Fix indentation after r18047.
[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
165@item raw VC-1 @tab @tab X
166@item raw PCM A-law @tab X @tab X
167@item raw PCM mu-law @tab X @tab X
168@item raw PCM signed 8 bit @tab X @tab X
169@item raw PCM signed 16 bit big-endian @tab X @tab X
170@item raw PCM signed 16 bit little-endian @tab X @tab X
171@item raw PCM signed 24 bit big-endian @tab X @tab X
172@item raw PCM signed 24 bit little-endian @tab X @tab X
173@item raw PCM signed 32 bit big-endian @tab X @tab X
174@item raw PCM signed 32 bit little-endian @tab X @tab X
175@item raw PCM unsigned 8 bit @tab X @tab X
176@item raw PCM unsigned 16 bit big-endian @tab X @tab X
177@item raw PCM unsigned 16 bit little-endian @tab X @tab X
178@item raw PCM unsigned 24 bit big-endian @tab X @tab X
179@item raw PCM unsigned 24 bit little-endian @tab X @tab X
180@item raw PCM unsigned 32 bit big-endian @tab X @tab X
181@item raw PCM unsigned 32 bit little-endian @tab X @tab X
182@item raw PCM floating-point 32 bit big-endian @tab X @tab X
183@item raw PCM floating-point 32 bit little-endian @tab X @tab X
184@item raw PCM floating-point 64 bit big-endian @tab X @tab X
185@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 186@item RDT @tab @tab X
913c3e2c 187@item REDCODE R3D @tab @tab X
7eb68edb 188 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 189@item RealMedia @tab X @tab X
39271be4 190@item Redirector @tab @tab X
913c3e2c 191@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 192@item RL2 @tab @tab X
d698c5d3 193 @tab Audio and video format used in some games by Entertainment Software Partners.
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194@item RPL/ARMovie @tab @tab X
195@item RTP @tab @tab X
196@item RTSP @tab @tab X
197@item SDP @tab @tab X
c6b2dc34 198@item Sega FILM/CPK @tab @tab X
d698c5d3 199 @tab Used in many Sega Saturn console games.
913c3e2c 200@item Sierra SOL @tab @tab X
d698c5d3 201 @tab .sol files used in Sierra Online games.
c6b2dc34 202@item Sierra VMD @tab @tab X
d698c5d3 203 @tab Used in Sierra CD-ROM games.
c6b2dc34 204@item Smacker @tab @tab X
d698c5d3 205 @tab Multimedia format used by many games.
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206@item Sony OpenMG (OMA) @tab @tab X
207 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
208@item Sony PlayStation STR @tab @tab X
64c2f20a 209@item SUN AU format @tab X @tab X
c6b2dc34 210@item THP @tab @tab X
d698c5d3 211 @tab Used on the Nintendo GameCube.
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212@item Tiertex Limited SEQ @tab @tab X
213 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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214@item True Audio @tab @tab X
215@item VC-1 test bitstream @tab X @tab X
c6b2dc34 216@item WAV @tab X @tab X
39271be4 217@item WavPack @tab @tab X
913c3e2c 218@item Wing Commander III movie @tab @tab X
d698c5d3 219 @tab Multimedia format used in Origin's Wing Commander III computer game.
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220@item Westwood Studios audio @tab @tab X
221 @tab Multimedia format used in Westwood Studios games.
222@item Westwood Studios VQA @tab @tab X
223 @tab Multimedia format used in Westwood Studios games.
39271be4 224@item YUV4MPEG pipe @tab X @tab X
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225@end multitable
226
227@code{X} means that encoding (resp. decoding) is supported.
228
229@section Image Formats
230
231FFmpeg can read and write images for each frame of a video sequence. The
232following image formats are supported:
233
234@multitable @columnfractions .4 .1 .1 .4
b3de4544 235@item Name @tab Encoding @tab Decoding @tab Comments
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236@item .Y.U.V @tab X @tab X
237 @tab one raw file per component
238@item animated GIF @tab X @tab X
239 @tab Only uncompressed GIFs are generated.
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240@item BMP @tab X @tab X
241 @tab Microsoft BMP image
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242@item JPEG @tab X @tab X
243 @tab Progressive JPEG is not supported.
244@item JPEG 2000 @tab @tab E
245 @tab decoding supported through external library libopenjpeg
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246@item JPEG-LS @tab X @tab X
247@item LJPEG @tab X @tab
248 @tab Lossless JPEG
ddea12a6 249@item PAM @tab X @tab X
9db80acb 250 @tab PAM is a PNM extension with alpha support.
ddea12a6 251@item PBM @tab X @tab X
f2937cc6 252 @tab Portable BitMap image
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253@item PCX @tab @tab X
254 @tab PC Paintbrush
ddea12a6 255@item PGM @tab X @tab X
314511ab 256 @tab Portable GrayMap image
ddea12a6 257@item PGMYUV @tab X @tab X
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258 @tab PGM with U and V components in YUV 4:2:0
259@item PNG @tab X @tab X
260 @tab 2/4 bpp not supported yet
ddea12a6 261@item PPM @tab X @tab X
314511ab 262 @tab Portable PixelMap image
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263@item PTX @tab @tab X
264 @tab V.Flash PTX format
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265@item SGI @tab X @tab X
266 @tab SGI RGB image format
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267@item Sun Rasterfile @tab @tab X
268 @tab Sun RAS image format
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269@item TIFF @tab X @tab X
270 @tab YUV, JPEG and some extension is not supported yet.
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271@item Truevision Targa @tab X @tab X
272 @tab Targa (.TGA) image format
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273@end multitable
274
275@code{X} means that encoding (resp. decoding) is supported.
276
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277@code{E} means that support is provided through an external library.
278
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279@section Video Codecs
280
281@multitable @columnfractions .4 .1 .1 .4
b3de4544 282@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 283@item 4X Movie @tab @tab X
d698c5d3 284 @tab Used in certain computer games.
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285@item 8SVX exponential @tab @tab X
286@item 8SVX fibonacci @tab @tab X
913c3e2c 287@item American Laser Games MM @tab @tab X
d698c5d3 288 @tab Used in games like Mad Dog McCree.
a1c5b6ec 289@item AMV Video @tab @tab X
d698c5d3 290 @tab Used in Chinese MP3 players.
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291@item Apple MJPEG-B @tab @tab X
292@item Apple QuickDraw @tab @tab X
d698c5d3 293 @tab fourcc: qdrw
d66d8b83 294@item Asus v1 @tab X @tab X
d698c5d3 295 @tab fourcc: ASV1
d66d8b83 296@item Asus v2 @tab X @tab X
d698c5d3 297 @tab fourcc: ASV2
d66d8b83 298@item ATI VCR1 @tab @tab X
d698c5d3 299 @tab fourcc: VCR1
d66d8b83 300@item ATI VCR2 @tab @tab X
d698c5d3 301 @tab fourcc: VCR2
dd2d651d 302@item Autodesk Animator Flic video @tab @tab X
d66d8b83 303@item Autodesk RLE @tab @tab X
d698c5d3 304 @tab fourcc: AASC
9510f59a 305@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 306 @tab Video encoding used by the Creature Shock game.
68dddf53 307@item Beam Software VB @tab @tab X
9510f59a 308@item Bethesda VID video @tab @tab X
d698c5d3 309 @tab Used in some games from Bethesda Softworks.
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310@item Brute Force & Ignorance @tab @tab X
311 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 312@item C93 video @tab @tab X
d698c5d3 313 @tab Codec used in Cyberia game.
d66d8b83 314@item CamStudio @tab @tab X
d698c5d3 315 @tab fourcc: CSCD
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316@item Chinese AVS video @tab @tab X
317 @tab AVS1-P2, JiZhun profile
318@item Delphine Software International CIN video @tab @tab X
319 @tab Codec used in Delphine Software International games.
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320@item Cinepak @tab @tab X
321@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 322 @tab fourcc: CLJR
9510f59a 323@item Creative YUV (CYUV) @tab @tab X
82ced5a9 324@item Dirac @tab E @tab E
360f980b 325 @tab supported through external libdirac/libschroedinger libraries
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326@item DNxHD @tab X @tab X
327 @tab aka SMPTE VC3
68dddf53 328@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 329 @tab fourcc: DUCK
68dddf53 330@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 331 @tab fourcc: TM20
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332@item DV (Digital Video) @tab X @tab X
333@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 334 @tab Codec originally used in Feeble Files game.
9510f59a 335@item Electronic Arts CMV video @tab @tab X
d698c5d3 336 @tab Used in NHL 95 game.
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337@item Electronic Arts TGV video @tab @tab X
338@item Electronic Arts TGQ video @tab @tab X
339@item Electronic Arts TQI video @tab @tab X
340@item Escape 124 @tab @tab X
341@item FFmpeg codec #1 @tab X @tab X
d698c5d3 342 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 343@item Flash Screen Video v1 @tab X @tab X
d698c5d3 344 @tab fourcc: FSV1
dd2d651d 345@item Flash Video (FLV) @tab X @tab X
d698c5d3 346 @tab Sorenson H.263 used in Flash
dd2d651d 347@item Fraps @tab @tab X
d66d8b83 348@item H.261 @tab X @tab X
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349@item H.263 / H.263-1996 @tab X @tab X
350@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
351@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 352 @tab encoding supported through external library libx264
dd2d651d 353@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 354@item HuffYUV @tab X @tab X
dd2d651d 355@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 356@item IBM Ultimotion @tab @tab X
d698c5d3 357 @tab fourcc: ULTI
bac4c85c 358@item id Cinematic video @tab @tab X
d698c5d3 359 @tab Used in Quake II.
a1c5b6ec 360@item id RoQ video @tab X @tab X
d698c5d3 361 @tab Used in Quake III, Jedi Knight 2, other computer games.
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362@item Intel H.263 @tab @tab X
363@item Intel Indeo 2 @tab @tab X
d66d8b83 364@item Intel Indeo 3 @tab @tab X
dd2d651d 365@item Interplay C93 @tab @tab X
9510f59a 366 @tab Used in the game Cyberia from Interplay.
dd2d651d 367@item Interplay MVE video @tab @tab X
d698c5d3 368 @tab Used in Interplay .MVE files.
dd2d651d 369@item Karl Morton's video codec @tab @tab X
d698c5d3 370 @tab Codec used in Worms games.
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371@item LCL (LossLess Codec Library) MSZH @tab @tab X
372@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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373@item LOCO @tab @tab X
374@item lossless MJPEG @tab X @tab X
375@item Microsoft RLE @tab @tab X
dd2d651d 376@item Microsoft Video 1 @tab @tab X
d66d8b83 377@item Mimic @tab @tab X
d698c5d3 378 @tab Used in MSN Messenger Webcam streams.
d66d8b83 379@item Miro VideoXL @tab @tab X
d698c5d3 380 @tab fourcc: VIXL
eacf8613 381@item MJPEG (Motion JPEG) @tab X @tab X
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382@item Motion Pixels video @tab @tab X
383@item MPEG-1 video @tab X @tab X
384@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
385@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
386@item MPEG-2 video @tab X @tab X
387@item MPEG-4 part 2 @tab X @tab X
388 @ libxvidcore can be used alternatively for encoding.
389@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
390@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
391@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 392@item Nintendo Gamecube THP video @tab @tab X
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393@item NuppelVideo/RTjpeg @tab @tab X
394 @tab Video encoding used in NuppelVideo files.
d66d8b83 395@item On2 VP3 @tab @tab X
d698c5d3 396 @tab still experimental
d66d8b83 397@item On2 VP5 @tab @tab X
d698c5d3 398 @tab fourcc: VP50
d66d8b83 399@item On2 VP6 @tab @tab X
d698c5d3 400 @tab fourcc: VP60,VP61,VP62
d66d8b83 401@item planar RGB @tab @tab X
d698c5d3 402 @tab fourcc: 8BPS
a1c5b6ec 403@item Q-team QPEG @tab @tab X
d698c5d3 404 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 405@item QuickTime 8BPS video @tab @tab X
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406@item QuickTime Animation (RLE) video @tab X @tab X
407 @tab fourcc: 'rle '
408@item QuickTime Graphics (SMC) @tab @tab X
409 @tab fourcc: 'smc '
410@item QuickTime video (RPZA) @tab @tab X
411 @tab fourcc: rpza
412@item Raw Video @tab X @tab X
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413@item RealVideo 1.0 @tab X @tab X
414@item RealVideo 2.0 @tab X @tab X
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415@item RealVideo 3.0 @tab @tab X
416 @tab still far from ideal
11c0f9ec 417@item RealVideo 4.0 @tab @tab X
68dddf53 418@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 419 @tab Texture dictionaries used by the Renderware Engine.
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420@item RL2 video @tab @tab X
421 @tab used in some games by Entertainment Software Partners
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422@item Sierra VMD video @tab @tab X
423 @tab Used in Sierra VMD files.
bac4c85c 424@item Smacker video @tab @tab X
d698c5d3 425 @tab Video encoding used in Smacker.
68dddf53 426@item SMPTE VC-1 @tab @tab X
d66d8b83 427@item Snow @tab X @tab X
d698c5d3 428 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 429@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 430@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 431 @tab fourcc: SVQ1
a1c5b6ec 432@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 433 @tab fourcc: SVQ3
a1c5b6ec 434@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 435 @tab fourcc: SP5X
68dddf53 436@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 437 @tab fourcc: TSCC
82ced5a9 438@item Theora @tab E @tab X
360f980b 439 @tab encoding supported through external library libtheora
a1c5b6ec 440@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 441 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 442@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 443 @tab Codec used in videos captured by VMware.
eacf8613 444@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 445@item Windows Media Video 7 @tab X @tab X
eacf8613 446@item Windows Media Video 8 @tab X @tab X
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447@item Windows Media Video 9 @tab @tab X
448 @tab not completely working
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449@item Wing Commander III / Xan @tab @tab X
450 @tab Used in Wing Commander III .MVE files.
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451@item Winnov WNV1 @tab @tab X
452@item WMV7 @tab X @tab X
39271be4 453@item YAMAHA SMAF @tab X @tab X
d66d8b83 454@item ZLIB @tab X @tab X
d698c5d3 455 @tab part of LCL, encoder experimental
eacf8613 456@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 457 @tab Encoder works only in PAL8.
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458@end multitable
459
460@code{X} means that encoding (resp. decoding) is supported.
461
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462@code{E} means that support is provided through an external library.
463
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464@section Audio Codecs
465
485ec4f1 466@multitable @columnfractions .4 .1 .1 .4
b3de4544 467@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 468@item 8SVX audio @tab @tab X
82ced5a9 469@item AAC @tab E @tab X
360f980b 470 @tab encoding supported through external library libfaac
c76d1bb2 471@item AC-3 @tab IX @tab X
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472@item ADPCM 4X Movie @tab @tab X
473@item ADPCM CDROM XA @tab @tab X
474@item ADPCM Creative Technology @tab @tab X
475 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
476@item ADPCM Electronic Arts @tab @tab X
477 @tab Used in various EA titles.
478@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
479 @tab Used in Sim City 3000.
480@item ADPCM Electronic Arts R1 @tab @tab X
481@item ADPCM Electronic Arts R2 @tab @tab X
482@item ADPCM Electronic Arts R3 @tab @tab X
483@item ADPCM Electronic Arts XAS @tab @tab X
484@item ADPCM G.726 @tab X @tab X
485@item ADPCM IMA AMV @tab @tab X
486 @tab Used in AMV files
487@item ADPCM IMA Electronic Arts EACS @tab @tab X
488@item ADPCM IMA Electronic Arts SEAD @tab @tab X
489@item ADPCM IMA Funcom @tab @tab X
490@item ADPCM IMA QuickTime @tab X @tab X
491@item ADPCM IMA Loki SDL MJPEG @tab @tab X
492@item ADPCM IMA WAV @tab X @tab X
493@item ADPCM IMA Westwood @tab @tab X
494@item ADPCM ISS IMA @tab @tab X
495 @tab Used in FunCom games.
496@item ADPCM IMA Duck DK3 @tab @tab X
497 @tab Used in some Sega Saturn console games.
498@item ADPCM IMA Duck DK4 @tab @tab X
499 @tab Used in some Sega Saturn console games.
500@item ADPCM Microsoft @tab X @tab X
501@item ADPCM MS IMA @tab X @tab X
502@item ADPCM Nintendo Gamecube THP @tab @tab X
503@item ADPCM QT IMA @tab X @tab X
504@item ADPCM SEGA CRI ADX @tab X @tab X
505 @tab Used in Sega Dreamcast games.
506@item ADPCM Shockwave Flash @tab X @tab X
507@item ADPCM SMJPEG IMA @tab @tab X
508 @tab Used in certain Loki game ports.
509@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
510@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
511@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
512@item ADPCM Westwood Studios IMA @tab @tab X
513 @tab Used in Westwood Studios games like Command and Conquer.
514@item ADPCM Yamaha @tab X @tab X
82ced5a9 515@item AMR-NB @tab E @tab E
360f980b 516 @tab supported through external library libamrnb
82ced5a9 517@item AMR-WB @tab E @tab E
360f980b 518 @tab supported through external library libamrwb
833e90dd 519@item Apple lossless audio @tab X @tab X
d698c5d3 520 @tab QuickTime fourcc 'alac'
9510f59a 521@item Atrac 3 @tab @tab X
9510f59a 522@item Delphine Software International CIN audio @tab @tab X
d698c5d3 523 @tab Codec used in Delphine Software International games.
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524@item COOK @tab @tab X
525 @tab All versions except 5.1 are supported.
9510f59a 526@item DCA (DTS Coherent Acoustics) @tab @tab X
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527@item DPCM id RoQ @tab X @tab X
528 @tab Used in Quake III, Jedi Knight 2, other computer games.
529@item DPCM Interplay @tab @tab X
530 @tab Used in various Interplay computer games.
531@item DPCM Sierra Online @tab @tab X
532 @tab Used in Sierra Online game audio files.
533@item DPCM Sol @tab @tab X
534@item DPCM Xan @tab @tab X
16d81b27 535@item DSP Group TrueSpeech @tab @tab X
16d81b27 536@item DV audio @tab @tab X
44723c84 537@item Enhanced AC-3 @tab @tab X
dd2d651d 538@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 539@item G.729 @tab @tab X
82ced5a9 540@item GSM @tab E @tab E
3f33271a 541 @tab supported through external library libgsm
dd2d651d 542@item GSM Microsoft variant @tab E @tab E
3f33271a 543 @tab supported through external library libgsm
dd2d651d 544@item IMC (Intel Music Coder) @tab @tab X
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545@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
546@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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547@item MLP (Meridian Lossless Packing) @tab @tab X
548 @tab Used in DVD-Audio discs.
16d81b27 549@item Monkey's Audio @tab @tab X
d698c5d3 550 @tab Only versions 3.97-3.99 are supported.
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551@item MP1 (MPEG audio layer 1) @tab @tab IX
552@item MP2 (MPEG audio layer 2) @tab IX @tab IX
553@item MP3 (MPEG audio layer 3) @tab E @tab IX
554 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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555@item Musepack SV7 @tab @tab X
556@item Musepack SV8 @tab @tab X
641992de 557@item Nellymoser Asao @tab X @tab X
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558@item PCM A-law @tab X @tab X
559@item PCM mu-law @tab X @tab X
560@item PCM 16-bit little-endian planar @tab @tab X
561@item PCM 32-bit floating point big-endian @tab X @tab X
562@item PCM 32-bit floating point little-endian @tab X @tab X
563@item PCM 64-bit floating point big-endian @tab X @tab X
564@item PCM 64-bit floating point little-endian @tab X @tab X
565@item PCM D-Cinema audio signed 24-bit @tab X @tab X
566@item PCM signed 8-bit @tab X @tab X
567@item PCM signed 16-bit big-endian @tab X @tab X
568@item PCM signed 16-bit little-endian @tab X @tab X
569@item PCM signed 24-bit big-endian @tab X @tab X
570@item PCM signed 24-bit little-endian @tab X @tab X
571@item PCM signed 32-bit big-endian @tab X @tab X
572@item PCM signed 32-bit little-endian @tab X @tab X
573@item PCM unsigned 8-bit @tab X @tab X
574@item PCM unsigned 16-bit big-endian @tab X @tab X
575@item PCM unsigned 16-bit little-endian @tab X @tab X
576@item PCM unsigned 24-bit big-endian @tab X @tab X
577@item PCM unsigned 24-bit little-endian @tab X @tab X
578@item PCM unsigned 32-bit big-endian @tab X @tab X
579@item PCM unsigned 32-bit little-endian @tab X @tab X
580@item PCM Zork @tab X @tab X
73b458e3 581@item QCELP / PureVoice @tab @tab X
a1c5b6ec 582@item QDesign Music Codec 2 @tab @tab X
d698c5d3 583 @tab There are still some distortions.
a1c5b6ec 584@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 585 @tab Real 14400 bit/s codec
a1c5b6ec 586@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 587 @tab Real 28800 bit/s codec
a1c5b6ec 588@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 589 @tab Real low bitrate AC-3 codec
bac4c85c 590@item Shorten @tab @tab X
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591@item Sierra VMD audio @tab @tab X
592 @tab Used in Sierra VMD files.
bac4c85c 593@item Smacker audio @tab @tab X
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594@item Sonic @tab X @tab X
595 @tab experimental codec
596@item Sonic lossless @tab X @tab X
597 @tab experimental codec
82ced5a9 598@item Speex @tab @tab E
360f980b 599 @tab supported through external library libspeex
16d81b27 600@item True Audio (TTA) @tab @tab X
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601@item TrueHD @tab @tab X
602 @tab Used in HD-DVD and Blu-Ray discs.
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603@item Vorbis @tab E @tab X
604 @ A native but very primitive encoder exists.
bac4c85c 605@item WavPack @tab @tab X
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606@item Westwood Audio (SND1) @tab @tab X
607@item Windows Media Audio 1 @tab X @tab X
608@item Windows Media Audio 2 @tab X @tab X
d698c5d3 609 @tab Used in Origin's Wing Commander IV AVI files.
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610@end multitable
611
612@code{X} means that encoding (resp. decoding) is supported.
613
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614@code{E} means that support is provided through an external library.
615
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616@code{I} means that an integer-only version is available, too (ensures high
617performance on systems without hardware floating point support).
618
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619@section Subtitle Formats
620
000bbebb 621@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 622@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 623@item SSA/ASS @tab X @tab X
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624@item DVB @tab X @tab X @tab X @tab X
625@item DVD @tab X @tab X @tab X @tab X
626@item XSUB @tab @tab @tab @tab X
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627@end multitable
628
629@code{X} means that the feature is supported.
630
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631@section Network Protocols
632
000bbebb 633@multitable @columnfractions .4 .1
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634@item Name @tab Support
635@item file @tab X
636@item Gopher @tab X
637@item HTTP @tab X
638@item pipe @tab X
639@item RTP @tab X
640@item TCP @tab X
641@item UDP @tab X
642@end multitable
643
644@code{X} means that the protocol is supported.
645
646
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647@section Input/Output Devices
648
649@multitable @columnfractions .4 .1 .1
650@item Name @tab Input @tab Output
651@item ALSA @tab X @tab X
652@item BEOS audio @tab X @tab X
653@item BKTR @tab X @tab
654@item DV1394 @tab X @tab
655@item LIBDC1394 @tab X @tab
656@item OSS @tab X @tab X
657@item Video4Linux @tab X @tab
658@item Video4Linux2 @tab X @tab
659@item VfW capture @tab X @tab
660@item X11 grabbing @tab X @tab
661@end multitable
662
23869b4a 663@code{X} means that input/output is supported.
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664
665
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666@chapter Platform Specific information
667
668@section BSD
669
670BSD make will not build FFmpeg, you need to install and use GNU Make
671(@file{gmake}).
672
673@section Windows
674
46a845d0 675To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 676the FFmpeg Windows Help Forum at
ab5ce4ae 677@url{http://ffmpeg.arrozcru.org/}.
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678
679@subsection Native Windows compilation
680
c1989552 681FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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682the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
683You can find detailed installation
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684instructions in the download section and the FAQ.
685
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686FFmpeg does not build out-of-the-box with the packages the automated MinGW
687installer provides. It also requires coreutils to be installed and many other
688packages updated to the latest version. The minimum version for some packages
689are listed below:
690
691@itemize
692@item bash 3.1
693@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 694@item w32api 3.13
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695@item mingw-runtime 3.15
696@end itemize
697
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698You will also need to pass @code{-fno-common} to the compiler to work around
699a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
700
c1989552 701Within the MSYS shell, configure and make with:
d0e1cd3d 702
c1989552 703@example
0f898714 704./configure --enable-memalign-hack --extra-cflags=-fno-common
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705make
706make install
707@end example
d0e1cd3d 708
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709This will install @file{ffmpeg.exe} along with many other development files
710to @file{/usr/local}. You may specify another install path using the
711@code{--prefix} option in @file{configure}.
d0e1cd3d 712
c1989552 713Notes:
d0e1cd3d 714
c1989552 715@itemize
d0e1cd3d 716
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717@item In order to compile FFplay, you must have the MinGW development library
718of SDL. Get it from @url{http://www.libsdl.org}.
719Edit the @file{bin/sdl-config} script so that it points to the correct prefix
720where SDL was installed. Verify that @file{sdl-config} can be launched from
721the MSYS command line.
d0e1cd3d 722
d0e1cd3d 723@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 724you can build libavutil, libavcodec and libavformat as DLLs.
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725
726@end itemize
727
c1989552 728@subsection Microsoft Visual C++ compatibility
d0e1cd3d 729
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730As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
731want to use the libav* libraries in your own applications, you can still
732compile those applications using MSVC++. But the libav* libraries you link
733to @emph{must} be built with MinGW. However, you will not be able to debug
734inside the libav* libraries, since MSVC++ does not recognize the debug
735symbols generated by GCC.
736We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 737
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738This description of how to use the FFmpeg libraries with MSVC++ is based on
739Microsoft Visual C++ 2005 Express Edition. If you have a different version,
740you might have to modify the procedures slightly.
d0e1cd3d 741
c1989552 742@subsubsection Using static libraries
d0e1cd3d 743
c1989552 744Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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745
746@enumerate
747
748@item Create a new console application ("File / New / Project") and then
749select "Win32 Console Application". On the appropriate page of the
750Application Wizard, uncheck the "Precompiled headers" option.
751
752@item Write the source code for your application, or, for testing, just
753copy the code from an existing sample application into the source file
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754that MSVC++ has already created for you. For example, you can copy
755@file{output_example.c} from the FFmpeg distribution.
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756
757@item Open the "Project / Properties" dialog box. In the "Configuration"
758combo box, select "All Configurations" so that the changes you make will
759affect both debug and release builds. In the tree view on the left hand
760side, select "C/C++ / General", then edit the "Additional Include
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761Directories" setting to contain the path where the FFmpeg includes were
762installed (i.e. @file{c:\msys\1.0\local\include}).
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763Do not add MinGW's include directory here, or the include files will
764conflict with MSVC's.
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765
766@item Still in the "Project / Properties" dialog box, select
767"Linker / General" from the tree view and edit the
768"Additional Library Directories" setting to contain the @file{lib}
769directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
770the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
771and the directory where MinGW's GCC libs are installed
772(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
773"Linker / Input" from the tree view, and add the files @file{libavformat.a},
774@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
775@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
776to the end of "Additional Dependencies".
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777
778@item Now, select "C/C++ / Code Generation" from the tree view. Select
779"Debug" in the "Configuration" combo box. Make sure that "Runtime
780Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
781the "Configuration" combo box and make sure that "Runtime Library" is
782set to "Multi-threaded DLL".
783
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784@item Click "OK" to close the "Project / Properties" dialog box.
785
786@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
787Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
788and install it in MSVC++'s include directory
789(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
790
791@item MSVC++ also does not understand the @code{inline} keyword used by
792FFmpeg, so you must add this line before @code{#include}ing libav*:
793@example
794#define inline _inline
795@end example
796
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797@item Build your application, everything should work.
798
799@end enumerate
800
801@subsubsection Using shared libraries
802
803This is how to create DLL and LIB files that are compatible with MSVC++:
804
805@enumerate
806
807@item Add a call to @file{vcvars32.bat} (which sets up the environment
808variables for the Visual C++ tools) as the first line of @file{msys.bat}.
809The standard location for @file{vcvars32.bat} is
810@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
811and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
812If this corresponds to your setup, add the following line as the first line
813of @file{msys.bat}:
814
815@example
816call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
817@end example
818
819Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
820and run @file{c:\msys\1.0\msys.bat} from there.
821
822@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
823from @file{Microsoft (R) Library Manager}, this means your environment
824variables are set up correctly, the @file{Microsoft (R) Library Manager}
825is on the path and will be used by FFmpeg to create
826MSVC++-compatible import libraries.
827
828@item Build FFmpeg with
829
830@example
831./configure --enable-shared --enable-memalign-hack
832make
833make install
834@end example
835
836Your install path (@file{/usr/local/} by default) should now have the
837necessary DLL and LIB files under the @file{bin} directory.
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838
839@end enumerate
840
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841To use those files with MSVC++, do the same as you would do with
842the static libraries, as described above. But in Step 4,
843you should only need to add the directory where the LIB files are installed
844(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
845installed in the @file{bin} directory. And instead of adding @file{libxx.a}
846files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
847@file{avutil.lib}. There should be no need for @file{libmingwex.a},
848@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
849statically linked into the DLLs. The @file{bin} directory contains a bunch
850of DLL files, but the ones that are actually used to run your application
851are the ones with a major version number in their filenames
852(i.e. @file{avcodec-51.dll}).
853
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854@subsection Cross compilation for Windows with Linux
855
856You must use the MinGW cross compilation tools available at
857@url{http://www.mingw.org/}.
858
859Then configure FFmpeg with the following options:
860@example
861./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
862@end example
863(you can change the cross-prefix according to the prefix chosen for the
864MinGW tools).
865
866Then you can easily test FFmpeg with Wine
867(@url{http://www.winehq.com/}).
868
869@subsection Compilation under Cygwin
870
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871The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
872does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
873or leverage the implementation in MinGW (as explained below).
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874
875Just install your Cygwin with all the "Base" packages, plus the
876following "Devel" ones:
877@example
f496ab12 878binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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879@end example
880
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881The experimental gcc4 package is still buggy, hence please
882use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
883
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884Install the current binutils-20080624-2 as they work fine (the old
885binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 886
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887Then create a small library that just contains llrint():
888
889@example
890ar x /usr/lib/mingw/libmingwex.a llrint.o
891ar cq /usr/local/lib/libllrint.a llrint.o
892@end example
893
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894Then run
895
896@example
29c3d42b 897./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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898@end example
899
900to make a static build or
901
902@example
29c3d42b 903./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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904@end example
905
906to build shared libraries.
907
908If you want to build FFmpeg with additional libraries, download Cygwin
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909"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
910@example
911libogg-devel, libvorbis-devel
912@end example
913
914These library packages are only available from Cygwin Ports
be8497b0 915(@url{http://sourceware.org/cygwinports/}) :
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916
917@example
918yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
919libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
920libxvidcore-devel
921@end example
922
923The recommendation for libnut and x264 is to build them from source by
924yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 925
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926Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
927of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
928
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929@subsection Crosscompilation for Windows under Cygwin
930
931With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
932
933Just install your Cygwin as explained before, plus these additional
934"Devel" packages:
935@example
936gcc-mingw-core, mingw-runtime, mingw-zlib
937@end example
938
939and add some special flags to your configure invocation.
940
941For a static build run
942@example
943./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
944@end example
945
946and for a build with shared libraries
947@example
948./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
949@end example
950
951@section BeOS
952
5f757b85 953BeOS support is broken in mysterious ways.
d0e1cd3d 954
25b92a79
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955@section OS/2
956
957For information about compiling FFmpeg on OS/2 see
958@url{http://www.edm2.com/index.php/FFmpeg}.
959
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960@chapter Developers Guide
961
962@section API
963@itemize @bullet
964@item libavcodec is the library containing the codecs (both encoding and
965decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
966
967@item libavformat is the library containing the file format handling (mux and
968demux code for several formats). Look at @file{ffplay.c} to use it in a
969player. See @file{output_example.c} to use it to generate audio or video
970streams.
971
972@end itemize
973
974@section Integrating libavcodec or libavformat in your program
975
976You can integrate all the source code of the libraries to link them
977statically to avoid any version problem. All you need is to provide a
978'config.mak' and a 'config.h' in the parent directory. See the defines
979generated by ./configure to understand what is needed.
980
981You can use libavcodec or libavformat in your commercial program, but
982@emph{any patch you make must be published}. The best way to proceed is
983to send your patches to the FFmpeg mailing list.
984
985@node Coding Rules
986@section Coding Rules
987
988FFmpeg is programmed in the ISO C90 language with a few additional
989features from ISO C99, namely:
990@itemize @bullet
991@item
992the @samp{inline} keyword;
993@item
994@samp{//} comments;
995@item
996designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
997@item
998compound literals (@samp{x = (struct s) @{ 17, 23 @};})
999@end itemize
1000
1001These features are supported by all compilers we care about, so we will not
1002accept patches to remove their use unless they absolutely do not impair
1003clarity and performance.
1004
1005All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1006compiles with several other compilers, such as the Compaq ccc compiler
1007or Sun Studio 9, and we would like to keep it that way unless it would
1008be exceedingly involved. To ensure compatibility, please do not use any
1009additional C99 features or GCC extensions. Especially watch out for:
1010@itemize @bullet
1011@item
1012mixing statements and declarations;
1013@item
1014@samp{long long} (use @samp{int64_t} instead);
1015@item
1016@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1017@item
1018GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1019@end itemize
1020
1021Indent size is 4.
1022The presentation is the one specified by 'indent -i4 -kr -nut'.
1023The TAB character is forbidden outside of Makefiles as is any
1024form of trailing whitespace. Commits containing either will be
1025rejected by the Subversion repository.
1026
1027The main priority in FFmpeg is simplicity and small code size in order to
1028minimize the bug count.
1029
1030Comments: Use the JavaDoc/Doxygen
1031format (see examples below) so that code documentation
1032can be generated automatically. All nontrivial functions should have a comment
1033above them explaining what the function does, even if it is just one sentence.
1034All structures and their member variables should be documented, too.
1035@example
1036/**
1037 * @@file mpeg.c
1038 * MPEG codec.
1039 * @@author ...
1040 */
1041
1042/**
1043 * Summary sentence.
1044 * more text ...
1045 * ...
1046 */
1047typedef struct Foobar@{
1048 int var1; /**< var1 description */
1049 int var2; ///< var2 description
1050 /** var3 description */
1051 int var3;
1052@} Foobar;
1053
1054/**
1055 * Summary sentence.
1056 * more text ...
1057 * ...
1058 * @@param my_parameter description of my_parameter
1059 * @@return return value description
1060 */
1061int myfunc(int my_parameter)
1062...
1063@end example
1064
1065fprintf and printf are forbidden in libavformat and libavcodec,
1066please use av_log() instead.
1067
1068Casts should be used only when necessary. Unneeded parentheses
1069should also be avoided if they don't make the code easier to understand.
1070
1071@section Development Policy
1072
1073@enumerate
1074@item
1075 Contributions should be licensed under the LGPL 2.1, including an
1076 "or any later version" clause, or the MIT license. GPL 2 including
1077 an "or any later version" clause is also acceptable, but LGPL is
1078 preferred.
1079@item
1080 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1081 enabled code which breaks compilation or compiles but does not work or
1082 breaks the regression tests)
1083 You can commit unfinished stuff (for testing etc), but it must be disabled
1084 (#ifdef etc) by default so it does not interfere with other developers'
1085 work.
1086@item
1087 You do not have to over-test things. If it works for you, and you think it
1088 should work for others, then commit. If your code has problems
1089 (portability, triggers compiler bugs, unusual environment etc) they will be
1090 reported and eventually fixed.
1091@item
1092 Do not commit unrelated changes together, split them into self-contained
1093 pieces. Also do not forget that if part B depends on part A, but A does not
1094 depend on B, then A can and should be committed first and separate from B.
1095 Keeping changes well split into self-contained parts makes reviewing and
1096 understanding them on the commit log mailing list easier. This also helps
1097 in case of debugging later on.
1098 Also if you have doubts about splitting or not splitting, do not hesitate to
1099 ask/discuss it on the developer mailing list.
1100@item
1101 Do not change behavior of the program (renaming options etc) without
1102 first discussing it on the ffmpeg-devel mailing list. Do not remove
1103 functionality from the code. Just improve!
1104
1105 Note: Redundant code can be removed.
1106@item
1107 Do not commit changes to the build system (Makefiles, configure script)
1108 which change behavior, defaults etc, without asking first. The same
1109 applies to compiler warning fixes, trivial looking fixes and to code
1110 maintained by other developers. We usually have a reason for doing things
1111 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1112 list, and if the code maintainers say OK, you may commit. This does not
1113 apply to files you wrote and/or maintain.
1114@item
1115 We refuse source indentation and other cosmetic changes if they are mixed
1116 with functional changes, such commits will be rejected and removed. Every
1117 developer has his own indentation style, you should not change it. Of course
1118 if you (re)write something, you can use your own style, even though we would
1119 prefer if the indentation throughout FFmpeg was consistent (Many projects
1120 force a given indentation style - we do not.). If you really need to make
1121 indentation changes (try to avoid this), separate them strictly from real
1122 changes.
1123
1124 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1125 then either do NOT change the indentation of the inner part within (do not
1126 move it to the right)! or do so in a separate commit
1127@item
1128 Always fill out the commit log message. Describe in a few lines what you
1129 changed and why. You can refer to mailing list postings if you fix a
1130 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1131@item
1132 If you apply a patch by someone else, include the name and email address in
1133 the log message. Since the ffmpeg-cvslog mailing list is publicly
1134 archived you should add some SPAM protection to the email address. Send an
1135 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1136 you applied the patch.
1137@item
1138 When applying patches that have been discussed (at length) on the mailing
1139 list, reference the thread in the log message.
1140@item
1141 Do NOT commit to code actively maintained by others without permission.
1142 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1143 timeframe (12h for build failures and security fixes, 3 days small changes,
1144 1 week for big patches) then commit your patch if you think it is OK.
1145 Also note, the maintainer can simply ask for more time to review!
1146@item
1147 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1148 are sent there and reviewed by all the other developers. Bugs and possible
1149 improvements or general questions regarding commits are discussed there. We
1150 expect you to react if problems with your code are uncovered.
1151@item
1152 Update the documentation if you change behavior or add features. If you are
1153 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1154 maintainer(s) will review and commit your stuff.
1155@item
1156 Try to keep important discussions and requests (also) on the public
1157 developer mailing list, so that all developers can benefit from them.
1158@item
1159 Never write to unallocated memory, never write over the end of arrays,
1160 always check values read from some untrusted source before using them
1161 as array index or other risky things.
1162@item
1163 Remember to check if you need to bump versions for the specific libav
1164 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1165 to change the version integer.
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1166 Incrementing the first component means no backward compatibility to
1167 previous versions (e.g. removal of a function from the public API).
1168 Incrementing the second component means backward compatible change
b98052d5
PR
1169 (e.g. addition of a function to the public API or extension of an
1170 existing data structure).
d0e1cd3d
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1171 Incrementing the third component means a noteworthy binary compatible
1172 change (e.g. encoder bug fix that matters for the decoder).
1173@item
53407b64 1174 Compiler warnings indicate potential bugs or code with bad style. If a type of
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DB
1175 warning always points to correct and clean code, that warning should
1176 be disabled, not the code changed.
1177 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1178 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1179 be changed to not generate a warning unless that causes a slowdown
1180 or obfuscates the code.
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1181@item
1182 If you add a new file, give it a proper license header. Do not copy and
1183 paste it from a random place, use an existing file as template.
1184@end enumerate
1185
1186We think our rules are not too hard. If you have comments, contact us.
1187
1188Note, these rules are mostly borrowed from the MPlayer project.
1189
1190@section Submitting patches
1191
1192First, (@pxref{Coding Rules}) above if you did not yet.
1193
1194When you submit your patch, try to send a unified diff (diff '-up'
1195option). We cannot read other diffs :-)
1196
1197Also please do not submit a patch which contains several unrelated changes.
1198Split it into separate, self-contained pieces. This does not mean splitting
1199file by file. Instead, make the patch as small as possible while still
1200keeping it as a logical unit that contains an individual change, even
1201if it spans multiple files. This makes reviewing your patches much easier
1202for us and greatly increases your chances of getting your patch applied.
1203
1204Run the regression tests before submitting a patch so that you can
1205verify that there are no big problems.
1206
1207Patches should be posted as base64 encoded attachments (or any other
1208encoding which ensures that the patch will not be trashed during
1209transmission) to the ffmpeg-devel mailing list, see
1210@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1211
1212It also helps quite a bit if you tell us what the patch does (for example
1213'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1214and has no lrint()')
1215
1216Also please if you send several patches, send each patch as a separate mail,
1217do not attach several unrelated patches to the same mail.
1218
28ce1839
RP
1219@section New codecs or formats checklist
1220
1221@enumerate
1222@item
1223 Did you use av_cold for codec initialization and close functions?
1224@item
1225 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1226 AVInputFormat/AVOutputFormat struct?
1227@item
1228 Did you bump the minor version number in @file{avcodec.h} or
1229 @file{avformat.h}?
1230@item
1231 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1232@item
1233 Did you add the CodecID to @file{avcodec.h}?
1234@item
1235 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1236 even if it is only a decoder?
1237@item
1238 Did you add a rule to compile the appropriate files in the Makefile?
1239 Remember to do this even if you're just adding a format to a file that is
1240 already being compiled by some other rule, like a raw demuxer.
1241@item
1242 Did you add an entry to the table of supported formats or codecs in the
1243 documentation?
1244@item
1245 Did you add an entry in the Changelog?
1246@item
1247 If it depends on a parser or a library, did you add that dependency in
1248 configure?
1249@item
1250 Did you "svn add" the appropriate files before commiting?
1251@end enumerate
1252
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1253@section patch submission checklist
1254
1255@enumerate
1256@item
1257 Do the regression tests pass with the patch applied?
1258@item
2cdba8bf
DB
1259 Does @code{make checkheaders} pass with the patch applied?
1260@item
d0e1cd3d
DB
1261 Is the patch a unified diff?
1262@item
1263 Is the patch against latest FFmpeg SVN?
1264@item
1265 Are you subscribed to ffmpeg-dev?
1266 (the list is subscribers only due to spam)
1267@item
1268 Have you checked that the changes are minimal, so that the same cannot be
1269 achieved with a smaller patch and/or simpler final code?
1270@item
1271 If the change is to speed critical code, did you benchmark it?
1272@item
1273 If you did any benchmarks, did you provide them in the mail?
1274@item
1275 Have you checked that the patch does not introduce buffer overflows or
1276 other security issues?
1277@item
63d247ea
DB
1278 Did you test your decoder or demuxer against damaged data? If no, see
1279 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1280 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1281@item
d0e1cd3d
DB
1282 Is the patch created from the root of the source tree, so it can be
1283 applied with @code{patch -p0}?
1284@item
1285 Does the patch not mix functional and cosmetic changes?
1286@item
1287 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1288@item
1289 Is the patch attached to the email you send?
1290@item
1291 Is the mime type of the patch correct? It should be text/x-diff or
1292 text/x-patch or at least text/plain and not application/octet-stream.
1293@item
1294 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1295@item
1296 If the patch fixes a bug, did you provide enough information, including
1297 a sample, so the bug can be reproduced and the fix can be verified?
1298 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1299 URL, you can upload to ftp://upload.ffmpeg.org
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DB
1300@item
1301 Did you provide a verbose summary about what the patch does change?
1302@item
1303 Did you provide a verbose explanation why it changes things like it does?
1304@item
1305 Did you provide a verbose summary of the user visible advantages and
1306 disadvantages if the patch is applied?
1307@item
1308 Did you provide an example so we can verify the new feature added by the
1309 patch easily?
1310@item
1311 If you added a new file, did you insert a license header? It should be
1312 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1313@item
1314 You should maintain alphabetical order in alphabetically ordered lists as
1315 long as doing so does not break API/ABI compatibility.
1316@item
1317 Lines with similar content should be aligned vertically when doing so
1318 improves readability.
1319@item
1320 Did you provide a suggestion for a clear commit log message?
1321@end enumerate
1322
1323@section Patch review process
1324
1325All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1326clear note that the patch is not for SVN.
1327Reviews and comments will be posted as replies to the patch on the
1328mailing list. The patch submitter then has to take care of every comment,
1329that can be by resubmitting a changed patch or by discussion. Resubmitted
1330patches will themselves be reviewed like any other patch. If at some point
1331a patch passes review with no comments then it is approved, that can for
1332simple and small patches happen immediately while large patches will generally
1333have to be changed and reviewed many times before they are approved.
1334After a patch is approved it will be committed to the repository.
1335
1336We will review all submitted patches, but sometimes we are quite busy so
1337especially for large patches this can take several weeks.
1338
1339When resubmitting patches, please do not make any significant changes
1340not related to the comments received during review. Such patches will
1341be rejected. Instead, submit significant changes or new features as
1342separate patches.
1343
1344@section Regression tests
1345
1346Before submitting a patch (or committing to the repository), you should at least
1347test that you did not break anything.
1348
1349The regression tests build a synthetic video stream and a synthetic
1350audio stream. These are then encoded and decoded with all codecs or
1351formats. The CRC (or MD5) of each generated file is recorded in a
1352result file. A 'diff' is launched to compare the reference results and
1353the result file.
1354
1355The regression tests then go on to test the FFserver code with a
1356limited set of streams. It is important that this step runs correctly
1357as well.
1358
1359Run 'make test' to test all the codecs and formats.
1360
1361Run 'make fulltest' to test all the codecs, formats and FFserver.
1362
1363[Of course, some patches may change the results of the regression tests. In
1364this case, the reference results of the regression tests shall be modified
1365accordingly].
1366
1367@bye