Add sac3 to mp4 fourccs for mov+h264+aac-sac3+mp4s+ETERNAL_cut.mp4
[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
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21(floating-point mode) reference decoders and encoders (libamr) as well as
22the OpenCORE libraries for AMR-NB decoding/encoding and AMR-WB decoding.
23
24@subsection OpenCORE
25
26Go to @url{http://gitorious.org/opencore-amr/} and follow the instructions for
27installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
28@code{--enable-libopencore-amrwb} to configure to enable the libraries.
29
30Note that OpenCORE is under the Apache License 2.0 (see
31@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
32incompatible with the LGPL version 2.1 and GPL version 2. You have to
33upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
34GPL components, GPL version 3) to use it.
35
36@subsection libamr
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37
38Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
39installing the libraries. Then pass @code{--enable-libamr-nb} and/or
40@code{--enable-libamr-wb} to configure to enable the libraries.
41
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42Note that libamr is copyrighted without any sort of license grant. This means
43that you can use it if you legally obtained it but you are not allowed to
44redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
45you create are non-free and unredistributable!}
46
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47
48@chapter Supported File Formats and Codecs
49
50You can use the @code{-formats} option to have an exhaustive list.
51
52@section File Formats
53
54FFmpeg supports the following file formats through the @code{libavformat}
55library:
56
57@multitable @columnfractions .4 .1 .1 .4
b3de4544 58@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 59@item 4xm @tab @tab X
c6b2dc34 60 @tab 4X Technologies format, used in some games.
f0b19bd3 61@item 8088flex TMV @tab @tab X
39271be4 62@item Audio IFF (AIFF) @tab X @tab X
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63@item American Laser Games MM @tab @tab X
64 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 65@item 3GPP AMR @tab X @tab X
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66@item ASF @tab X @tab X
67@item AVI @tab X @tab X
39271be4 68@item AVISynth @tab @tab X
c6b2dc34 69@item AVS @tab @tab X
d698c5d3 70 @tab Multimedia format used by the Creature Shock game.
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71@item Beam Software SIFF @tab @tab X
72 @tab Audio and video format used in some games by Beam Software.
73@item Bethesda Softworks VID @tab @tab X
d698c5d3 74 @tab Used in some games from Bethesda Softworks.
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75@item Brute Force & Ignorance @tab @tab X
76 @tab Used in the game Flash Traffic: City of Angels.
77@item Interplay C93 @tab @tab X
d698c5d3 78 @tab Used in the game Cyberia from Interplay.
913c3e2c 79@item Delphine Software International CIN @tab @tab X
d698c5d3 80 @tab Multimedia format used by Delphine Software games.
39271be4 81@item CRC testing format @tab X @tab
913c3e2c 82@item Creative Voice @tab X @tab X
d698c5d3 83 @tab Created for the Sound Blaster Pro.
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84@item CRYO APC @tab @tab X
85 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 86@item D-Cinema audio @tab X @tab X
913c3e2c 87@item DV video @tab X @tab X
c6b2dc34 88@item DXA @tab @tab X
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89 @tab This format is used in the non-Windows version of the Feeble Files
90 game and different game cutscenes repacked for use with ScummVM.
39271be4 91@item Electronic Arts cdata @tab @tab X
c6b2dc34 92@item Electronic Arts Multimedia @tab @tab X
d698c5d3 93 @tab Used in various EA games; files have extensions like WVE and UV2.
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94@item FFM (FFserver live feed) @tab X @tab X
95@item Flash (SWF) @tab X @tab X
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96@item Flash 9 (AVM2) @tab X @tab X
97 @tab Only embedded audio is decoded.
98@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 99 @tab .fli/.flc files
dd2d651d 100@item Flash Video (FLV) @tab @tab X
d698c5d3 101 @tab Macromedia Flash video files
39271be4 102@item framecrc testing format @tab X @tab
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103@item FunCom ISS @tab @tab X
104 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 105@item GIF Animation @tab X @tab
c6b2dc34 106@item GXF @tab X @tab X
d698c5d3 107 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 108 playout servers.
dd2d651d 109@item id Quake II CIN video @tab @tab X
76ec3939 110@item id RoQ @tab X @tab X
d698c5d3 111 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 112@item IFF @tab @tab X
d698c5d3 113 @tab Interchange File Format
c6b2dc34 114@item Interplay MVE @tab @tab X
d698c5d3 115 @tab Format used in various Interplay computer games.
c6b2dc34 116@item LMLM4 @tab @tab X
d698c5d3 117 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 118@item Matroska @tab X @tab X
39271be4 119@item Matroska audio @tab X @tab
913c3e2c 120@item MAXIS XA @tab @tab X
d698c5d3 121 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 122@item Monkey's Audio @tab @tab X
822cc8f7 123@item Motion Pixels MVI @tab @tab X
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124@item MOV/QuickTime/MP4 @tab X @tab X
125 @tab 3GP, 3GP2, PSP, iPod variants supported
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126@item MP2 @tab X @tab X
127@item MP3 @tab X @tab X
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128@item MPEG-1 System @tab X @tab X
129 @tab muxed audio and video, VCD format supported
130@item MPEG-PS (program stream) @tab X @tab X
131 @tab also known as @code{VOB} file, SVCD and DVD format supported
132@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 133 @tab also known as DVB Transport Stream
c6b2dc34 134@item MPEG-4 @tab X @tab X
d698c5d3 135 @tab MPEG-4 is a variant of QuickTime.
39271be4 136@item MIME multipart JPEG @tab X @tab
bac4c85c 137@item MSN TCP webcam @tab @tab X
d698c5d3 138 @tab Used by MSN Messenger webcam streams.
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139@item MTV @tab @tab X
140@item Musepack @tab @tab X
141@item Musepack SV8 @tab @tab X
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142@item Material eXchange Format (MXF) @tab X @tab X
143 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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144@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
145 @tab SMPTE 386M, D-10/IMX Mapping.
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146@item NC camera feed @tab @tab X
147 @tab NC (AVIP NC4600) camera streams
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148@item NTT TwinVQ (VQF) @tab @tab X
149 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
913c3e2c 150@item Nullsoft Streaming Video @tab @tab X
39271be4 151@item NuppelVideo @tab @tab X
c6b2dc34 152@item NUT @tab X @tab X
d698c5d3 153 @tab NUT Open Container Format
39271be4 154@item Ogg @tab X @tab X
913c3e2c 155@item TechnoTrend PVA @tab @tab X
d698c5d3 156 @tab Used by TechnoTrend DVB PCI boards.
cdce0fb8 157@item QCP @tab @tab X
43dedc1e 158@item raw ADTS (AAC) @tab X @tab X
76ec3939 159@item raw AC-3 @tab X @tab X
adc5abf7 160@item raw Chinese AVS video @tab @tab X
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161@item raw CRI ADX @tab X @tab X
162@item raw Dirac @tab X @tab X
163@item raw DNxHD @tab X @tab X
164@item raw DTS @tab X @tab X
165@item raw E-AC-3 @tab X @tab X
166@item raw FLAC @tab X @tab X
167@item raw GSM @tab @tab X
168@item raw H.261 @tab X @tab X
169@item raw H.263 @tab X @tab X
170@item raw H.264 @tab X @tab X
171@item raw Ingenient MJPEG @tab @tab X
76ec3939 172@item raw MJPEG @tab X @tab X
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173@item raw MLP @tab @tab X
174@item raw MPEG @tab @tab X
175@item raw MPEG-1 @tab @tab X
176@item raw MPEG-2 @tab @tab X
177@item raw MPEG-4 @tab X @tab X
178@item raw NULL @tab X @tab
81b55ee5 179@item raw video @tab X @tab X
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180@item raw id RoQ @tab X @tab
181@item raw Shorten @tab @tab X
23d9cc45 182@item raw TrueHD @tab X @tab X
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183@item raw VC-1 @tab @tab X
184@item raw PCM A-law @tab X @tab X
185@item raw PCM mu-law @tab X @tab X
186@item raw PCM signed 8 bit @tab X @tab X
187@item raw PCM signed 16 bit big-endian @tab X @tab X
188@item raw PCM signed 16 bit little-endian @tab X @tab X
189@item raw PCM signed 24 bit big-endian @tab X @tab X
190@item raw PCM signed 24 bit little-endian @tab X @tab X
191@item raw PCM signed 32 bit big-endian @tab X @tab X
192@item raw PCM signed 32 bit little-endian @tab X @tab X
193@item raw PCM unsigned 8 bit @tab X @tab X
194@item raw PCM unsigned 16 bit big-endian @tab X @tab X
195@item raw PCM unsigned 16 bit little-endian @tab X @tab X
196@item raw PCM unsigned 24 bit big-endian @tab X @tab X
197@item raw PCM unsigned 24 bit little-endian @tab X @tab X
198@item raw PCM unsigned 32 bit big-endian @tab X @tab X
199@item raw PCM unsigned 32 bit little-endian @tab X @tab X
200@item raw PCM floating-point 32 bit big-endian @tab X @tab X
201@item raw PCM floating-point 32 bit little-endian @tab X @tab X
202@item raw PCM floating-point 64 bit big-endian @tab X @tab X
203@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 204@item RDT @tab @tab X
913c3e2c 205@item REDCODE R3D @tab @tab X
7eb68edb 206 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 207@item RealMedia @tab X @tab X
39271be4 208@item Redirector @tab @tab X
913c3e2c 209@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 210@item RL2 @tab @tab X
d698c5d3 211 @tab Audio and video format used in some games by Entertainment Software Partners.
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212@item RPL/ARMovie @tab @tab X
213@item RTP @tab @tab X
214@item RTSP @tab @tab X
215@item SDP @tab @tab X
c6b2dc34 216@item Sega FILM/CPK @tab @tab X
d698c5d3 217 @tab Used in many Sega Saturn console games.
913c3e2c 218@item Sierra SOL @tab @tab X
d698c5d3 219 @tab .sol files used in Sierra Online games.
c6b2dc34 220@item Sierra VMD @tab @tab X
d698c5d3 221 @tab Used in Sierra CD-ROM games.
c6b2dc34 222@item Smacker @tab @tab X
d698c5d3 223 @tab Multimedia format used by many games.
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224@item Sony OpenMG (OMA) @tab @tab X
225 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
226@item Sony PlayStation STR @tab @tab X
cbfe5bee 227@item SoX native format @tab X @tab X
64c2f20a 228@item SUN AU format @tab X @tab X
c6b2dc34 229@item THP @tab @tab X
d698c5d3 230 @tab Used on the Nintendo GameCube.
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231@item Tiertex Limited SEQ @tab @tab X
232 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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233@item True Audio @tab @tab X
234@item VC-1 test bitstream @tab X @tab X
c6b2dc34 235@item WAV @tab X @tab X
39271be4 236@item WavPack @tab @tab X
913c3e2c 237@item Wing Commander III movie @tab @tab X
d698c5d3 238 @tab Multimedia format used in Origin's Wing Commander III computer game.
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239@item Westwood Studios audio @tab @tab X
240 @tab Multimedia format used in Westwood Studios games.
241@item Westwood Studios VQA @tab @tab X
242 @tab Multimedia format used in Westwood Studios games.
39271be4 243@item YUV4MPEG pipe @tab X @tab X
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244@end multitable
245
246@code{X} means that encoding (resp. decoding) is supported.
247
248@section Image Formats
249
250FFmpeg can read and write images for each frame of a video sequence. The
251following image formats are supported:
252
253@multitable @columnfractions .4 .1 .1 .4
b3de4544 254@item Name @tab Encoding @tab Decoding @tab Comments
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255@item .Y.U.V @tab X @tab X
256 @tab one raw file per component
257@item animated GIF @tab X @tab X
258 @tab Only uncompressed GIFs are generated.
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259@item BMP @tab X @tab X
260 @tab Microsoft BMP image
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261@item JPEG @tab X @tab X
262 @tab Progressive JPEG is not supported.
263@item JPEG 2000 @tab @tab E
264 @tab decoding supported through external library libopenjpeg
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265@item JPEG-LS @tab X @tab X
266@item LJPEG @tab X @tab
267 @tab Lossless JPEG
ddea12a6 268@item PAM @tab X @tab X
9db80acb 269 @tab PAM is a PNM extension with alpha support.
ddea12a6 270@item PBM @tab X @tab X
f2937cc6 271 @tab Portable BitMap image
effcedf7 272@item PCX @tab X @tab X
9db80acb 273 @tab PC Paintbrush
ddea12a6 274@item PGM @tab X @tab X
314511ab 275 @tab Portable GrayMap image
ddea12a6 276@item PGMYUV @tab X @tab X
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277 @tab PGM with U and V components in YUV 4:2:0
278@item PNG @tab X @tab X
279 @tab 2/4 bpp not supported yet
ddea12a6 280@item PPM @tab X @tab X
314511ab 281 @tab Portable PixelMap image
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282@item PTX @tab @tab X
283 @tab V.Flash PTX format
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284@item SGI @tab X @tab X
285 @tab SGI RGB image format
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286@item Sun Rasterfile @tab @tab X
287 @tab Sun RAS image format
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288@item TIFF @tab X @tab X
289 @tab YUV, JPEG and some extension is not supported yet.
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290@item Truevision Targa @tab X @tab X
291 @tab Targa (.TGA) image format
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292@end multitable
293
294@code{X} means that encoding (resp. decoding) is supported.
295
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296@code{E} means that support is provided through an external library.
297
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298@section Video Codecs
299
300@multitable @columnfractions .4 .1 .1 .4
b3de4544 301@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 302@item 4X Movie @tab @tab X
d698c5d3 303 @tab Used in certain computer games.
f0b19bd3 304@item 8088flex TMV @tab @tab X
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305@item 8SVX exponential @tab @tab X
306@item 8SVX fibonacci @tab @tab X
913c3e2c 307@item American Laser Games MM @tab @tab X
d698c5d3 308 @tab Used in games like Mad Dog McCree.
a1c5b6ec 309@item AMV Video @tab @tab X
d698c5d3 310 @tab Used in Chinese MP3 players.
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311@item Apple MJPEG-B @tab @tab X
312@item Apple QuickDraw @tab @tab X
d698c5d3 313 @tab fourcc: qdrw
d66d8b83 314@item Asus v1 @tab X @tab X
d698c5d3 315 @tab fourcc: ASV1
d66d8b83 316@item Asus v2 @tab X @tab X
d698c5d3 317 @tab fourcc: ASV2
d66d8b83 318@item ATI VCR1 @tab @tab X
d698c5d3 319 @tab fourcc: VCR1
d66d8b83 320@item ATI VCR2 @tab @tab X
d698c5d3 321 @tab fourcc: VCR2
dd2d651d 322@item Autodesk Animator Flic video @tab @tab X
d66d8b83 323@item Autodesk RLE @tab @tab X
d698c5d3 324 @tab fourcc: AASC
9510f59a 325@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 326 @tab Video encoding used by the Creature Shock game.
68dddf53 327@item Beam Software VB @tab @tab X
9510f59a 328@item Bethesda VID video @tab @tab X
d698c5d3 329 @tab Used in some games from Bethesda Softworks.
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330@item Brute Force & Ignorance @tab @tab X
331 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 332@item C93 video @tab @tab X
d698c5d3 333 @tab Codec used in Cyberia game.
d66d8b83 334@item CamStudio @tab @tab X
d698c5d3 335 @tab fourcc: CSCD
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336@item Chinese AVS video @tab @tab X
337 @tab AVS1-P2, JiZhun profile
338@item Delphine Software International CIN video @tab @tab X
339 @tab Codec used in Delphine Software International games.
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340@item Cinepak @tab @tab X
341@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 342 @tab fourcc: CLJR
9510f59a 343@item Creative YUV (CYUV) @tab @tab X
82ced5a9 344@item Dirac @tab E @tab E
360f980b 345 @tab supported through external libdirac/libschroedinger libraries
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346@item DNxHD @tab X @tab X
347 @tab aka SMPTE VC3
68dddf53 348@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 349 @tab fourcc: DUCK
68dddf53 350@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 351 @tab fourcc: TM20
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352@item DV (Digital Video) @tab X @tab X
353@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 354 @tab Codec originally used in Feeble Files game.
9510f59a 355@item Electronic Arts CMV video @tab @tab X
d698c5d3 356 @tab Used in NHL 95 game.
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357@item Electronic Arts TGV video @tab @tab X
358@item Electronic Arts TGQ video @tab @tab X
359@item Electronic Arts TQI video @tab @tab X
360@item Escape 124 @tab @tab X
361@item FFmpeg codec #1 @tab X @tab X
d698c5d3 362 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 363@item Flash Screen Video v1 @tab X @tab X
d698c5d3 364 @tab fourcc: FSV1
dd2d651d 365@item Flash Video (FLV) @tab X @tab X
d698c5d3 366 @tab Sorenson H.263 used in Flash
dd2d651d 367@item Fraps @tab @tab X
d66d8b83 368@item H.261 @tab X @tab X
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369@item H.263 / H.263-1996 @tab X @tab X
370@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
371@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 372 @tab encoding supported through external library libx264
dd2d651d 373@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 374@item HuffYUV @tab X @tab X
dd2d651d 375@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 376@item IBM Ultimotion @tab @tab X
d698c5d3 377 @tab fourcc: ULTI
bac4c85c 378@item id Cinematic video @tab @tab X
d698c5d3 379 @tab Used in Quake II.
a1c5b6ec 380@item id RoQ video @tab X @tab X
d698c5d3 381 @tab Used in Quake III, Jedi Knight 2, other computer games.
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382@item Intel H.263 @tab @tab X
383@item Intel Indeo 2 @tab @tab X
d66d8b83 384@item Intel Indeo 3 @tab @tab X
dd2d651d 385@item Interplay C93 @tab @tab X
9510f59a 386 @tab Used in the game Cyberia from Interplay.
dd2d651d 387@item Interplay MVE video @tab @tab X
d698c5d3 388 @tab Used in Interplay .MVE files.
dd2d651d 389@item Karl Morton's video codec @tab @tab X
d698c5d3 390 @tab Codec used in Worms games.
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391@item LCL (LossLess Codec Library) MSZH @tab @tab X
392@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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393@item LOCO @tab @tab X
394@item lossless MJPEG @tab X @tab X
395@item Microsoft RLE @tab @tab X
dd2d651d 396@item Microsoft Video 1 @tab @tab X
d66d8b83 397@item Mimic @tab @tab X
d698c5d3 398 @tab Used in MSN Messenger Webcam streams.
d66d8b83 399@item Miro VideoXL @tab @tab X
d698c5d3 400 @tab fourcc: VIXL
eacf8613 401@item MJPEG (Motion JPEG) @tab X @tab X
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402@item Motion Pixels video @tab @tab X
403@item MPEG-1 video @tab X @tab X
404@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
405@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
406@item MPEG-2 video @tab X @tab X
407@item MPEG-4 part 2 @tab X @tab X
408 @ libxvidcore can be used alternatively for encoding.
409@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
410@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
411@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 412@item Nintendo Gamecube THP video @tab @tab X
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413@item NuppelVideo/RTjpeg @tab @tab X
414 @tab Video encoding used in NuppelVideo files.
d66d8b83 415@item On2 VP3 @tab @tab X
d698c5d3 416 @tab still experimental
d66d8b83 417@item On2 VP5 @tab @tab X
d698c5d3 418 @tab fourcc: VP50
d66d8b83 419@item On2 VP6 @tab @tab X
d698c5d3 420 @tab fourcc: VP60,VP61,VP62
d66d8b83 421@item planar RGB @tab @tab X
d698c5d3 422 @tab fourcc: 8BPS
a1c5b6ec 423@item Q-team QPEG @tab @tab X
d698c5d3 424 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 425@item QuickTime 8BPS video @tab @tab X
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426@item QuickTime Animation (RLE) video @tab X @tab X
427 @tab fourcc: 'rle '
428@item QuickTime Graphics (SMC) @tab @tab X
429 @tab fourcc: 'smc '
430@item QuickTime video (RPZA) @tab @tab X
431 @tab fourcc: rpza
432@item Raw Video @tab X @tab X
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433@item RealVideo 1.0 @tab X @tab X
434@item RealVideo 2.0 @tab X @tab X
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435@item RealVideo 3.0 @tab @tab X
436 @tab still far from ideal
11c0f9ec 437@item RealVideo 4.0 @tab @tab X
68dddf53 438@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 439 @tab Texture dictionaries used by the Renderware Engine.
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440@item RL2 video @tab @tab X
441 @tab used in some games by Entertainment Software Partners
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442@item Sierra VMD video @tab @tab X
443 @tab Used in Sierra VMD files.
bac4c85c 444@item Smacker video @tab @tab X
d698c5d3 445 @tab Video encoding used in Smacker.
68dddf53 446@item SMPTE VC-1 @tab @tab X
d66d8b83 447@item Snow @tab X @tab X
d698c5d3 448 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 449@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 450@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 451 @tab fourcc: SVQ1
a1c5b6ec 452@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 453 @tab fourcc: SVQ3
a1c5b6ec 454@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 455 @tab fourcc: SP5X
68dddf53 456@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 457 @tab fourcc: TSCC
82ced5a9 458@item Theora @tab E @tab X
360f980b 459 @tab encoding supported through external library libtheora
a1c5b6ec 460@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 461 @tab Codec used in DOS CD-ROM FlashBack game.
ca0bb1c4 462@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
eacf8613 463@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 464 @tab Codec used in videos captured by VMware.
eacf8613 465@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 466@item Windows Media Video 7 @tab X @tab X
eacf8613 467@item Windows Media Video 8 @tab X @tab X
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468@item Windows Media Video 9 @tab @tab X
469 @tab not completely working
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470@item Wing Commander III / Xan @tab @tab X
471 @tab Used in Wing Commander III .MVE files.
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472@item Winnov WNV1 @tab @tab X
473@item WMV7 @tab X @tab X
39271be4 474@item YAMAHA SMAF @tab X @tab X
d66d8b83 475@item ZLIB @tab X @tab X
d698c5d3 476 @tab part of LCL, encoder experimental
eacf8613 477@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 478 @tab Encoder works only in PAL8.
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479@end multitable
480
481@code{X} means that encoding (resp. decoding) is supported.
482
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483@code{E} means that support is provided through an external library.
484
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485@section Audio Codecs
486
485ec4f1 487@multitable @columnfractions .4 .1 .1 .4
b3de4544 488@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 489@item 8SVX audio @tab @tab X
82ced5a9 490@item AAC @tab E @tab X
360f980b 491 @tab encoding supported through external library libfaac
c76d1bb2 492@item AC-3 @tab IX @tab X
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493@item ADPCM 4X Movie @tab @tab X
494@item ADPCM CDROM XA @tab @tab X
495@item ADPCM Creative Technology @tab @tab X
496 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
497@item ADPCM Electronic Arts @tab @tab X
498 @tab Used in various EA titles.
499@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
500 @tab Used in Sim City 3000.
501@item ADPCM Electronic Arts R1 @tab @tab X
502@item ADPCM Electronic Arts R2 @tab @tab X
503@item ADPCM Electronic Arts R3 @tab @tab X
504@item ADPCM Electronic Arts XAS @tab @tab X
505@item ADPCM G.726 @tab X @tab X
506@item ADPCM IMA AMV @tab @tab X
507 @tab Used in AMV files
508@item ADPCM IMA Electronic Arts EACS @tab @tab X
509@item ADPCM IMA Electronic Arts SEAD @tab @tab X
510@item ADPCM IMA Funcom @tab @tab X
511@item ADPCM IMA QuickTime @tab X @tab X
512@item ADPCM IMA Loki SDL MJPEG @tab @tab X
513@item ADPCM IMA WAV @tab X @tab X
514@item ADPCM IMA Westwood @tab @tab X
515@item ADPCM ISS IMA @tab @tab X
516 @tab Used in FunCom games.
517@item ADPCM IMA Duck DK3 @tab @tab X
518 @tab Used in some Sega Saturn console games.
519@item ADPCM IMA Duck DK4 @tab @tab X
520 @tab Used in some Sega Saturn console games.
521@item ADPCM Microsoft @tab X @tab X
522@item ADPCM MS IMA @tab X @tab X
523@item ADPCM Nintendo Gamecube THP @tab @tab X
524@item ADPCM QT IMA @tab X @tab X
525@item ADPCM SEGA CRI ADX @tab X @tab X
526 @tab Used in Sega Dreamcast games.
527@item ADPCM Shockwave Flash @tab X @tab X
528@item ADPCM SMJPEG IMA @tab @tab X
529 @tab Used in certain Loki game ports.
530@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
531@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
532@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
533@item ADPCM Westwood Studios IMA @tab @tab X
534 @tab Used in Westwood Studios games like Command and Conquer.
535@item ADPCM Yamaha @tab X @tab X
82ced5a9 536@item AMR-NB @tab E @tab E
0b175caa 537 @tab supported through external libraries libamrnb and libopencore-amrnb
82ced5a9 538@item AMR-WB @tab E @tab E
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539 @tab decoding supported through external libraries libamrwb and libopencore-amrwb,
540 encoding supported through external library libamrwb
833e90dd 541@item Apple lossless audio @tab X @tab X
d698c5d3 542 @tab QuickTime fourcc 'alac'
9510f59a 543@item Atrac 3 @tab @tab X
9510f59a 544@item Delphine Software International CIN audio @tab @tab X
d698c5d3 545 @tab Codec used in Delphine Software International games.
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546@item COOK @tab @tab X
547 @tab All versions except 5.1 are supported.
9510f59a 548@item DCA (DTS Coherent Acoustics) @tab @tab X
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549@item DPCM id RoQ @tab X @tab X
550 @tab Used in Quake III, Jedi Knight 2, other computer games.
551@item DPCM Interplay @tab @tab X
552 @tab Used in various Interplay computer games.
553@item DPCM Sierra Online @tab @tab X
554 @tab Used in Sierra Online game audio files.
555@item DPCM Sol @tab @tab X
556@item DPCM Xan @tab @tab X
16d81b27 557@item DSP Group TrueSpeech @tab @tab X
16d81b27 558@item DV audio @tab @tab X
44723c84 559@item Enhanced AC-3 @tab @tab X
dd2d651d 560@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 561@item G.729 @tab @tab X
82ced5a9 562@item GSM @tab E @tab E
3f33271a 563 @tab supported through external library libgsm
dd2d651d 564@item GSM Microsoft variant @tab E @tab E
3f33271a 565 @tab supported through external library libgsm
dd2d651d 566@item IMC (Intel Music Coder) @tab @tab X
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567@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
568@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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569@item MLP (Meridian Lossless Packing) @tab @tab X
570 @tab Used in DVD-Audio discs.
16d81b27 571@item Monkey's Audio @tab @tab X
d698c5d3 572 @tab Only versions 3.97-3.99 are supported.
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573@item MP1 (MPEG audio layer 1) @tab @tab IX
574@item MP2 (MPEG audio layer 2) @tab IX @tab IX
575@item MP3 (MPEG audio layer 3) @tab E @tab IX
576 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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577@item Musepack SV7 @tab @tab X
578@item Musepack SV8 @tab @tab X
641992de 579@item Nellymoser Asao @tab X @tab X
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580@item PCM A-law @tab X @tab X
581@item PCM mu-law @tab X @tab X
582@item PCM 16-bit little-endian planar @tab @tab X
583@item PCM 32-bit floating point big-endian @tab X @tab X
584@item PCM 32-bit floating point little-endian @tab X @tab X
585@item PCM 64-bit floating point big-endian @tab X @tab X
586@item PCM 64-bit floating point little-endian @tab X @tab X
587@item PCM D-Cinema audio signed 24-bit @tab X @tab X
588@item PCM signed 8-bit @tab X @tab X
589@item PCM signed 16-bit big-endian @tab X @tab X
590@item PCM signed 16-bit little-endian @tab X @tab X
591@item PCM signed 24-bit big-endian @tab X @tab X
592@item PCM signed 24-bit little-endian @tab X @tab X
593@item PCM signed 32-bit big-endian @tab X @tab X
594@item PCM signed 32-bit little-endian @tab X @tab X
595@item PCM unsigned 8-bit @tab X @tab X
596@item PCM unsigned 16-bit big-endian @tab X @tab X
597@item PCM unsigned 16-bit little-endian @tab X @tab X
598@item PCM unsigned 24-bit big-endian @tab X @tab X
599@item PCM unsigned 24-bit little-endian @tab X @tab X
600@item PCM unsigned 32-bit big-endian @tab X @tab X
601@item PCM unsigned 32-bit little-endian @tab X @tab X
602@item PCM Zork @tab X @tab X
73b458e3 603@item QCELP / PureVoice @tab @tab X
a1c5b6ec 604@item QDesign Music Codec 2 @tab @tab X
d698c5d3 605 @tab There are still some distortions.
a1c5b6ec 606@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 607 @tab Real 14400 bit/s codec
a1c5b6ec 608@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 609 @tab Real 28800 bit/s codec
a1c5b6ec 610@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 611 @tab Real low bitrate AC-3 codec
bac4c85c 612@item Shorten @tab @tab X
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613@item Sierra VMD audio @tab @tab X
614 @tab Used in Sierra VMD files.
bac4c85c 615@item Smacker audio @tab @tab X
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616@item Sonic @tab X @tab X
617 @tab experimental codec
618@item Sonic lossless @tab X @tab X
619 @tab experimental codec
82ced5a9 620@item Speex @tab @tab E
360f980b 621 @tab supported through external library libspeex
16d81b27 622@item True Audio (TTA) @tab @tab X
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623@item TrueHD @tab @tab X
624 @tab Used in HD-DVD and Blu-Ray discs.
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625@item Vorbis @tab E @tab X
626 @ A native but very primitive encoder exists.
bac4c85c 627@item WavPack @tab @tab X
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628@item Westwood Audio (SND1) @tab @tab X
629@item Windows Media Audio 1 @tab X @tab X
630@item Windows Media Audio 2 @tab X @tab X
d698c5d3 631 @tab Used in Origin's Wing Commander IV AVI files.
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632@end multitable
633
634@code{X} means that encoding (resp. decoding) is supported.
635
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636@code{E} means that support is provided through an external library.
637
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638@code{I} means that an integer-only version is available, too (ensures high
639performance on systems without hardware floating point support).
640
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641@section Subtitle Formats
642
000bbebb 643@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 644@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 645@item SSA/ASS @tab X @tab X
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646@item DVB @tab X @tab X @tab X @tab X
647@item DVD @tab X @tab X @tab X @tab X
648@item XSUB @tab @tab @tab @tab X
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649@end multitable
650
651@code{X} means that the feature is supported.
652
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653@section Network Protocols
654
000bbebb 655@multitable @columnfractions .4 .1
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656@item Name @tab Support
657@item file @tab X
658@item Gopher @tab X
659@item HTTP @tab X
660@item pipe @tab X
661@item RTP @tab X
662@item TCP @tab X
663@item UDP @tab X
664@end multitable
665
666@code{X} means that the protocol is supported.
667
668
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669@section Input/Output Devices
670
671@multitable @columnfractions .4 .1 .1
672@item Name @tab Input @tab Output
673@item ALSA @tab X @tab X
674@item BEOS audio @tab X @tab X
675@item BKTR @tab X @tab
676@item DV1394 @tab X @tab
80ff8a16 677@item JACK @tab X @tab
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678@item LIBDC1394 @tab X @tab
679@item OSS @tab X @tab X
680@item Video4Linux @tab X @tab
681@item Video4Linux2 @tab X @tab
682@item VfW capture @tab X @tab
683@item X11 grabbing @tab X @tab
684@end multitable
685
23869b4a 686@code{X} means that input/output is supported.
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687
688
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689@chapter Platform Specific information
690
691@section BSD
692
693BSD make will not build FFmpeg, you need to install and use GNU Make
694(@file{gmake}).
695
696@section Windows
697
46a845d0 698To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 699the FFmpeg Windows Help Forum at
ab5ce4ae 700@url{http://ffmpeg.arrozcru.org/}.
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701
702@subsection Native Windows compilation
703
c1989552 704FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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705the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
706You can find detailed installation
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707instructions in the download section and the FAQ.
708
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709FFmpeg does not build out-of-the-box with the packages the automated MinGW
710installer provides. It also requires coreutils to be installed and many other
711packages updated to the latest version. The minimum version for some packages
712are listed below:
713
714@itemize
715@item bash 3.1
716@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 717@item w32api 3.13
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718@item mingw-runtime 3.15
719@end itemize
720
44be8d42 721FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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722a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
723
c1989552 724Within the MSYS shell, configure and make with:
d0e1cd3d 725
c1989552 726@example
0f898714 727./configure --enable-memalign-hack --extra-cflags=-fno-common
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728make
729make install
730@end example
d0e1cd3d 731
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732This will install @file{ffmpeg.exe} along with many other development files
733to @file{/usr/local}. You may specify another install path using the
734@code{--prefix} option in @file{configure}.
d0e1cd3d 735
c1989552 736Notes:
d0e1cd3d 737
c1989552 738@itemize
d0e1cd3d 739
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740@item In order to compile FFplay, you must have the MinGW development library
741of SDL. Get it from @url{http://www.libsdl.org}.
742Edit the @file{bin/sdl-config} script so that it points to the correct prefix
743where SDL was installed. Verify that @file{sdl-config} can be launched from
744the MSYS command line.
d0e1cd3d 745
d0e1cd3d 746@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 747you can build libavutil, libavcodec and libavformat as DLLs.
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748
749@end itemize
750
c1989552 751@subsection Microsoft Visual C++ compatibility
d0e1cd3d 752
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753As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
754want to use the libav* libraries in your own applications, you can still
755compile those applications using MSVC++. But the libav* libraries you link
756to @emph{must} be built with MinGW. However, you will not be able to debug
757inside the libav* libraries, since MSVC++ does not recognize the debug
758symbols generated by GCC.
759We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 760
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761This description of how to use the FFmpeg libraries with MSVC++ is based on
762Microsoft Visual C++ 2005 Express Edition. If you have a different version,
763you might have to modify the procedures slightly.
d0e1cd3d 764
c1989552 765@subsubsection Using static libraries
d0e1cd3d 766
c1989552 767Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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768
769@enumerate
770
771@item Create a new console application ("File / New / Project") and then
772select "Win32 Console Application". On the appropriate page of the
773Application Wizard, uncheck the "Precompiled headers" option.
774
775@item Write the source code for your application, or, for testing, just
776copy the code from an existing sample application into the source file
c1989552 777that MSVC++ has already created for you. For example, you can copy
d95a0c67 778@file{libavformat/output-example.c} from the FFmpeg distribution.
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779
780@item Open the "Project / Properties" dialog box. In the "Configuration"
781combo box, select "All Configurations" so that the changes you make will
782affect both debug and release builds. In the tree view on the left hand
783side, select "C/C++ / General", then edit the "Additional Include
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784Directories" setting to contain the path where the FFmpeg includes were
785installed (i.e. @file{c:\msys\1.0\local\include}).
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786Do not add MinGW's include directory here, or the include files will
787conflict with MSVC's.
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788
789@item Still in the "Project / Properties" dialog box, select
790"Linker / General" from the tree view and edit the
791"Additional Library Directories" setting to contain the @file{lib}
792directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
793the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
794and the directory where MinGW's GCC libs are installed
795(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
796"Linker / Input" from the tree view, and add the files @file{libavformat.a},
797@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
798@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
799to the end of "Additional Dependencies".
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800
801@item Now, select "C/C++ / Code Generation" from the tree view. Select
802"Debug" in the "Configuration" combo box. Make sure that "Runtime
803Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
804the "Configuration" combo box and make sure that "Runtime Library" is
805set to "Multi-threaded DLL".
806
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807@item Click "OK" to close the "Project / Properties" dialog box.
808
809@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
810Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
811and install it in MSVC++'s include directory
812(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
813
814@item MSVC++ also does not understand the @code{inline} keyword used by
815FFmpeg, so you must add this line before @code{#include}ing libav*:
816@example
817#define inline _inline
818@end example
819
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820@item Build your application, everything should work.
821
822@end enumerate
823
824@subsubsection Using shared libraries
825
826This is how to create DLL and LIB files that are compatible with MSVC++:
827
828@enumerate
829
830@item Add a call to @file{vcvars32.bat} (which sets up the environment
831variables for the Visual C++ tools) as the first line of @file{msys.bat}.
832The standard location for @file{vcvars32.bat} is
833@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
834and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
835If this corresponds to your setup, add the following line as the first line
836of @file{msys.bat}:
837
838@example
839call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
840@end example
841
842Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
843and run @file{c:\msys\1.0\msys.bat} from there.
844
845@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
846from @file{Microsoft (R) Library Manager}, this means your environment
847variables are set up correctly, the @file{Microsoft (R) Library Manager}
848is on the path and will be used by FFmpeg to create
849MSVC++-compatible import libraries.
850
851@item Build FFmpeg with
852
853@example
854./configure --enable-shared --enable-memalign-hack
855make
856make install
857@end example
858
859Your install path (@file{/usr/local/} by default) should now have the
860necessary DLL and LIB files under the @file{bin} directory.
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861
862@end enumerate
863
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864To use those files with MSVC++, do the same as you would do with
865the static libraries, as described above. But in Step 4,
866you should only need to add the directory where the LIB files are installed
867(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
868installed in the @file{bin} directory. And instead of adding @file{libxx.a}
869files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
870@file{avutil.lib}. There should be no need for @file{libmingwex.a},
871@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
872statically linked into the DLLs. The @file{bin} directory contains a bunch
873of DLL files, but the ones that are actually used to run your application
874are the ones with a major version number in their filenames
875(i.e. @file{avcodec-51.dll}).
876
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877@subsection Cross compilation for Windows with Linux
878
879You must use the MinGW cross compilation tools available at
880@url{http://www.mingw.org/}.
881
882Then configure FFmpeg with the following options:
883@example
884./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
885@end example
886(you can change the cross-prefix according to the prefix chosen for the
887MinGW tools).
888
889Then you can easily test FFmpeg with Wine
890(@url{http://www.winehq.com/}).
891
892@subsection Compilation under Cygwin
893
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894The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
895does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
896or leverage the implementation in MinGW (as explained below).
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897
898Just install your Cygwin with all the "Base" packages, plus the
899following "Devel" ones:
900@example
f496ab12 901binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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902@end example
903
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904The experimental gcc4 package is still buggy, hence please
905use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
906
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907Install the current binutils-20080624-2 as they work fine (the old
908binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 909
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910Then create a small library that just contains llrint():
911
912@example
913ar x /usr/lib/mingw/libmingwex.a llrint.o
914ar cq /usr/local/lib/libllrint.a llrint.o
915@end example
916
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917Then run
918
919@example
29c3d42b 920./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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921@end example
922
923to make a static build or
924
925@example
29c3d42b 926./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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927@end example
928
929to build shared libraries.
930
931If you want to build FFmpeg with additional libraries, download Cygwin
5dd9799d
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932"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
933@example
934libogg-devel, libvorbis-devel
935@end example
936
937These library packages are only available from Cygwin Ports
be8497b0 938(@url{http://sourceware.org/cygwinports/}) :
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939
940@example
941yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
942libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
943libxvidcore-devel
944@end example
945
946The recommendation for libnut and x264 is to build them from source by
947yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 948
cdf51395
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949Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
950of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
951
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952@subsection Crosscompilation for Windows under Cygwin
953
954With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
955
956Just install your Cygwin as explained before, plus these additional
957"Devel" packages:
958@example
959gcc-mingw-core, mingw-runtime, mingw-zlib
960@end example
961
962and add some special flags to your configure invocation.
963
964For a static build run
965@example
966./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
967@end example
968
969and for a build with shared libraries
970@example
971./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
972@end example
973
974@section BeOS
975
5f757b85 976BeOS support is broken in mysterious ways.
d0e1cd3d 977
25b92a79
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978@section OS/2
979
980For information about compiling FFmpeg on OS/2 see
981@url{http://www.edm2.com/index.php/FFmpeg}.
982
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983@chapter Developers Guide
984
985@section API
986@itemize @bullet
987@item libavcodec is the library containing the codecs (both encoding and
988decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
989
990@item libavformat is the library containing the file format handling (mux and
991demux code for several formats). Look at @file{ffplay.c} to use it in a
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992player. See @file{libavformat/output-example.c} to use it to generate
993audio or video streams.
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994
995@end itemize
996
997@section Integrating libavcodec or libavformat in your program
998
999You can integrate all the source code of the libraries to link them
1000statically to avoid any version problem. All you need is to provide a
1001'config.mak' and a 'config.h' in the parent directory. See the defines
1002generated by ./configure to understand what is needed.
1003
1004You can use libavcodec or libavformat in your commercial program, but
1005@emph{any patch you make must be published}. The best way to proceed is
1006to send your patches to the FFmpeg mailing list.
1007
1008@node Coding Rules
1009@section Coding Rules
1010
1011FFmpeg is programmed in the ISO C90 language with a few additional
1012features from ISO C99, namely:
1013@itemize @bullet
1014@item
1015the @samp{inline} keyword;
1016@item
1017@samp{//} comments;
1018@item
1019designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
1020@item
1021compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1022@end itemize
1023
1024These features are supported by all compilers we care about, so we will not
1025accept patches to remove their use unless they absolutely do not impair
1026clarity and performance.
1027
1028All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1029compiles with several other compilers, such as the Compaq ccc compiler
1030or Sun Studio 9, and we would like to keep it that way unless it would
1031be exceedingly involved. To ensure compatibility, please do not use any
1032additional C99 features or GCC extensions. Especially watch out for:
1033@itemize @bullet
1034@item
1035mixing statements and declarations;
1036@item
1037@samp{long long} (use @samp{int64_t} instead);
1038@item
1039@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1040@item
1041GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1042@end itemize
1043
1044Indent size is 4.
1045The presentation is the one specified by 'indent -i4 -kr -nut'.
1046The TAB character is forbidden outside of Makefiles as is any
1047form of trailing whitespace. Commits containing either will be
1048rejected by the Subversion repository.
1049
1050The main priority in FFmpeg is simplicity and small code size in order to
1051minimize the bug count.
1052
1053Comments: Use the JavaDoc/Doxygen
1054format (see examples below) so that code documentation
1055can be generated automatically. All nontrivial functions should have a comment
1056above them explaining what the function does, even if it is just one sentence.
1057All structures and their member variables should be documented, too.
1058@example
1059/**
1060 * @@file mpeg.c
1061 * MPEG codec.
1062 * @@author ...
1063 */
1064
1065/**
1066 * Summary sentence.
1067 * more text ...
1068 * ...
1069 */
1070typedef struct Foobar@{
1071 int var1; /**< var1 description */
1072 int var2; ///< var2 description
1073 /** var3 description */
1074 int var3;
1075@} Foobar;
1076
1077/**
1078 * Summary sentence.
1079 * more text ...
1080 * ...
1081 * @@param my_parameter description of my_parameter
1082 * @@return return value description
1083 */
1084int myfunc(int my_parameter)
1085...
1086@end example
1087
1088fprintf and printf are forbidden in libavformat and libavcodec,
1089please use av_log() instead.
1090
1091Casts should be used only when necessary. Unneeded parentheses
1092should also be avoided if they don't make the code easier to understand.
1093
1094@section Development Policy
1095
1096@enumerate
1097@item
1098 Contributions should be licensed under the LGPL 2.1, including an
1099 "or any later version" clause, or the MIT license. GPL 2 including
1100 an "or any later version" clause is also acceptable, but LGPL is
1101 preferred.
1102@item
1103 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1104 enabled code which breaks compilation or compiles but does not work or
1105 breaks the regression tests)
1106 You can commit unfinished stuff (for testing etc), but it must be disabled
1107 (#ifdef etc) by default so it does not interfere with other developers'
1108 work.
1109@item
1110 You do not have to over-test things. If it works for you, and you think it
1111 should work for others, then commit. If your code has problems
1112 (portability, triggers compiler bugs, unusual environment etc) they will be
1113 reported and eventually fixed.
1114@item
1115 Do not commit unrelated changes together, split them into self-contained
1116 pieces. Also do not forget that if part B depends on part A, but A does not
1117 depend on B, then A can and should be committed first and separate from B.
1118 Keeping changes well split into self-contained parts makes reviewing and
1119 understanding them on the commit log mailing list easier. This also helps
1120 in case of debugging later on.
1121 Also if you have doubts about splitting or not splitting, do not hesitate to
1122 ask/discuss it on the developer mailing list.
1123@item
1124 Do not change behavior of the program (renaming options etc) without
1125 first discussing it on the ffmpeg-devel mailing list. Do not remove
1126 functionality from the code. Just improve!
1127
1128 Note: Redundant code can be removed.
1129@item
1130 Do not commit changes to the build system (Makefiles, configure script)
1131 which change behavior, defaults etc, without asking first. The same
1132 applies to compiler warning fixes, trivial looking fixes and to code
1133 maintained by other developers. We usually have a reason for doing things
1134 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1135 list, and if the code maintainers say OK, you may commit. This does not
1136 apply to files you wrote and/or maintain.
1137@item
1138 We refuse source indentation and other cosmetic changes if they are mixed
1139 with functional changes, such commits will be rejected and removed. Every
1140 developer has his own indentation style, you should not change it. Of course
1141 if you (re)write something, you can use your own style, even though we would
1142 prefer if the indentation throughout FFmpeg was consistent (Many projects
1143 force a given indentation style - we do not.). If you really need to make
1144 indentation changes (try to avoid this), separate them strictly from real
1145 changes.
1146
1147 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1148 then either do NOT change the indentation of the inner part within (do not
1149 move it to the right)! or do so in a separate commit
1150@item
1151 Always fill out the commit log message. Describe in a few lines what you
1152 changed and why. You can refer to mailing list postings if you fix a
1153 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1154@item
1155 If you apply a patch by someone else, include the name and email address in
1156 the log message. Since the ffmpeg-cvslog mailing list is publicly
1157 archived you should add some SPAM protection to the email address. Send an
1158 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1159 you applied the patch.
1160@item
1161 When applying patches that have been discussed (at length) on the mailing
1162 list, reference the thread in the log message.
1163@item
1164 Do NOT commit to code actively maintained by others without permission.
1165 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1166 timeframe (12h for build failures and security fixes, 3 days small changes,
1167 1 week for big patches) then commit your patch if you think it is OK.
1168 Also note, the maintainer can simply ask for more time to review!
1169@item
1170 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1171 are sent there and reviewed by all the other developers. Bugs and possible
1172 improvements or general questions regarding commits are discussed there. We
1173 expect you to react if problems with your code are uncovered.
1174@item
1175 Update the documentation if you change behavior or add features. If you are
1176 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1177 maintainer(s) will review and commit your stuff.
1178@item
1179 Try to keep important discussions and requests (also) on the public
1180 developer mailing list, so that all developers can benefit from them.
1181@item
1182 Never write to unallocated memory, never write over the end of arrays,
1183 always check values read from some untrusted source before using them
1184 as array index or other risky things.
1185@item
1186 Remember to check if you need to bump versions for the specific libav
1187 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1188 to change the version integer.
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1189 Incrementing the first component means no backward compatibility to
1190 previous versions (e.g. removal of a function from the public API).
1191 Incrementing the second component means backward compatible change
b98052d5
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1192 (e.g. addition of a function to the public API or extension of an
1193 existing data structure).
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1194 Incrementing the third component means a noteworthy binary compatible
1195 change (e.g. encoder bug fix that matters for the decoder).
1196@item
53407b64 1197 Compiler warnings indicate potential bugs or code with bad style. If a type of
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DB
1198 warning always points to correct and clean code, that warning should
1199 be disabled, not the code changed.
1200 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1201 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
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1202 be changed to not generate a warning unless that causes a slowdown
1203 or obfuscates the code.
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1204@item
1205 If you add a new file, give it a proper license header. Do not copy and
1206 paste it from a random place, use an existing file as template.
1207@end enumerate
1208
1209We think our rules are not too hard. If you have comments, contact us.
1210
1211Note, these rules are mostly borrowed from the MPlayer project.
1212
1213@section Submitting patches
1214
1215First, (@pxref{Coding Rules}) above if you did not yet.
1216
1217When you submit your patch, try to send a unified diff (diff '-up'
1218option). We cannot read other diffs :-)
1219
1220Also please do not submit a patch which contains several unrelated changes.
1221Split it into separate, self-contained pieces. This does not mean splitting
1222file by file. Instead, make the patch as small as possible while still
1223keeping it as a logical unit that contains an individual change, even
1224if it spans multiple files. This makes reviewing your patches much easier
1225for us and greatly increases your chances of getting your patch applied.
1226
1227Run the regression tests before submitting a patch so that you can
1228verify that there are no big problems.
1229
1230Patches should be posted as base64 encoded attachments (or any other
1231encoding which ensures that the patch will not be trashed during
1232transmission) to the ffmpeg-devel mailing list, see
1233@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1234
1235It also helps quite a bit if you tell us what the patch does (for example
1236'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1237and has no lrint()')
1238
1239Also please if you send several patches, send each patch as a separate mail,
1240do not attach several unrelated patches to the same mail.
1241
28ce1839
RP
1242@section New codecs or formats checklist
1243
1244@enumerate
1245@item
1246 Did you use av_cold for codec initialization and close functions?
1247@item
1248 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1249 AVInputFormat/AVOutputFormat struct?
1250@item
1251 Did you bump the minor version number in @file{avcodec.h} or
1252 @file{avformat.h}?
1253@item
1254 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1255@item
1256 Did you add the CodecID to @file{avcodec.h}?
1257@item
1258 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1259 even if it is only a decoder?
1260@item
1261 Did you add a rule to compile the appropriate files in the Makefile?
1262 Remember to do this even if you're just adding a format to a file that is
1263 already being compiled by some other rule, like a raw demuxer.
1264@item
1265 Did you add an entry to the table of supported formats or codecs in the
1266 documentation?
1267@item
1268 Did you add an entry in the Changelog?
1269@item
1270 If it depends on a parser or a library, did you add that dependency in
1271 configure?
1272@item
1273 Did you "svn add" the appropriate files before commiting?
1274@end enumerate
1275
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1276@section patch submission checklist
1277
1278@enumerate
1279@item
1280 Do the regression tests pass with the patch applied?
1281@item
2cdba8bf
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1282 Does @code{make checkheaders} pass with the patch applied?
1283@item
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1284 Is the patch a unified diff?
1285@item
1286 Is the patch against latest FFmpeg SVN?
1287@item
1288 Are you subscribed to ffmpeg-dev?
1289 (the list is subscribers only due to spam)
1290@item
1291 Have you checked that the changes are minimal, so that the same cannot be
1292 achieved with a smaller patch and/or simpler final code?
1293@item
1294 If the change is to speed critical code, did you benchmark it?
1295@item
1296 If you did any benchmarks, did you provide them in the mail?
1297@item
1298 Have you checked that the patch does not introduce buffer overflows or
1299 other security issues?
1300@item
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1301 Did you test your decoder or demuxer against damaged data? If no, see
1302 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1303 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1304@item
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1305 Is the patch created from the root of the source tree, so it can be
1306 applied with @code{patch -p0}?
1307@item
1308 Does the patch not mix functional and cosmetic changes?
1309@item
1310 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1311@item
1312 Is the patch attached to the email you send?
1313@item
1314 Is the mime type of the patch correct? It should be text/x-diff or
1315 text/x-patch or at least text/plain and not application/octet-stream.
1316@item
1317 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1318@item
1319 If the patch fixes a bug, did you provide enough information, including
1320 a sample, so the bug can be reproduced and the fix can be verified?
1321 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1322 URL, you can upload to ftp://upload.ffmpeg.org
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1323@item
1324 Did you provide a verbose summary about what the patch does change?
1325@item
1326 Did you provide a verbose explanation why it changes things like it does?
1327@item
1328 Did you provide a verbose summary of the user visible advantages and
1329 disadvantages if the patch is applied?
1330@item
1331 Did you provide an example so we can verify the new feature added by the
1332 patch easily?
1333@item
1334 If you added a new file, did you insert a license header? It should be
1335 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1336@item
1337 You should maintain alphabetical order in alphabetically ordered lists as
1338 long as doing so does not break API/ABI compatibility.
1339@item
1340 Lines with similar content should be aligned vertically when doing so
1341 improves readability.
1342@item
1343 Did you provide a suggestion for a clear commit log message?
1344@end enumerate
1345
1346@section Patch review process
1347
1348All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1349clear note that the patch is not for SVN.
1350Reviews and comments will be posted as replies to the patch on the
1351mailing list. The patch submitter then has to take care of every comment,
1352that can be by resubmitting a changed patch or by discussion. Resubmitted
1353patches will themselves be reviewed like any other patch. If at some point
1354a patch passes review with no comments then it is approved, that can for
1355simple and small patches happen immediately while large patches will generally
1356have to be changed and reviewed many times before they are approved.
1357After a patch is approved it will be committed to the repository.
1358
1359We will review all submitted patches, but sometimes we are quite busy so
1360especially for large patches this can take several weeks.
1361
1362When resubmitting patches, please do not make any significant changes
1363not related to the comments received during review. Such patches will
1364be rejected. Instead, submit significant changes or new features as
1365separate patches.
1366
1367@section Regression tests
1368
1369Before submitting a patch (or committing to the repository), you should at least
1370test that you did not break anything.
1371
1372The regression tests build a synthetic video stream and a synthetic
1373audio stream. These are then encoded and decoded with all codecs or
1374formats. The CRC (or MD5) of each generated file is recorded in a
1375result file. A 'diff' is launched to compare the reference results and
1376the result file.
1377
1378The regression tests then go on to test the FFserver code with a
1379limited set of streams. It is important that this step runs correctly
1380as well.
1381
1382Run 'make test' to test all the codecs and formats.
1383
1384Run 'make fulltest' to test all the codecs, formats and FFserver.
1385
1386[Of course, some patches may change the results of the regression tests. In
1387this case, the reference results of the regression tests shall be modified
1388accordingly].
1389
1390@bye