-prefix according to the prefix chosen for the
865MinGW tools).
866
867Then you can easily test FFmpeg with Wine
868(@url{http://www.winehq.com/}).
869
870@subsection Compilation under Cygwin
871
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872The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
873does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
874or leverage the implementation in MinGW (as explained below).
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875
876Just install your Cygwin with all the "Base" packages, plus the
877following "Devel" ones:
878@example
f496ab12 879binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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880@end example
881
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882The experimental gcc4 package is still buggy, hence please
883use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
884
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885Install the current binutils-20080624-2 as they work fine (the old
886binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 887
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888Then create a small library that just contains llrint():
889
890@example
891ar x /usr/lib/mingw/libmingwex.a llrint.o
892ar cq /usr/local/lib/libllrint.a llrint.o
893@end example
894
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895Then run
896
897@example
29c3d42b 898./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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899@end example
900
901to make a static build or
902
903@example
29c3d42b 904./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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905@end example
906
907to build shared libraries.
908
909If you want to build FFmpeg with additional libraries, download Cygwin
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910"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
911@example
912libogg-devel, libvorbis-devel
913@end example
914
915These library packages are only available from Cygwin Ports
be8497b0 916(@url{http://sourceware.org/cygwinports/}) :
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917
918@example
919yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
920libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
921libxvidcore-devel
922@end example
923
924The recommendation for libnut and x264 is to build them from source by
925yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 926
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927Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
928of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
929
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930@subsection Crosscompilation for Windows under Cygwin
931
932With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
933
934Just install your Cygwin as explained before, plus these additional
935"Devel" packages:
936@example
937gcc-mingw-core, mingw-runtime, mingw-zlib
938@end example
939
940and add some special flags to your configure invocation.
941
942For a static build run
943@example
944./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
945@end example
946
947and for a build with shared libraries
948@example
949./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
950@end example
951
952@section BeOS
953
5f757b85 954BeOS support is broken in mysterious ways.
d0e1cd3d 955
25b92a79
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956@section OS/2
957
958For information about compiling FFmpeg on OS/2 see
959@url{http://www.edm2.com/index.php/FFmpeg}.
960
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961@chapter Developers Guide
962
963@section API
964@itemize @bullet
965@item libavcodec is the library containing the codecs (both encoding and
966decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
967
968@item libavformat is the library containing the file format handling (mux and
969demux code for several formats). Look at @file{ffplay.c} to use it in a
970player. See @file{output_example.c} to use it to generate audio or video
971streams.
972
973@end itemize
974
975@section Integrating libavcodec or libavformat in your program
976
977You can integrate all the source code of the libraries to link them
978statically to avoid any version problem. All you need is to provide a
979'config.mak' and a 'config.h' in the parent directory. See the defines
980generated by ./configure to understand what is needed.
981
982You can use libavcodec or libavformat in your commercial program, but
983@emph{any patch you make must be published}. The best way to proceed is
984to send your patches to the FFmpeg mailing list.
985
986@node Coding Rules
987@section Coding Rules
988
989FFmpeg is programmed in the ISO C90 language with a few additional
990features from ISO C99, namely:
991@itemize @bullet
992@item
993the @samp{inline} keyword;
994@item
995@samp{//} comments;
996@item
997designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
998@item
999compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1000@end itemize
1001
1002These features are supported by all compilers we care about, so we will not
1003accept patches to remove their use unless they absolutely do not impair
1004clarity and performance.
1005
1006All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1007compiles with several other compilers, such as the Compaq ccc compiler
1008or Sun Studio 9, and we would like to keep it that way unless it would
1009be exceedingly involved. To ensure compatibility, please do not use any
1010additional C99 features or GCC extensions. Especially watch out for:
1011@itemize @bullet
1012@item
1013mixing statements and declarations;
1014@item
1015@samp{long long} (use @samp{int64_t} instead);
1016@item
1017@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1018@item
1019GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1020@end itemize
1021
1022Indent size is 4.
1023The presentation is the one specified by 'indent -i4 -kr -nut'.
1024The TAB character is forbidden outside of Makefiles as is any
1025form of trailing whitespace. Commits containing either will be
1026rejected by the Subversion repository.
1027
1028The main priority in FFmpeg is simplicity and small code size in order to
1029minimize the bug count.
1030
1031Comments: Use the JavaDoc/Doxygen
1032format (see examples below) so that code documentation
1033can be generated automatically. All nontrivial functions should have a comment
1034above them explaining what the function does, even if it is just one sentence.
1035All structures and their member variables should be documented, too.
1036@example
1037/**
1038 * @@file mpeg.c
1039 * MPEG codec.
1040 * @@author ...
1041 */
1042
1043/**
1044 * Summary sentence.
1045 * more text ...
1046 * ...
1047 */
1048typedef struct Foobar@{
1049 int var1; /**< var1 description */
1050 int var2; ///< var2 description
1051 /** var3 description */
1052 int var3;
1053@} Foobar;
1054
1055/**
1056 * Summary sentence.
1057 * more text ...
1058 * ...
1059 * @@param my_parameter description of my_parameter
1060 * @@return return value description
1061 */
1062int myfunc(int my_parameter)
1063...
1064@end example
1065
1066fprintf and printf are forbidden in libavformat and libavcodec,
1067please use av_log() instead.
1068
1069Casts should be used only when necessary. Unneeded parentheses
1070should also be avoided if they don't make the code easier to understand.
1071
1072@section Development Policy
1073
1074@enumerate
1075@item
1076 Contributions should be licensed under the LGPL 2.1, including an
1077 "or any later version" clause, or the MIT license. GPL 2 including
1078 an "or any later version" clause is also acceptable, but LGPL is
1079 preferred.
1080@item
1081 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1082 enabled code which breaks compilation or compiles but does not work or
1083 breaks the regression tests)
1084 You can commit unfinished stuff (for testing etc), but it must be disabled
1085 (#ifdef etc) by default so it does not interfere with other developers'
1086 work.
1087@item
1088 You do not have to over-test things. If it works for you, and you think it
1089 should work for others, then commit. If your code has problems
1090 (portability, triggers compiler bugs, unusual environment etc) they will be
1091 reported and eventually fixed.
1092@item
1093 Do not commit unrelated changes together, split them into self-contained
1094 pieces. Also do not forget that if part B depends on part A, but A does not
1095 depend on B, then A can and should be committed first and separate from B.
1096 Keeping changes well split into self-contained parts makes reviewing and
1097 understanding them on the commit log mailing list easier. This also helps
1098 in case of debugging later on.
1099 Also if you have doubts about splitting or not splitting, do not hesitate to
1100 ask/discuss it on the developer mailing list.
1101@item
1102 Do not change behavior of the program (renaming options etc) without
1103 first discussing it on the ffmpeg-devel mailing list. Do not remove
1104 functionality from the code. Just improve!
1105
1106 Note: Redundant code can be removed.
1107@item
1108 Do not commit changes to the build system (Makefiles, configure script)
1109 which change behavior, defaults etc, without asking first. The same
1110 applies to compiler warning fixes, trivial looking fixes and to code
1111 maintained by other developers. We usually have a reason for doing things
1112 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1113 list, and if the code maintainers say OK, you may commit. This does not
1114 apply to files you wrote and/or maintain.
1115@item
1116 We refuse source indentation and other cosmetic changes if they are mixed
1117 with functional changes, such commits will be rejected and removed. Every
1118 developer has his own indentation style, you should not change it. Of course
1119 if you (re)write something, you can use your own style, even though we would
1120 prefer if the indentation throughout FFmpeg was consistent (Many projects
1121 force a given indentation style - we do not.). If you really need to make
1122 indentation changes (try to avoid this), separate them strictly from real
1123 changes.
1124
1125 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1126 then either do NOT change the indentation of the inner part within (do not
1127 move it to the right)! or do so in a separate commit
1128@item
1129 Always fill out the commit log message. Describe in a few lines what you
1130 changed and why. You can refer to mailing list postings if you fix a
1131 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1132@item
1133 If you apply a patch by someone else, include the name and email address in
1134 the log message. Since the ffmpeg-cvslog mailing list is publicly
1135 archived you should add some SPAM protection to the email address. Send an
1136 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1137 you applied the patch.
1138@item
1139 When applying patches that have been discussed (at length) on the mailing
1140 list, reference the thread in the log message.
1141@item
1142 Do NOT commit to code actively maintained by others without permission.
1143 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1144 timeframe (12h for build failures and security fixes, 3 days small changes,
1145 1 week for big patches) then commit your patch if you think it is OK.
1146 Also note, the maintainer can simply ask for more time to review!
1147@item
1148 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1149 are sent there and reviewed by all the other developers. Bugs and possible
1150 improvements or general questions regarding commits are discussed there. We
1151 expect you to react if problems with your code are uncovered.
1152@item
1153 Update the documentation if you change behavior or add features. If you are
1154 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1155 maintainer(s) will review and commit your stuff.
1156@item
1157 Try to keep important discussions and requests (also) on the public
1158 developer mailing list, so that all developers can benefit from them.
1159@item
1160 Never write to unallocated memory, never write over the end of arrays,
1161 always check values read from some untrusted source before using them
1162 as array index or other risky things.
1163@item
1164 Remember to check if you need to bump versions for the specific libav
1165 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1166 to change the version integer.
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1167 Incrementing the first component means no backward compatibility to
1168 previous versions (e.g. removal of a function from the public API).
1169 Incrementing the second component means backward compatible change
b98052d5
PR
1170 (e.g. addition of a function to the public API or extension of an
1171 existing data structure).
d0e1cd3d
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1172 Incrementing the third component means a noteworthy binary compatible
1173 change (e.g. encoder bug fix that matters for the decoder).
1174@item
53407b64 1175 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1176 warning always points to correct and clean code, that warning should
1177 be disabled, not the code changed.
1178 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1179 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1180 be changed to not generate a warning unless that causes a slowdown
1181 or obfuscates the code.
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DB
1182@item
1183 If you add a new file, give it a proper license header. Do not copy and
1184 paste it from a random place, use an existing file as template.
1185@end enumerate
1186
1187We think our rules are not too hard. If you have comments, contact us.
1188
1189Note, these rules are mostly borrowed from the MPlayer project.
1190
1191@section Submitting patches
1192
1193First, (@pxref{Coding Rules}) above if you did not yet.
1194
1195When you submit your patch, try to send a unified diff (diff '-up'
1196option). We cannot read other diffs :-)
1197
1198Also please do not submit a patch which contains several unrelated changes.
1199Split it into separate, self-contained pieces. This does not mean splitting
1200file by file. Instead, make the patch as small as possible while still
1201keeping it as a logical unit that contains an individual change, even
1202if it spans multiple files. This makes reviewing your patches much easier
1203for us and greatly increases your chances of getting your patch applied.
1204
1205Run the regression tests before submitting a patch so that you can
1206verify that there are no big problems.
1207
1208Patches should be posted as base64 encoded attachments (or any other
1209encoding which ensures that the patch will not be trashed during
1210transmission) to the ffmpeg-devel mailing list, see
1211@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1212
1213It also helps quite a bit if you tell us what the patch does (for example
1214'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1215and has no lrint()')
1216
1217Also please if you send several patches, send each patch as a separate mail,
1218do not attach several unrelated patches to the same mail.
1219
28ce1839
RP
1220@section New codecs or formats checklist
1221
1222@enumerate
1223@item
1224 Did you use av_cold for codec initialization and close functions?
1225@item
1226 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1227 AVInputFormat/AVOutputFormat struct?
1228@item
1229 Did you bump the minor version number in @file{avcodec.h} or
1230 @file{avformat.h}?
1231@item
1232 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1233@item
1234 Did you add the CodecID to @file{avcodec.h}?
1235@item
1236 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1237 even if it is only a decoder?
1238@item
1239 Did you add a rule to compile the appropriate files in the Makefile?
1240 Remember to do this even if you're just adding a format to a file that is
1241 already being compiled by some other rule, like a raw demuxer.
1242@item
1243 Did you add an entry to the table of supported formats or codecs in the
1244 documentation?
1245@item
1246 Did you add an entry in the Changelog?
1247@item
1248 If it depends on a parser or a library, did you add that dependency in
1249 configure?
1250@item
1251 Did you "svn add" the appropriate files before commiting?
1252@end enumerate
1253
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1254@section patch submission checklist
1255
1256@enumerate
1257@item
1258 Do the regression tests pass with the patch applied?
1259@item
2cdba8bf
DB
1260 Does @code{make checkheaders} pass with the patch applied?
1261@item
d0e1cd3d
DB
1262 Is the patch a unified diff?
1263@item
1264 Is the patch against latest FFmpeg SVN?
1265@item
1266 Are you subscribed to ffmpeg-dev?
1267 (the list is subscribers only due to spam)
1268@item
1269 Have you checked that the changes are minimal, so that the same cannot be
1270 achieved with a smaller patch and/or simpler final code?
1271@item
1272 If the change is to speed critical code, did you benchmark it?
1273@item
1274 If you did any benchmarks, did you provide them in the mail?
1275@item
1276 Have you checked that the patch does not introduce buffer overflows or
1277 other security issues?
1278@item
63d247ea
DB
1279 Did you test your decoder or demuxer against damaged data? If no, see
1280 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1281 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1282@item
d0e1cd3d
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1283 Is the patch created from the root of the source tree, so it can be
1284 applied with @code{patch -p0}?
1285@item
1286 Does the patch not mix functional and cosmetic changes?
1287@item
1288 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1289@item
1290 Is the patch attached to the email you send?
1291@item
1292 Is the mime type of the patch correct? It should be text/x-diff or
1293 text/x-patch or at least text/plain and not application/octet-stream.
1294@item
1295 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1296@item
1297 If the patch fixes a bug, did you provide enough information, including
1298 a sample, so the bug can be reproduced and the fix can be verified?
1299 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1300 URL, you can upload to ftp://upload.ffmpeg.org
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DB
1301@item
1302 Did you provide a verbose summary about what the patch does change?
1303@item
1304 Did you provide a verbose explanation why it changes things like it does?
1305@item
1306 Did you provide a verbose summary of the user visible advantages and
1307 disadvantages if the patch is applied?
1308@item
1309 Did you provide an example so we can verify the new feature added by the
1310 patch easily?
1311@item
1312 If you added a new file, did you insert a license header? It should be
1313 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1314@item
1315 You should maintain alphabetical order in alphabetically ordered lists as
1316 long as doing so does not break API/ABI compatibility.
1317@item
1318 Lines with similar content should be aligned vertically when doing so
1319 improves readability.
1320@item
1321 Did you provide a suggestion for a clear commit log message?
1322@end enumerate
1323
1324@section Patch review process
1325
1326All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1327clear note that the patch is not for SVN.
1328Reviews and comments will be posted as replies to the patch on the
1329mailing list. The patch submitter then has to take care of every comment,
1330that can be by resubmitting a changed patch or by discussion. Resubmitted
1331patches will themselves be reviewed like any other patch. If at some point
1332a patch passes review with no comments then it is approved, that can for
1333simple and small patches happen immediately while large patches will generally
1334have to be changed and reviewed many times before they are approved.
1335After a patch is approved it will be committed to the repository.
1336
1337We will review all submitted patches, but sometimes we are quite busy so
1338especially for large patches this can take several weeks.
1339
1340When resubmitting patches, please do not make any significant changes
1341not related to the comments received during review. Such patches will
1342be rejected. Instead, submit significant changes or new features as
1343separate patches.
1344
1345@section Regression tests
1346
1347Before submitting a patch (or committing to the repository), you should at least
1348test that you did not break anything.
1349
1350The regression tests build a synthetic video stream and a synthetic
1351audio stream. These are then encoded and decoded with all codecs or
1352formats. The CRC (or MD5) of each generated file is recorded in a
1353result file. A 'diff' is launched to compare the reference results and
1354the result file.
1355
1356The regression tests then go on to test the FFserver code with a
1357limited set of streams. It is important that this step runs correctly
1358as well.
1359
1360Run 'make test' to test all the codecs and formats.
1361
1362Run 'make fulltest' to test all the codecs, formats and FFserver.
1363
1364[Of course, some patches may change the results of the regression tests. In
1365this case, the reference results of the regression tests shall be modified
1366accordingly].
1367
1368@bye