Add pts field to AVSubtitle, for use by future XSUB encoder (and XSUB decoder
[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 DPX @tab @tab X
262 @tab Digital Picture Exchange
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263@item JPEG @tab X @tab X
264 @tab Progressive JPEG is not supported.
265@item JPEG 2000 @tab @tab E
266 @tab decoding supported through external library libopenjpeg
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267@item JPEG-LS @tab X @tab X
268@item LJPEG @tab X @tab
269 @tab Lossless JPEG
ddea12a6 270@item PAM @tab X @tab X
9db80acb 271 @tab PAM is a PNM extension with alpha support.
ddea12a6 272@item PBM @tab X @tab X
f2937cc6 273 @tab Portable BitMap image
effcedf7 274@item PCX @tab X @tab X
9db80acb 275 @tab PC Paintbrush
ddea12a6 276@item PGM @tab X @tab X
314511ab 277 @tab Portable GrayMap image
ddea12a6 278@item PGMYUV @tab X @tab X
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279 @tab PGM with U and V components in YUV 4:2:0
280@item PNG @tab X @tab X
281 @tab 2/4 bpp not supported yet
ddea12a6 282@item PPM @tab X @tab X
314511ab 283 @tab Portable PixelMap image
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284@item PTX @tab @tab X
285 @tab V.Flash PTX format
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286@item SGI @tab X @tab X
287 @tab SGI RGB image format
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288@item Sun Rasterfile @tab @tab X
289 @tab Sun RAS image format
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290@item TIFF @tab X @tab X
291 @tab YUV, JPEG and some extension is not supported yet.
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292@item Truevision Targa @tab X @tab X
293 @tab Targa (.TGA) image format
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294@end multitable
295
296@code{X} means that encoding (resp. decoding) is supported.
297
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298@code{E} means that support is provided through an external library.
299
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300@section Video Codecs
301
302@multitable @columnfractions .4 .1 .1 .4
b3de4544 303@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 304@item 4X Movie @tab @tab X
d698c5d3 305 @tab Used in certain computer games.
f0b19bd3 306@item 8088flex TMV @tab @tab X
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307@item 8SVX exponential @tab @tab X
308@item 8SVX fibonacci @tab @tab X
913c3e2c 309@item American Laser Games MM @tab @tab X
d698c5d3 310 @tab Used in games like Mad Dog McCree.
a1c5b6ec 311@item AMV Video @tab @tab X
d698c5d3 312 @tab Used in Chinese MP3 players.
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313@item Apple MJPEG-B @tab @tab X
314@item Apple QuickDraw @tab @tab X
d698c5d3 315 @tab fourcc: qdrw
d66d8b83 316@item Asus v1 @tab X @tab X
d698c5d3 317 @tab fourcc: ASV1
d66d8b83 318@item Asus v2 @tab X @tab X
d698c5d3 319 @tab fourcc: ASV2
d66d8b83 320@item ATI VCR1 @tab @tab X
d698c5d3 321 @tab fourcc: VCR1
d66d8b83 322@item ATI VCR2 @tab @tab X
d698c5d3 323 @tab fourcc: VCR2
dd2d651d 324@item Autodesk Animator Flic video @tab @tab X
d66d8b83 325@item Autodesk RLE @tab @tab X
d698c5d3 326 @tab fourcc: AASC
9510f59a 327@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 328 @tab Video encoding used by the Creature Shock game.
68dddf53 329@item Beam Software VB @tab @tab X
9510f59a 330@item Bethesda VID video @tab @tab X
d698c5d3 331 @tab Used in some games from Bethesda Softworks.
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332@item Brute Force & Ignorance @tab @tab X
333 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 334@item C93 video @tab @tab X
d698c5d3 335 @tab Codec used in Cyberia game.
d66d8b83 336@item CamStudio @tab @tab X
d698c5d3 337 @tab fourcc: CSCD
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338@item Chinese AVS video @tab @tab X
339 @tab AVS1-P2, JiZhun profile
340@item Delphine Software International CIN video @tab @tab X
341 @tab Codec used in Delphine Software International games.
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342@item Cinepak @tab @tab X
343@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 344 @tab fourcc: CLJR
9510f59a 345@item Creative YUV (CYUV) @tab @tab X
82ced5a9 346@item Dirac @tab E @tab E
360f980b 347 @tab supported through external libdirac/libschroedinger libraries
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348@item DNxHD @tab X @tab X
349 @tab aka SMPTE VC3
68dddf53 350@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 351 @tab fourcc: DUCK
68dddf53 352@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 353 @tab fourcc: TM20
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354@item DV (Digital Video) @tab X @tab X
355@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 356 @tab Codec originally used in Feeble Files game.
9510f59a 357@item Electronic Arts CMV video @tab @tab X
d698c5d3 358 @tab Used in NHL 95 game.
c63ea92b 359@item Electronic Arts Madcow video @tab @tab X
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360@item Electronic Arts TGV video @tab @tab X
361@item Electronic Arts TGQ video @tab @tab X
362@item Electronic Arts TQI video @tab @tab X
363@item Escape 124 @tab @tab X
364@item FFmpeg codec #1 @tab X @tab X
d698c5d3 365 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 366@item Flash Screen Video v1 @tab X @tab X
d698c5d3 367 @tab fourcc: FSV1
dd2d651d 368@item Flash Video (FLV) @tab X @tab X
d698c5d3 369 @tab Sorenson H.263 used in Flash
dd2d651d 370@item Fraps @tab @tab X
d66d8b83 371@item H.261 @tab X @tab X
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372@item H.263 / H.263-1996 @tab X @tab X
373@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
374@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 375 @tab encoding supported through external library libx264
dd2d651d 376@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 377@item HuffYUV @tab X @tab X
dd2d651d 378@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 379@item IBM Ultimotion @tab @tab X
d698c5d3 380 @tab fourcc: ULTI
bac4c85c 381@item id Cinematic video @tab @tab X
d698c5d3 382 @tab Used in Quake II.
a1c5b6ec 383@item id RoQ video @tab X @tab X
d698c5d3 384 @tab Used in Quake III, Jedi Knight 2, other computer games.
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385@item Intel H.263 @tab @tab X
386@item Intel Indeo 2 @tab @tab X
d66d8b83 387@item Intel Indeo 3 @tab @tab X
dd2d651d 388@item Interplay C93 @tab @tab X
9510f59a 389 @tab Used in the game Cyberia from Interplay.
dd2d651d 390@item Interplay MVE video @tab @tab X
d698c5d3 391 @tab Used in Interplay .MVE files.
dd2d651d 392@item Karl Morton's video codec @tab @tab X
d698c5d3 393 @tab Codec used in Worms games.
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394@item LCL (LossLess Codec Library) MSZH @tab @tab X
395@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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396@item LOCO @tab @tab X
397@item lossless MJPEG @tab X @tab X
398@item Microsoft RLE @tab @tab X
dd2d651d 399@item Microsoft Video 1 @tab @tab X
d66d8b83 400@item Mimic @tab @tab X
d698c5d3 401 @tab Used in MSN Messenger Webcam streams.
d66d8b83 402@item Miro VideoXL @tab @tab X
d698c5d3 403 @tab fourcc: VIXL
eacf8613 404@item MJPEG (Motion JPEG) @tab X @tab X
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405@item Motion Pixels video @tab @tab X
406@item MPEG-1 video @tab X @tab X
407@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
408@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
409@item MPEG-2 video @tab X @tab X
410@item MPEG-4 part 2 @tab X @tab X
411 @ libxvidcore can be used alternatively for encoding.
412@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
413@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
414@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 415@item Nintendo Gamecube THP video @tab @tab X
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416@item NuppelVideo/RTjpeg @tab @tab X
417 @tab Video encoding used in NuppelVideo files.
d66d8b83 418@item On2 VP3 @tab @tab X
d698c5d3 419 @tab still experimental
d66d8b83 420@item On2 VP5 @tab @tab X
d698c5d3 421 @tab fourcc: VP50
d66d8b83 422@item On2 VP6 @tab @tab X
d698c5d3 423 @tab fourcc: VP60,VP61,VP62
d66d8b83 424@item planar RGB @tab @tab X
d698c5d3 425 @tab fourcc: 8BPS
a1c5b6ec 426@item Q-team QPEG @tab @tab X
d698c5d3 427 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 428@item QuickTime 8BPS video @tab @tab X
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429@item QuickTime Animation (RLE) video @tab X @tab X
430 @tab fourcc: 'rle '
431@item QuickTime Graphics (SMC) @tab @tab X
432 @tab fourcc: 'smc '
433@item QuickTime video (RPZA) @tab @tab X
434 @tab fourcc: rpza
435@item Raw Video @tab X @tab X
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436@item RealVideo 1.0 @tab X @tab X
437@item RealVideo 2.0 @tab X @tab X
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438@item RealVideo 3.0 @tab @tab X
439 @tab still far from ideal
11c0f9ec 440@item RealVideo 4.0 @tab @tab X
68dddf53 441@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 442 @tab Texture dictionaries used by the Renderware Engine.
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443@item RL2 video @tab @tab X
444 @tab used in some games by Entertainment Software Partners
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445@item Sierra VMD video @tab @tab X
446 @tab Used in Sierra VMD files.
bac4c85c 447@item Smacker video @tab @tab X
d698c5d3 448 @tab Video encoding used in Smacker.
68dddf53 449@item SMPTE VC-1 @tab @tab X
d66d8b83 450@item Snow @tab X @tab X
d698c5d3 451 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 452@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 453@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 454 @tab fourcc: SVQ1
a1c5b6ec 455@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 456 @tab fourcc: SVQ3
a1c5b6ec 457@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 458 @tab fourcc: SP5X
68dddf53 459@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 460 @tab fourcc: TSCC
82ced5a9 461@item Theora @tab E @tab X
360f980b 462 @tab encoding supported through external library libtheora
a1c5b6ec 463@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 464 @tab Codec used in DOS CD-ROM FlashBack game.
ca0bb1c4 465@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
eacf8613 466@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 467 @tab Codec used in videos captured by VMware.
eacf8613 468@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 469@item Windows Media Video 7 @tab X @tab X
eacf8613 470@item Windows Media Video 8 @tab X @tab X
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471@item Windows Media Video 9 @tab @tab X
472 @tab not completely working
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473@item Wing Commander III / Xan @tab @tab X
474 @tab Used in Wing Commander III .MVE files.
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475@item Winnov WNV1 @tab @tab X
476@item WMV7 @tab X @tab X
39271be4 477@item YAMAHA SMAF @tab X @tab X
d66d8b83 478@item ZLIB @tab X @tab X
d698c5d3 479 @tab part of LCL, encoder experimental
eacf8613 480@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 481 @tab Encoder works only in PAL8.
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482@end multitable
483
484@code{X} means that encoding (resp. decoding) is supported.
485
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486@code{E} means that support is provided through an external library.
487
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488@section Audio Codecs
489
485ec4f1 490@multitable @columnfractions .4 .1 .1 .4
b3de4544 491@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 492@item 8SVX audio @tab @tab X
82ced5a9 493@item AAC @tab E @tab X
360f980b 494 @tab encoding supported through external library libfaac
c76d1bb2 495@item AC-3 @tab IX @tab X
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496@item ADPCM 4X Movie @tab @tab X
497@item ADPCM CDROM XA @tab @tab X
498@item ADPCM Creative Technology @tab @tab X
499 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
500@item ADPCM Electronic Arts @tab @tab X
501 @tab Used in various EA titles.
502@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
503 @tab Used in Sim City 3000.
504@item ADPCM Electronic Arts R1 @tab @tab X
505@item ADPCM Electronic Arts R2 @tab @tab X
506@item ADPCM Electronic Arts R3 @tab @tab X
507@item ADPCM Electronic Arts XAS @tab @tab X
508@item ADPCM G.726 @tab X @tab X
509@item ADPCM IMA AMV @tab @tab X
510 @tab Used in AMV files
511@item ADPCM IMA Electronic Arts EACS @tab @tab X
512@item ADPCM IMA Electronic Arts SEAD @tab @tab X
513@item ADPCM IMA Funcom @tab @tab X
514@item ADPCM IMA QuickTime @tab X @tab X
515@item ADPCM IMA Loki SDL MJPEG @tab @tab X
516@item ADPCM IMA WAV @tab X @tab X
517@item ADPCM IMA Westwood @tab @tab X
518@item ADPCM ISS IMA @tab @tab X
519 @tab Used in FunCom games.
520@item ADPCM IMA Duck DK3 @tab @tab X
521 @tab Used in some Sega Saturn console games.
522@item ADPCM IMA Duck DK4 @tab @tab X
523 @tab Used in some Sega Saturn console games.
524@item ADPCM Microsoft @tab X @tab X
525@item ADPCM MS IMA @tab X @tab X
526@item ADPCM Nintendo Gamecube THP @tab @tab X
527@item ADPCM QT IMA @tab X @tab X
528@item ADPCM SEGA CRI ADX @tab X @tab X
529 @tab Used in Sega Dreamcast games.
530@item ADPCM Shockwave Flash @tab X @tab X
531@item ADPCM SMJPEG IMA @tab @tab X
532 @tab Used in certain Loki game ports.
533@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
534@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
535@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
536@item ADPCM Westwood Studios IMA @tab @tab X
537 @tab Used in Westwood Studios games like Command and Conquer.
538@item ADPCM Yamaha @tab X @tab X
82ced5a9 539@item AMR-NB @tab E @tab E
0b175caa 540 @tab supported through external libraries libamrnb and libopencore-amrnb
82ced5a9 541@item AMR-WB @tab E @tab E
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542 @tab decoding supported through external libraries libamrwb and libopencore-amrwb,
543 encoding supported through external library libamrwb
833e90dd 544@item Apple lossless audio @tab X @tab X
d698c5d3 545 @tab QuickTime fourcc 'alac'
9510f59a 546@item Atrac 3 @tab @tab X
9510f59a 547@item Delphine Software International CIN audio @tab @tab X
d698c5d3 548 @tab Codec used in Delphine Software International games.
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549@item COOK @tab @tab X
550 @tab All versions except 5.1 are supported.
9510f59a 551@item DCA (DTS Coherent Acoustics) @tab @tab X
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552@item DPCM id RoQ @tab X @tab X
553 @tab Used in Quake III, Jedi Knight 2, other computer games.
554@item DPCM Interplay @tab @tab X
555 @tab Used in various Interplay computer games.
556@item DPCM Sierra Online @tab @tab X
557 @tab Used in Sierra Online game audio files.
558@item DPCM Sol @tab @tab X
559@item DPCM Xan @tab @tab X
eff9011d 560 @tab Used in Origin's Wing Commander IV AVI files.
16d81b27 561@item DSP Group TrueSpeech @tab @tab X
16d81b27 562@item DV audio @tab @tab X
44723c84 563@item Enhanced AC-3 @tab @tab X
dd2d651d 564@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 565@item G.729 @tab @tab X
82ced5a9 566@item GSM @tab E @tab E
3f33271a 567 @tab supported through external library libgsm
dd2d651d 568@item GSM Microsoft variant @tab E @tab E
3f33271a 569 @tab supported through external library libgsm
dd2d651d 570@item IMC (Intel Music Coder) @tab @tab X
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571@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
572@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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573@item MLP (Meridian Lossless Packing) @tab @tab X
574 @tab Used in DVD-Audio discs.
16d81b27 575@item Monkey's Audio @tab @tab X
d698c5d3 576 @tab Only versions 3.97-3.99 are supported.
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577@item MP1 (MPEG audio layer 1) @tab @tab IX
578@item MP2 (MPEG audio layer 2) @tab IX @tab IX
579@item MP3 (MPEG audio layer 3) @tab E @tab IX
580 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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581@item Musepack SV7 @tab @tab X
582@item Musepack SV8 @tab @tab X
641992de 583@item Nellymoser Asao @tab X @tab X
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584@item PCM A-law @tab X @tab X
585@item PCM mu-law @tab X @tab X
586@item PCM 16-bit little-endian planar @tab @tab X
587@item PCM 32-bit floating point big-endian @tab X @tab X
588@item PCM 32-bit floating point little-endian @tab X @tab X
589@item PCM 64-bit floating point big-endian @tab X @tab X
590@item PCM 64-bit floating point little-endian @tab X @tab X
591@item PCM D-Cinema audio signed 24-bit @tab X @tab X
592@item PCM signed 8-bit @tab X @tab X
593@item PCM signed 16-bit big-endian @tab X @tab X
594@item PCM signed 16-bit little-endian @tab X @tab X
595@item PCM signed 24-bit big-endian @tab X @tab X
596@item PCM signed 24-bit little-endian @tab X @tab X
597@item PCM signed 32-bit big-endian @tab X @tab X
598@item PCM signed 32-bit little-endian @tab X @tab X
599@item PCM unsigned 8-bit @tab X @tab X
600@item PCM unsigned 16-bit big-endian @tab X @tab X
601@item PCM unsigned 16-bit little-endian @tab X @tab X
602@item PCM unsigned 24-bit big-endian @tab X @tab X
603@item PCM unsigned 24-bit little-endian @tab X @tab X
604@item PCM unsigned 32-bit big-endian @tab X @tab X
605@item PCM unsigned 32-bit little-endian @tab X @tab X
606@item PCM Zork @tab X @tab X
73b458e3 607@item QCELP / PureVoice @tab @tab X
a1c5b6ec 608@item QDesign Music Codec 2 @tab @tab X
d698c5d3 609 @tab There are still some distortions.
a1c5b6ec 610@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 611 @tab Real 14400 bit/s codec
a1c5b6ec 612@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 613 @tab Real 28800 bit/s codec
a1c5b6ec 614@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 615 @tab Real low bitrate AC-3 codec
bac4c85c 616@item Shorten @tab @tab X
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617@item Sierra VMD audio @tab @tab X
618 @tab Used in Sierra VMD files.
bac4c85c 619@item Smacker audio @tab @tab X
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620@item Sonic @tab X @tab X
621 @tab experimental codec
622@item Sonic lossless @tab X @tab X
623 @tab experimental codec
82ced5a9 624@item Speex @tab @tab E
360f980b 625 @tab supported through external library libspeex
16d81b27 626@item True Audio (TTA) @tab @tab X
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627@item TrueHD @tab @tab X
628 @tab Used in HD-DVD and Blu-Ray discs.
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629@item Vorbis @tab E @tab X
630 @ A native but very primitive encoder exists.
bac4c85c 631@item WavPack @tab @tab X
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632@item Westwood Audio (SND1) @tab @tab X
633@item Windows Media Audio 1 @tab X @tab X
634@item Windows Media Audio 2 @tab X @tab X
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635@end multitable
636
637@code{X} means that encoding (resp. decoding) is supported.
638
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639@code{E} means that support is provided through an external library.
640
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641@code{I} means that an integer-only version is available, too (ensures high
642performance on systems without hardware floating point support).
643
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644@section Subtitle Formats
645
000bbebb 646@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 647@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 648@item SSA/ASS @tab X @tab X
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649@item DVB @tab X @tab X @tab X @tab X
650@item DVD @tab X @tab X @tab X @tab X
651@item XSUB @tab @tab @tab @tab X
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652@end multitable
653
654@code{X} means that the feature is supported.
655
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656@section Network Protocols
657
000bbebb 658@multitable @columnfractions .4 .1
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659@item Name @tab Support
660@item file @tab X
661@item Gopher @tab X
662@item HTTP @tab X
663@item pipe @tab X
664@item RTP @tab X
665@item TCP @tab X
666@item UDP @tab X
667@end multitable
668
669@code{X} means that the protocol is supported.
670
671
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672@section Input/Output Devices
673
674@multitable @columnfractions .4 .1 .1
675@item Name @tab Input @tab Output
676@item ALSA @tab X @tab X
677@item BEOS audio @tab X @tab X
678@item BKTR @tab X @tab
679@item DV1394 @tab X @tab
80ff8a16 680@item JACK @tab X @tab
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681@item LIBDC1394 @tab X @tab
682@item OSS @tab X @tab X
683@item Video4Linux @tab X @tab
684@item Video4Linux2 @tab X @tab
685@item VfW capture @tab X @tab
686@item X11 grabbing @tab X @tab
687@end multitable
688
23869b4a 689@code{X} means that input/output is supported.
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690
691
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692@chapter Platform Specific information
693
694@section BSD
695
696BSD make will not build FFmpeg, you need to install and use GNU Make
697(@file{gmake}).
698
699@section Windows
700
46a845d0 701To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 702the FFmpeg Windows Help Forum at
ab5ce4ae 703@url{http://ffmpeg.arrozcru.org/}.
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704
705@subsection Native Windows compilation
706
c1989552 707FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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708the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
709You can find detailed installation
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710instructions in the download section and the FAQ.
711
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712FFmpeg does not build out-of-the-box with the packages the automated MinGW
713installer provides. It also requires coreutils to be installed and many other
714packages updated to the latest version. The minimum version for some packages
715are listed below:
716
717@itemize
718@item bash 3.1
719@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 720@item w32api 3.13
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721@item mingw-runtime 3.15
722@end itemize
723
44be8d42 724FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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725a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
726
c1989552 727Within the MSYS shell, configure and make with:
d0e1cd3d 728
c1989552 729@example
0f898714 730./configure --enable-memalign-hack --extra-cflags=-fno-common
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731make
732make install
733@end example
d0e1cd3d 734
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735This will install @file{ffmpeg.exe} along with many other development files
736to @file{/usr/local}. You may specify another install path using the
737@code{--prefix} option in @file{configure}.
d0e1cd3d 738
c1989552 739Notes:
d0e1cd3d 740
c1989552 741@itemize
d0e1cd3d 742
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743@item In order to compile FFplay, you must have the MinGW development library
744of SDL. Get it from @url{http://www.libsdl.org}.
745Edit the @file{bin/sdl-config} script so that it points to the correct prefix
746where SDL was installed. Verify that @file{sdl-config} can be launched from
747the MSYS command line.
d0e1cd3d 748
d0e1cd3d 749@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 750you can build libavutil, libavcodec and libavformat as DLLs.
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751
752@end itemize
753
c1989552 754@subsection Microsoft Visual C++ compatibility
d0e1cd3d 755
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756As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
757want to use the libav* libraries in your own applications, you can still
758compile those applications using MSVC++. But the libav* libraries you link
759to @emph{must} be built with MinGW. However, you will not be able to debug
760inside the libav* libraries, since MSVC++ does not recognize the debug
761symbols generated by GCC.
762We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 763
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764This description of how to use the FFmpeg libraries with MSVC++ is based on
765Microsoft Visual C++ 2005 Express Edition. If you have a different version,
766you might have to modify the procedures slightly.
d0e1cd3d 767
c1989552 768@subsubsection Using static libraries
d0e1cd3d 769
c1989552 770Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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771
772@enumerate
773
774@item Create a new console application ("File / New / Project") and then
775select "Win32 Console Application". On the appropriate page of the
776Application Wizard, uncheck the "Precompiled headers" option.
777
778@item Write the source code for your application, or, for testing, just
779copy the code from an existing sample application into the source file
c1989552 780that MSVC++ has already created for you. For example, you can copy
d95a0c67 781@file{libavformat/output-example.c} from the FFmpeg distribution.
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782
783@item Open the "Project / Properties" dialog box. In the "Configuration"
784combo box, select "All Configurations" so that the changes you make will
785affect both debug and release builds. In the tree view on the left hand
786side, select "C/C++ / General", then edit the "Additional Include
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787Directories" setting to contain the path where the FFmpeg includes were
788installed (i.e. @file{c:\msys\1.0\local\include}).
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789Do not add MinGW's include directory here, or the include files will
790conflict with MSVC's.
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791
792@item Still in the "Project / Properties" dialog box, select
793"Linker / General" from the tree view and edit the
794"Additional Library Directories" setting to contain the @file{lib}
795directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
796the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
797and the directory where MinGW's GCC libs are installed
798(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
799"Linker / Input" from the tree view, and add the files @file{libavformat.a},
800@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
801@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
802to the end of "Additional Dependencies".
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803
804@item Now, select "C/C++ / Code Generation" from the tree view. Select
805"Debug" in the "Configuration" combo box. Make sure that "Runtime
806Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
807the "Configuration" combo box and make sure that "Runtime Library" is
808set to "Multi-threaded DLL".
809
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810@item Click "OK" to close the "Project / Properties" dialog box.
811
812@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
813Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
814and install it in MSVC++'s include directory
815(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
816
817@item MSVC++ also does not understand the @code{inline} keyword used by
818FFmpeg, so you must add this line before @code{#include}ing libav*:
819@example
820#define inline _inline
821@end example
822
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823@item Build your application, everything should work.
824
825@end enumerate
826
827@subsubsection Using shared libraries
828
829This is how to create DLL and LIB files that are compatible with MSVC++:
830
831@enumerate
832
833@item Add a call to @file{vcvars32.bat} (which sets up the environment
834variables for the Visual C++ tools) as the first line of @file{msys.bat}.
835The standard location for @file{vcvars32.bat} is
836@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
837and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
838If this corresponds to your setup, add the following line as the first line
839of @file{msys.bat}:
840
841@example
842call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
843@end example
844
845Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
846and run @file{c:\msys\1.0\msys.bat} from there.
847
848@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
849from @file{Microsoft (R) Library Manager}, this means your environment
850variables are set up correctly, the @file{Microsoft (R) Library Manager}
851is on the path and will be used by FFmpeg to create
852MSVC++-compatible import libraries.
853
854@item Build FFmpeg with
855
856@example
857./configure --enable-shared --enable-memalign-hack
858make
859make install
860@end example
861
862Your install path (@file{/usr/local/} by default) should now have the
863necessary DLL and LIB files under the @file{bin} directory.
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864
865@end enumerate
866
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867To use those files with MSVC++, do the same as you would do with
868the static libraries, as described above. But in Step 4,
869you should only need to add the directory where the LIB files are installed
870(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
871installed in the @file{bin} directory. And instead of adding @file{libxx.a}
872files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
873@file{avutil.lib}. There should be no need for @file{libmingwex.a},
874@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
875statically linked into the DLLs. The @file{bin} directory contains a bunch
876of DLL files, but the ones that are actually used to run your application
877are the ones with a major version number in their filenames
878(i.e. @file{avcodec-51.dll}).
879
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880@subsection Cross compilation for Windows with Linux
881
882You must use the MinGW cross compilation tools available at
883@url{http://www.mingw.org/}.
884
885Then configure FFmpeg with the following options:
886@example
887./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
888@end example
889(you can change the cross-prefix according to the prefix chosen for the
890MinGW tools).
891
892Then you can easily test FFmpeg with Wine
893(@url{http://www.winehq.com/}).
894
895@subsection Compilation under Cygwin
896
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897The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
898does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
899or leverage the implementation in MinGW (as explained below).
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900
901Just install your Cygwin with all the "Base" packages, plus the
902following "Devel" ones:
903@example
f496ab12 904binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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905@end example
906
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907The experimental gcc4 package is still buggy, hence please
908use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
909
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910Install the current binutils-20080624-2 as they work fine (the old
911binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 912
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913Then create a small library that just contains llrint():
914
915@example
916ar x /usr/lib/mingw/libmingwex.a llrint.o
917ar cq /usr/local/lib/libllrint.a llrint.o
918@end example
919
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920Then run
921
922@example
29c3d42b 923./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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924@end example
925
926to make a static build or
927
928@example
29c3d42b 929./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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930@end example
931
932to build shared libraries.
933
934If you want to build FFmpeg with additional libraries, download Cygwin
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935"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
936@example
937libogg-devel, libvorbis-devel
938@end example
939
940These library packages are only available from Cygwin Ports
be8497b0 941(@url{http://sourceware.org/cygwinports/}) :
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942
943@example
944yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
945libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
946libxvidcore-devel
947@end example
948
949The recommendation for libnut and x264 is to build them from source by
950yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 951
cdf51395
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952Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
953of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
954
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955@subsection Crosscompilation for Windows under Cygwin
956
957With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
958
959Just install your Cygwin as explained before, plus these additional
960"Devel" packages:
961@example
962gcc-mingw-core, mingw-runtime, mingw-zlib
963@end example
964
965and add some special flags to your configure invocation.
966
967For a static build run
968@example
969./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
970@end example
971
972and for a build with shared libraries
973@example
974./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
975@end example
976
977@section BeOS
978
5f757b85 979BeOS support is broken in mysterious ways.
d0e1cd3d 980
25b92a79
DY
981@section OS/2
982
983For information about compiling FFmpeg on OS/2 see
984@url{http://www.edm2.com/index.php/FFmpeg}.
985
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986@chapter Developers Guide
987
988@section API
989@itemize @bullet
990@item libavcodec is the library containing the codecs (both encoding and
991decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
992
993@item libavformat is the library containing the file format handling (mux and
994demux code for several formats). Look at @file{ffplay.c} to use it in a
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995player. See @file{libavformat/output-example.c} to use it to generate
996audio or video streams.
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997
998@end itemize
999
1000@section Integrating libavcodec or libavformat in your program
1001
1002You can integrate all the source code of the libraries to link them
1003statically to avoid any version problem. All you need is to provide a
1004'config.mak' and a 'config.h' in the parent directory. See the defines
1005generated by ./configure to understand what is needed.
1006
1007You can use libavcodec or libavformat in your commercial program, but
1008@emph{any patch you make must be published}. The best way to proceed is
1009to send your patches to the FFmpeg mailing list.
1010
1011@node Coding Rules
1012@section Coding Rules
1013
1014FFmpeg is programmed in the ISO C90 language with a few additional
1015features from ISO C99, namely:
1016@itemize @bullet
1017@item
1018the @samp{inline} keyword;
1019@item
1020@samp{//} comments;
1021@item
1022designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
1023@item
1024compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1025@end itemize
1026
1027These features are supported by all compilers we care about, so we will not
1028accept patches to remove their use unless they absolutely do not impair
1029clarity and performance.
1030
1031All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1032compiles with several other compilers, such as the Compaq ccc compiler
1033or Sun Studio 9, and we would like to keep it that way unless it would
1034be exceedingly involved. To ensure compatibility, please do not use any
1035additional C99 features or GCC extensions. Especially watch out for:
1036@itemize @bullet
1037@item
1038mixing statements and declarations;
1039@item
1040@samp{long long} (use @samp{int64_t} instead);
1041@item
1042@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1043@item
1044GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1045@end itemize
1046
1047Indent size is 4.
1048The presentation is the one specified by 'indent -i4 -kr -nut'.
1049The TAB character is forbidden outside of Makefiles as is any
1050form of trailing whitespace. Commits containing either will be
1051rejected by the Subversion repository.
1052
1053The main priority in FFmpeg is simplicity and small code size in order to
1054minimize the bug count.
1055
1056Comments: Use the JavaDoc/Doxygen
1057format (see examples below) so that code documentation
1058can be generated automatically. All nontrivial functions should have a comment
1059above them explaining what the function does, even if it is just one sentence.
1060All structures and their member variables should be documented, too.
1061@example
1062/**
1063 * @@file mpeg.c
1064 * MPEG codec.
1065 * @@author ...
1066 */
1067
1068/**
1069 * Summary sentence.
1070 * more text ...
1071 * ...
1072 */
1073typedef struct Foobar@{
1074 int var1; /**< var1 description */
1075 int var2; ///< var2 description
1076 /** var3 description */
1077 int var3;
1078@} Foobar;
1079
1080/**
1081 * Summary sentence.
1082 * more text ...
1083 * ...
1084 * @@param my_parameter description of my_parameter
1085 * @@return return value description
1086 */
1087int myfunc(int my_parameter)
1088...
1089@end example
1090
1091fprintf and printf are forbidden in libavformat and libavcodec,
1092please use av_log() instead.
1093
1094Casts should be used only when necessary. Unneeded parentheses
1095should also be avoided if they don't make the code easier to understand.
1096
1097@section Development Policy
1098
1099@enumerate
1100@item
1101 Contributions should be licensed under the LGPL 2.1, including an
1102 "or any later version" clause, or the MIT license. GPL 2 including
1103 an "or any later version" clause is also acceptable, but LGPL is
1104 preferred.
1105@item
1106 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1107 enabled code which breaks compilation or compiles but does not work or
1108 breaks the regression tests)
1109 You can commit unfinished stuff (for testing etc), but it must be disabled
1110 (#ifdef etc) by default so it does not interfere with other developers'
1111 work.
1112@item
1113 You do not have to over-test things. If it works for you, and you think it
1114 should work for others, then commit. If your code has problems
1115 (portability, triggers compiler bugs, unusual environment etc) they will be
1116 reported and eventually fixed.
1117@item
1118 Do not commit unrelated changes together, split them into self-contained
1119 pieces. Also do not forget that if part B depends on part A, but A does not
1120 depend on B, then A can and should be committed first and separate from B.
1121 Keeping changes well split into self-contained parts makes reviewing and
1122 understanding them on the commit log mailing list easier. This also helps
1123 in case of debugging later on.
1124 Also if you have doubts about splitting or not splitting, do not hesitate to
1125 ask/discuss it on the developer mailing list.
1126@item
1127 Do not change behavior of the program (renaming options etc) without
1128 first discussing it on the ffmpeg-devel mailing list. Do not remove
1129 functionality from the code. Just improve!
1130
1131 Note: Redundant code can be removed.
1132@item
1133 Do not commit changes to the build system (Makefiles, configure script)
1134 which change behavior, defaults etc, without asking first. The same
1135 applies to compiler warning fixes, trivial looking fixes and to code
1136 maintained by other developers. We usually have a reason for doing things
1137 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1138 list, and if the code maintainers say OK, you may commit. This does not
1139 apply to files you wrote and/or maintain.
1140@item
1141 We refuse source indentation and other cosmetic changes if they are mixed
1142 with functional changes, such commits will be rejected and removed. Every
1143 developer has his own indentation style, you should not change it. Of course
1144 if you (re)write something, you can use your own style, even though we would
1145 prefer if the indentation throughout FFmpeg was consistent (Many projects
1146 force a given indentation style - we do not.). If you really need to make
1147 indentation changes (try to avoid this), separate them strictly from real
1148 changes.
1149
1150 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1151 then either do NOT change the indentation of the inner part within (do not
1152 move it to the right)! or do so in a separate commit
1153@item
1154 Always fill out the commit log message. Describe in a few lines what you
1155 changed and why. You can refer to mailing list postings if you fix a
1156 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1157@item
1158 If you apply a patch by someone else, include the name and email address in
1159 the log message. Since the ffmpeg-cvslog mailing list is publicly
1160 archived you should add some SPAM protection to the email address. Send an
1161 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1162 you applied the patch.
1163@item
1164 When applying patches that have been discussed (at length) on the mailing
1165 list, reference the thread in the log message.
1166@item
1167 Do NOT commit to code actively maintained by others without permission.
1168 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1169 timeframe (12h for build failures and security fixes, 3 days small changes,
1170 1 week for big patches) then commit your patch if you think it is OK.
1171 Also note, the maintainer can simply ask for more time to review!
1172@item
1173 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1174 are sent there and reviewed by all the other developers. Bugs and possible
1175 improvements or general questions regarding commits are discussed there. We
1176 expect you to react if problems with your code are uncovered.
1177@item
1178 Update the documentation if you change behavior or add features. If you are
1179 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1180 maintainer(s) will review and commit your stuff.
1181@item
1182 Try to keep important discussions and requests (also) on the public
1183 developer mailing list, so that all developers can benefit from them.
1184@item
1185 Never write to unallocated memory, never write over the end of arrays,
1186 always check values read from some untrusted source before using them
1187 as array index or other risky things.
1188@item
1189 Remember to check if you need to bump versions for the specific libav
1190 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1191 to change the version integer.
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1192 Incrementing the first component means no backward compatibility to
1193 previous versions (e.g. removal of a function from the public API).
1194 Incrementing the second component means backward compatible change
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1195 (e.g. addition of a function to the public API or extension of an
1196 existing data structure).
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1197 Incrementing the third component means a noteworthy binary compatible
1198 change (e.g. encoder bug fix that matters for the decoder).
1199@item
53407b64 1200 Compiler warnings indicate potential bugs or code with bad style. If a type of
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1201 warning always points to correct and clean code, that warning should
1202 be disabled, not the code changed.
1203 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1204 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
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1205 be changed to not generate a warning unless that causes a slowdown
1206 or obfuscates the code.
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1207@item
1208 If you add a new file, give it a proper license header. Do not copy and
1209 paste it from a random place, use an existing file as template.
1210@end enumerate
1211
1212We think our rules are not too hard. If you have comments, contact us.
1213
1214Note, these rules are mostly borrowed from the MPlayer project.
1215
1216@section Submitting patches
1217
1218First, (@pxref{Coding Rules}) above if you did not yet.
1219
1220When you submit your patch, try to send a unified diff (diff '-up'
1221option). We cannot read other diffs :-)
1222
1223Also please do not submit a patch which contains several unrelated changes.
1224Split it into separate, self-contained pieces. This does not mean splitting
1225file by file. Instead, make the patch as small as possible while still
1226keeping it as a logical unit that contains an individual change, even
1227if it spans multiple files. This makes reviewing your patches much easier
1228for us and greatly increases your chances of getting your patch applied.
1229
1230Run the regression tests before submitting a patch so that you can
1231verify that there are no big problems.
1232
1233Patches should be posted as base64 encoded attachments (or any other
1234encoding which ensures that the patch will not be trashed during
1235transmission) to the ffmpeg-devel mailing list, see
1236@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1237
1238It also helps quite a bit if you tell us what the patch does (for example
1239'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1240and has no lrint()')
1241
1242Also please if you send several patches, send each patch as a separate mail,
1243do not attach several unrelated patches to the same mail.
1244
28ce1839
RP
1245@section New codecs or formats checklist
1246
1247@enumerate
1248@item
1249 Did you use av_cold for codec initialization and close functions?
1250@item
1251 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1252 AVInputFormat/AVOutputFormat struct?
1253@item
1254 Did you bump the minor version number in @file{avcodec.h} or
1255 @file{avformat.h}?
1256@item
1257 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1258@item
1259 Did you add the CodecID to @file{avcodec.h}?
1260@item
1261 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1262 even if it is only a decoder?
1263@item
1264 Did you add a rule to compile the appropriate files in the Makefile?
1265 Remember to do this even if you're just adding a format to a file that is
1266 already being compiled by some other rule, like a raw demuxer.
1267@item
1268 Did you add an entry to the table of supported formats or codecs in the
1269 documentation?
1270@item
1271 Did you add an entry in the Changelog?
1272@item
1273 If it depends on a parser or a library, did you add that dependency in
1274 configure?
1275@item
1276 Did you "svn add" the appropriate files before commiting?
1277@end enumerate
1278
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1279@section patch submission checklist
1280
1281@enumerate
1282@item
1283 Do the regression tests pass with the patch applied?
1284@item
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1285 Does @code{make checkheaders} pass with the patch applied?
1286@item
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1287 Is the patch a unified diff?
1288@item
1289 Is the patch against latest FFmpeg SVN?
1290@item
1291 Are you subscribed to ffmpeg-dev?
1292 (the list is subscribers only due to spam)
1293@item
1294 Have you checked that the changes are minimal, so that the same cannot be
1295 achieved with a smaller patch and/or simpler final code?
1296@item
1297 If the change is to speed critical code, did you benchmark it?
1298@item
1299 If you did any benchmarks, did you provide them in the mail?
1300@item
1301 Have you checked that the patch does not introduce buffer overflows or
1302 other security issues?
1303@item
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1304 Did you test your decoder or demuxer against damaged data? If no, see
1305 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1306 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1307@item
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1308 Is the patch created from the root of the source tree, so it can be
1309 applied with @code{patch -p0}?
1310@item
1311 Does the patch not mix functional and cosmetic changes?
1312@item
1313 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1314@item
1315 Is the patch attached to the email you send?
1316@item
1317 Is the mime type of the patch correct? It should be text/x-diff or
1318 text/x-patch or at least text/plain and not application/octet-stream.
1319@item
1320 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1321@item
1322 If the patch fixes a bug, did you provide enough information, including
1323 a sample, so the bug can be reproduced and the fix can be verified?
1324 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1325 URL, you can upload to ftp://upload.ffmpeg.org
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1326@item
1327 Did you provide a verbose summary about what the patch does change?
1328@item
1329 Did you provide a verbose explanation why it changes things like it does?
1330@item
1331 Did you provide a verbose summary of the user visible advantages and
1332 disadvantages if the patch is applied?
1333@item
1334 Did you provide an example so we can verify the new feature added by the
1335 patch easily?
1336@item
1337 If you added a new file, did you insert a license header? It should be
1338 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1339@item
1340 You should maintain alphabetical order in alphabetically ordered lists as
1341 long as doing so does not break API/ABI compatibility.
1342@item
1343 Lines with similar content should be aligned vertically when doing so
1344 improves readability.
1345@item
1346 Did you provide a suggestion for a clear commit log message?
1347@end enumerate
1348
1349@section Patch review process
1350
1351All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1352clear note that the patch is not for SVN.
1353Reviews and comments will be posted as replies to the patch on the
1354mailing list. The patch submitter then has to take care of every comment,
1355that can be by resubmitting a changed patch or by discussion. Resubmitted
1356patches will themselves be reviewed like any other patch. If at some point
1357a patch passes review with no comments then it is approved, that can for
1358simple and small patches happen immediately while large patches will generally
1359have to be changed and reviewed many times before they are approved.
1360After a patch is approved it will be committed to the repository.
1361
1362We will review all submitted patches, but sometimes we are quite busy so
1363especially for large patches this can take several weeks.
1364
1365When resubmitting patches, please do not make any significant changes
1366not related to the comments received during review. Such patches will
1367be rejected. Instead, submit significant changes or new features as
1368separate patches.
1369
1370@section Regression tests
1371
1372Before submitting a patch (or committing to the repository), you should at least
1373test that you did not break anything.
1374
1375The regression tests build a synthetic video stream and a synthetic
1376audio stream. These are then encoded and decoded with all codecs or
1377formats. The CRC (or MD5) of each generated file is recorded in a
1378result file. A 'diff' is launched to compare the reference results and
1379the result file.
1380
1381The regression tests then go on to test the FFserver code with a
1382limited set of streams. It is important that this step runs correctly
1383as well.
1384
1385Run 'make test' to test all the codecs and formats.
1386
1387Run 'make fulltest' to test all the codecs, formats and FFserver.
1388
1389[Of course, some patches may change the results of the regression tests. In
1390this case, the reference results of the regression tests shall be modified
1391accordingly].
1392
1393@bye