Merge MP2, MP3 and MPEG audio demuxer entries.
[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
c6b2dc34 84@item FLV @tab X @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.
76ec3939 93@item id Cinematic @tab @tab X
d698c5d3 94 @tab Used in Quake II.
76ec3939 95@item id RoQ @tab X @tab X
d698c5d3 96 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 97@item IFF @tab @tab X
d698c5d3 98 @tab Interchange File Format
c6b2dc34 99@item Interplay MVE @tab @tab X
d698c5d3 100 @tab Format used in various Interplay computer games.
c6b2dc34 101@item LMLM4 @tab @tab X
d698c5d3 102 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 103@item Matroska @tab X @tab X
39271be4 104@item Matroska audio @tab X @tab
913c3e2c 105@item MAXIS XA @tab @tab X
d698c5d3 106 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 107@item Monkey's Audio @tab @tab X
822cc8f7 108@item Motion Pixels MVI @tab @tab X
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109@item MOV/QuickTime/MP4 @tab X @tab X
110 @tab 3GP, 3GP2, PSP, iPod variants supported
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111@item MP2 @tab X @tab X
112@item MP3 @tab X @tab X
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113@item MPEG-1 System @tab X @tab X
114 @tab muxed audio and video, VCD format supported
115@item MPEG-PS (program stream) @tab X @tab X
116 @tab also known as @code{VOB} file, SVCD and DVD format supported
117@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 118 @tab also known as DVB Transport Stream
c6b2dc34 119@item MPEG-4 @tab X @tab X
d698c5d3 120 @tab MPEG-4 is a variant of QuickTime.
39271be4 121@item MIME multipart JPEG @tab X @tab
bac4c85c 122@item MSN TCP webcam @tab @tab X
d698c5d3 123 @tab Used by MSN Messenger webcam streams.
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124@item MTV @tab @tab X
125@item Musepack @tab @tab X
126@item Musepack SV8 @tab @tab X
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127@item Material eXchange Format (MXF) @tab X @tab X
128 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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129@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
130 @tab SMPTE 386M, D-10/IMX Mapping.
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131@item NC camera feed @tab @tab X
132 @tab NC (AVIP NC4600) camera streams
133@item Nullsoft Streaming Video @tab @tab X
39271be4 134@item NuppelVideo @tab @tab X
c6b2dc34 135@item NUT @tab X @tab X
d698c5d3 136 @tab NUT Open Container Format
39271be4 137@item Ogg @tab X @tab X
913c3e2c 138@item TechnoTrend PVA @tab @tab X
d698c5d3 139 @tab Used by TechnoTrend DVB PCI boards.
43dedc1e 140@item raw ADTS (AAC) @tab X @tab X
76ec3939 141@item raw AC-3 @tab X @tab X
adc5abf7 142@item raw Chinese AVS video @tab @tab X
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143@item raw CRI ADX @tab X @tab X
144@item raw Dirac @tab X @tab X
145@item raw DNxHD @tab X @tab X
146@item raw DTS @tab X @tab X
147@item raw E-AC-3 @tab X @tab X
148@item raw FLAC @tab X @tab X
149@item raw GSM @tab @tab X
150@item raw H.261 @tab X @tab X
151@item raw H.263 @tab X @tab X
152@item raw H.264 @tab X @tab X
153@item raw Ingenient MJPEG @tab @tab X
76ec3939 154@item raw MJPEG @tab X @tab X
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155@item raw MLP @tab @tab X
156@item raw MPEG @tab @tab X
157@item raw MPEG-1 @tab @tab X
158@item raw MPEG-2 @tab @tab X
159@item raw MPEG-4 @tab X @tab X
160@item raw NULL @tab X @tab
81b55ee5 161@item raw video @tab X @tab X
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162@item raw id RoQ @tab X @tab
163@item raw Shorten @tab @tab X
164@item raw VC-1 @tab @tab X
165@item raw PCM A-law @tab X @tab X
166@item raw PCM mu-law @tab X @tab X
167@item raw PCM signed 8 bit @tab X @tab X
168@item raw PCM signed 16 bit big-endian @tab X @tab X
169@item raw PCM signed 16 bit little-endian @tab X @tab X
170@item raw PCM signed 24 bit big-endian @tab X @tab X
171@item raw PCM signed 24 bit little-endian @tab X @tab X
172@item raw PCM signed 32 bit big-endian @tab X @tab X
173@item raw PCM signed 32 bit little-endian @tab X @tab X
174@item raw PCM unsigned 8 bit @tab X @tab X
175@item raw PCM unsigned 16 bit big-endian @tab X @tab X
176@item raw PCM unsigned 16 bit little-endian @tab X @tab X
177@item raw PCM unsigned 24 bit big-endian @tab X @tab X
178@item raw PCM unsigned 24 bit little-endian @tab X @tab X
179@item raw PCM unsigned 32 bit big-endian @tab X @tab X
180@item raw PCM unsigned 32 bit little-endian @tab X @tab X
181@item raw PCM floating-point 32 bit big-endian @tab X @tab X
182@item raw PCM floating-point 32 bit little-endian @tab X @tab X
183@item raw PCM floating-point 64 bit big-endian @tab X @tab X
184@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 185@item RDT @tab @tab X
913c3e2c 186@item REDCODE R3D @tab @tab X
7eb68edb 187 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 188@item RealMedia @tab X @tab X
39271be4 189@item Redirector @tab @tab X
913c3e2c 190@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 191@item RL2 @tab @tab X
d698c5d3 192 @tab Audio and video format used in some games by Entertainment Software Partners.
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193@item RPL/ARMovie @tab @tab X
194@item RTP @tab @tab X
195@item RTSP @tab @tab X
196@item SDP @tab @tab X
c6b2dc34 197@item Sega FILM/CPK @tab @tab X
d698c5d3 198 @tab Used in many Sega Saturn console games.
913c3e2c 199@item Sierra SOL @tab @tab X
d698c5d3 200 @tab .sol files used in Sierra Online games.
c6b2dc34 201@item Sierra VMD @tab @tab X
d698c5d3 202 @tab Used in Sierra CD-ROM games.
c6b2dc34 203@item Smacker @tab @tab X
d698c5d3 204 @tab Multimedia format used by many games.
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205@item Sony OpenMG (OMA) @tab @tab X
206 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
207@item Sony PlayStation STR @tab @tab X
64c2f20a 208@item SUN AU format @tab X @tab X
c6b2dc34 209@item THP @tab @tab X
d698c5d3 210 @tab Used on the Nintendo GameCube.
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211@item Tiertex Limited SEQ @tab @tab X
212 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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213@item True Audio @tab @tab X
214@item VC-1 test bitstream @tab X @tab X
c6b2dc34 215@item WAV @tab X @tab X
39271be4 216@item WavPack @tab @tab X
913c3e2c 217@item Wing Commander III movie @tab @tab X
d698c5d3 218 @tab Multimedia format used in Origin's Wing Commander III computer game.
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219@item Westwood Studios audio @tab @tab X
220 @tab Multimedia format used in Westwood Studios games.
221@item Westwood Studios VQA @tab @tab X
222 @tab Multimedia format used in Westwood Studios games.
39271be4 223@item YUV4MPEG pipe @tab X @tab X
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224@end multitable
225
226@code{X} means that encoding (resp. decoding) is supported.
227
228@section Image Formats
229
230FFmpeg can read and write images for each frame of a video sequence. The
231following image formats are supported:
232
233@multitable @columnfractions .4 .1 .1 .4
b3de4544 234@item Name @tab Encoding @tab Decoding @tab Comments
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235@item .Y.U.V @tab X @tab X
236 @tab one raw file per component
237@item animated GIF @tab X @tab X
238 @tab Only uncompressed GIFs are generated.
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239@item BMP @tab X @tab X
240 @tab Microsoft BMP image
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241@item JPEG @tab X @tab X
242 @tab Progressive JPEG is not supported.
243@item JPEG 2000 @tab @tab E
244 @tab decoding supported through external library libopenjpeg
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245@item JPEG-LS @tab X @tab X
246@item LJPEG @tab X @tab
247 @tab Lossless JPEG
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248@item PAM @tab X @tab X
249 @tab PAM is a PNM extension with alpha support.
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250@item PBM @tab X @tab X
251 @tab Portable BitMap image
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252@item PCX @tab @tab X
253 @tab PC Paintbrush
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254@item PGM @tab X @tab X
255 @tab Portable GrayMap image
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256@item PGMYUV @tab X @tab X
257 @tab PGM with U and V components in YUV 4:2:0
258@item PNG @tab X @tab X
259 @tab 2/4 bpp not supported yet
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260@item PPM @tab X @tab X
261 @tab Portable PixelMap image
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262@item PTX @tab @tab X
263 @tab V.Flash PTX format
264@item RAS @tab @tab X
265 @tab Sun Rasterfile
266@item SGI @tab X @tab X
267 @tab SGI RGB image format
21d4af5d 268@item Targa @tab X @tab X
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269 @tab Targa (.TGA) image format
270@item TIFF @tab X @tab X
271 @tab YUV, JPEG and some extension is not supported yet.
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272@end multitable
273
274@code{X} means that encoding (resp. decoding) is supported.
275
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276@code{E} means that support is provided through an external library.
277
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278@section Video Codecs
279
280@multitable @columnfractions .4 .1 .1 .4
b3de4544 281@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 282@item 4X Movie @tab @tab X
d698c5d3 283 @tab Used in certain computer games.
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284@item 8SVX exponential @tab @tab X
285@item 8SVX fibonacci @tab @tab X
913c3e2c 286@item American Laser Games MM @tab @tab X
d698c5d3 287 @tab Used in games like Mad Dog McCree.
d66d8b83 288@item AMV @tab @tab X
d698c5d3 289 @tab Used in Chinese MP3 players.
d66d8b83 290@item Apple Animation @tab X @tab X
d698c5d3 291 @tab fourcc: 'rle '
d66d8b83 292@item Apple Graphics @tab @tab X
d698c5d3 293 @tab fourcc: 'smc '
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294@item Apple MJPEG-B @tab @tab X
295@item Apple QuickDraw @tab @tab X
d698c5d3 296 @tab fourcc: qdrw
d66d8b83 297@item Apple Video @tab @tab X
d698c5d3 298 @tab fourcc: rpza
d66d8b83 299@item Asus v1 @tab X @tab X
d698c5d3 300 @tab fourcc: ASV1
d66d8b83 301@item Asus v2 @tab X @tab X
d698c5d3 302 @tab fourcc: ASV2
d66d8b83 303@item ATI VCR1 @tab @tab X
d698c5d3 304 @tab fourcc: VCR1
d66d8b83 305@item ATI VCR2 @tab @tab X
d698c5d3 306 @tab fourcc: VCR2
d66d8b83 307@item Autodesk RLE @tab @tab X
d698c5d3 308 @tab fourcc: AASC
9510f59a 309@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 310 @tab Video encoding used by the Creature Shock game.
68dddf53 311@item Beam Software VB @tab @tab X
9510f59a 312@item Bethesda VID video @tab @tab X
d698c5d3 313 @tab Used in some games from Bethesda Softworks.
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314@item Brute Force & Ignorance @tab @tab X
315 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 316@item C93 video @tab @tab X
d698c5d3 317 @tab Codec used in Cyberia game.
d66d8b83 318@item CamStudio @tab @tab X
d698c5d3 319 @tab fourcc: CSCD
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320@item Chinese AVS video @tab @tab X
321 @tab AVS1-P2, JiZhun profile
322@item Delphine Software International CIN video @tab @tab X
323 @tab Codec used in Delphine Software International games.
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324@item Cinepak @tab @tab X
325@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 326 @tab fourcc: CLJR
9510f59a 327@item Creative YUV (CYUV) @tab @tab X
82ced5a9 328@item Dirac @tab E @tab E
360f980b 329 @tab supported through external libdirac/libschroedinger libraries
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330@item DNxHD @tab X @tab X
331 @tab aka SMPTE VC3
68dddf53 332@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 333 @tab fourcc: DUCK
68dddf53 334@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 335 @tab fourcc: TM20
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336@item DV (Digital Video) @tab X @tab X
337@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 338 @tab Codec originally used in Feeble Files game.
9510f59a 339@item Electronic Arts CMV video @tab @tab X
d698c5d3 340 @tab Used in NHL 95 game.
cfc78718 341@item Electronic Arts TGV @tab @tab X
42b30357 342@item Electronic Arts TGQ @tab @tab X
d8964f3a 343@item Electronic Arts TQI @tab @tab X
d66d8b83 344@item FFmpeg Video 1 @tab X @tab X
d698c5d3 345 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 346@item Flash Screen Video @tab X @tab X
d698c5d3 347 @tab fourcc: FSV1
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348@item FLIC video @tab @tab X
349@item FLV @tab X @tab X
d698c5d3 350 @tab Sorenson H.263 used in Flash
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351@item Fraps FPS1 @tab @tab X
352@item H.261 @tab X @tab X
353@item H.263(+) @tab X @tab X
d698c5d3 354 @tab also known as RealVideo 1.0
82ced5a9 355@item H.264 @tab E @tab X
360f980b 356 @tab encoding supported through external library libx264
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357@item HuffYUV @tab X @tab X
358@item IBM Ultimotion @tab @tab X
d698c5d3 359 @tab fourcc: ULTI
bac4c85c 360@item id Cinematic video @tab @tab X
d698c5d3 361 @tab Used in Quake II.
d66d8b83 362@item id RoQ @tab X @tab X
d698c5d3 363 @tab Used in Quake III, Jedi Knight 2, other computer games.
d66d8b83 364@item Intel Indeo 3 @tab @tab X
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365@item Interplay C93 @tab @tab X
366 @tab Used in the game Cyberia from Interplay.
d66d8b83 367@item Interplay Video @tab @tab X
d698c5d3 368 @tab Used in Interplay .MVE files.
d66d8b83 369@item JPEG-LS @tab X @tab X
d698c5d3 370 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 371@item KMVC @tab @tab X
d698c5d3 372 @tab Codec used in Worms games.
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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
376@item Microsoft Video-1 @tab @tab X
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
822cc8f7 382@item Motion Pixels Video @tab @tab X
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383@item MPEG-1 @tab X @tab X
384@item MPEG-2 @tab X @tab X
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385@item MPEG-4 @tab X @tab X
386@item MSMPEG4 V1 @tab X @tab X
387@item MSMPEG4 V2 @tab X @tab X
388@item MSMPEG4 V3 @tab X @tab X
d66d8b83 389@item MSZH @tab @tab X
d698c5d3 390 @tab Part of LCL
eacf8613 391@item Nintendo Gamecube THP video @tab @tab X
d66d8b83 392@item On2 VP3 @tab @tab X
d698c5d3 393 @tab still experimental
d66d8b83 394@item On2 VP5 @tab @tab X
d698c5d3 395 @tab fourcc: VP50
d66d8b83 396@item On2 VP6 @tab @tab X
d698c5d3 397 @tab fourcc: VP60,VP61,VP62
d66d8b83 398@item planar RGB @tab @tab X
d698c5d3 399 @tab fourcc: 8BPS
d66d8b83 400@item QPEG @tab @tab X
d698c5d3 401 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 402@item QuickTime 8BPS video @tab @tab X
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403@item RealVideo 1.0 @tab X @tab X
404@item RealVideo 2.0 @tab X @tab X
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405@item RealVideo 3.0 @tab @tab X
406 @tab still far from ideal
11c0f9ec 407@item RealVideo 4.0 @tab @tab X
68dddf53 408@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 409 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 410@item RTjpeg @tab @tab X
d698c5d3 411 @tab Video encoding used in NuppelVideo files.
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412@item Sierra VMD video @tab @tab X
413 @tab Used in Sierra VMD files.
bac4c85c 414@item Smacker video @tab @tab X
d698c5d3 415 @tab Video encoding used in Smacker.
68dddf53 416@item SMPTE VC-1 @tab @tab X
d66d8b83 417@item Snow @tab X @tab X
d698c5d3 418 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 419@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
d66d8b83 420@item Sorenson Video 1 @tab X @tab X
d698c5d3 421 @tab fourcc: SVQ1
d66d8b83 422@item Sorenson Video 3 @tab @tab X
d698c5d3 423 @tab fourcc: SVQ3
d66d8b83 424@item Sunplus MJPEG @tab @tab X
d698c5d3 425 @tab fourcc: SP5X
68dddf53 426@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 427 @tab fourcc: TSCC
82ced5a9 428@item Theora @tab E @tab X
360f980b 429 @tab encoding supported through external library libtheora
bac4c85c 430@item Tiertex Seq video @tab @tab X
d698c5d3 431 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 432@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 433 @tab Codec used in videos captured by VMware.
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434@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
435@item Windows Media Video 8 @tab X @tab X
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436@item Windows Media Video 9 @tab @tab X
437 @tab not completely working
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438@item Wing Commander III / Xan @tab @tab X
439 @tab Used in Wing Commander III .MVE files.
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440@item Winnov WNV1 @tab @tab X
441@item WMV7 @tab X @tab X
39271be4 442@item YAMAHA SMAF @tab X @tab X
d66d8b83 443@item ZLIB @tab X @tab X
d698c5d3 444 @tab part of LCL, encoder experimental
eacf8613 445@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 446 @tab Encoder works only in PAL8.
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447@end multitable
448
449@code{X} means that encoding (resp. decoding) is supported.
450
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451@code{E} means that support is provided through an external library.
452
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453@section Audio Codecs
454
485ec4f1 455@multitable @columnfractions .4 .1 .1 .4
b3de4544 456@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 457@item 4X Movie ADPCM @tab @tab X
16d81b27 458@item 8SVX audio @tab @tab X
82ced5a9 459@item AAC @tab E @tab X
360f980b 460 @tab encoding supported through external library libfaac
270fc177 461@item AC-3 @tab X @tab X
82ced5a9 462@item AMR-NB @tab E @tab E
360f980b 463 @tab supported through external library libamrnb
82ced5a9 464@item AMR-WB @tab E @tab E
360f980b 465 @tab supported through external library libamrwb
833e90dd 466@item Apple lossless audio @tab X @tab X
d698c5d3 467 @tab QuickTime fourcc 'alac'
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468@item Apple MACE 3 @tab @tab X
469@item Apple MACE 6 @tab @tab X
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470@item Atrac 3 @tab @tab X
471@item CDROM XA ADPCM @tab @tab X
472@item Delphine Software International CIN audio @tab @tab X
d698c5d3 473 @tab Codec used in Delphine Software International games.
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474@item COOK @tab @tab X
475 @tab All versions except 5.1 are supported.
476@item Creative Technology ADPCM @tab @tab X
d698c5d3 477 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
9510f59a 478@item DCA (DTS Coherent Acoustics) @tab @tab X
16d81b27 479@item DSP Group TrueSpeech @tab @tab X
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480@item DV audio @tab @tab X
481@item Electronic Arts ADPCM @tab @tab X
d698c5d3 482 @tab Used in various EA titles.
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483@item Electronic Arts Maxis CDROM XS ADPCM @tab @tab X
484 @tab Used in Sim City 3000.
485@item Electronic Arts R1 ADPCM @tab @tab X
486@item Electronic Arts R2 ADPCM @tab @tab X
487@item Electronic Arts R3 ADPCM @tab @tab X
488@item Electronic Arts XAS ADPCM @tab @tab X
44723c84 489@item Enhanced AC-3 @tab @tab X
9a584db4 490@item FLAC lossless audio @tab IX @tab X
16d81b27 491@item G.726 ADPCM @tab X @tab X
82ced5a9 492@item GSM @tab E @tab E
3f33271a 493 @tab supported through external library libgsm
82ced5a9 494@item GSM_MS @tab E @tab E
3f33271a 495 @tab supported through external library libgsm
16d81b27 496@item id RoQ DPCM @tab X @tab X
d698c5d3 497 @tab Used in Quake III, Jedi Knight 2, other computer games.
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498@item IMA AMV ADPCM @tab @tab X
499 @tab Used in AMV files
500@item IMA Electronic Arts EACS ADPCM @tab @tab X
501@item IMA Electronic Arts SEAD ADPCM @tab @tab X
502@item IMA Funcom ADPCM @tab @tab X
503@item IMA QuickTime ADPCM @tab X @tab X
504@item IMA Loki SDL MJPEG ADPCM @tab @tab X
505@item IMA WAV ADPCM @tab X @tab X
506@item IMA Westwood ADPCM @tab @tab X
16d81b27 507@item Intel Music Coder @tab @tab X
9510f59a 508@item Interplay DPCM @tab @tab X
d698c5d3 509 @tab Used in various Interplay computer games.
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510@item ISS IMA ADPCM @tab @tab X
511 @tab Used in FunCom games.
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512@item IMA Duck DK3 ADPCM @tab @tab X
513 @tab Used in some Sega Saturn console games.
514@item IMA Duck DK4 ADPCM @tab @tab X
515 @tab Used in some Sega Saturn console games.
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516@item Microsoft ADPCM @tab X @tab X
517@item MLP/TrueHD @tab @tab X
d698c5d3 518 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 519@item Monkey's Audio @tab @tab X
d698c5d3 520 @tab Only versions 3.97-3.99 are supported.
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521@item MPEG audio layer 3 @tab E @tab IX
522 @tab encoding supported through external library LAME
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523@item MPEG audio layer 2 @tab IX @tab IX
524@item MS IMA ADPCM @tab X @tab X
525@item Musepack @tab @tab X
d698c5d3 526 @tab SV7 and SV8 are supported.
755ba886 527@item Nellymoser ASAO @tab X @tab X
9510f59a 528@item Nintendo Gamecube THP ADPCM @tab @tab X
73b458e3 529@item QCELP / PureVoice @tab @tab X
16d81b27 530@item Qdesign QDM2 @tab @tab X
d698c5d3 531 @tab There are still some distortions.
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532@item QT IMA ADPCM @tab X @tab X
533@item RA144 @tab @tab X
d698c5d3 534 @tab Real 14400 bit/s codec
16d81b27 535@item RA288 @tab @tab X
d698c5d3 536 @tab Real 28800 bit/s codec
575a5bf2 537@item RADnet @tab IX @tab IX
a692130f 538 @tab Real low bitrate AC-3 codec
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539@item SEGA CRI ADX ADPCM @tab X @tab X
540 @tab Used in Sega Dreamcast games.
541@item Shockwave Flash ADPCM @tab X @tab X
bac4c85c 542@item Shorten @tab @tab X
16d81b27 543@item Sierra Online DPCM @tab @tab X
d698c5d3 544 @tab Used in Sierra Online game audio files.
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545@item Sierra VMD audio @tab @tab X
546 @tab Used in Sierra VMD files.
bac4c85c 547@item Smacker audio @tab @tab X
16d81b27 548@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 549 @tab Used in certain Loki game ports.
9510f59a 550@item Sol DPCM @tab @tab X
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551@item Sonic @tab X @tab X
552 @tab experimental codec
553@item Sonic lossless @tab X @tab X
554 @tab experimental codec
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555@item Sound Blaster Pro 2-bit ADPCM @tab @tab X
556@item Sound Blaster Pro 2.6-bit ADPCM @tab @tab X
557@item Sound Blaster Pro 4-bit ADPCM @tab @tab X
82ced5a9 558@item Speex @tab @tab E
360f980b 559 @tab supported through external library libspeex
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560@item True Audio (TTA) @tab @tab X
561@item Vorbis @tab X @tab X
bac4c85c 562@item WavPack @tab @tab X
16d81b27 563@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 564 @tab Used in Westwood Studios games like Command and Conquer.
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565@item Westwood Audio (SND1) @tab @tab X
566@item Windows Media Audio 1 @tab X @tab X
567@item Windows Media Audio 2 @tab X @tab X
16d81b27 568@item Xan DPCM @tab @tab X
d698c5d3 569 @tab Used in Origin's Wing Commander IV AVI files.
9510f59a 570@item Yamaha ADPCM @tab X @tab X
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571@end multitable
572
573@code{X} means that encoding (resp. decoding) is supported.
574
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575@code{E} means that support is provided through an external library.
576
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577@code{I} means that an integer-only version is available, too (ensures high
578performance on systems without hardware floating point support).
579
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580@section Subtitle Formats
581
485ec4f1 582@multitable @columnfractions .4 .1 .1 .1 .1 .1
9afc2917 583@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 584@item SSA/ASS @tab X @tab X
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585@item DVB @tab X @tab X @tab X @tab X
586@item DVD @tab X @tab X @tab X @tab X
587@item XSUB @tab @tab @tab @tab X
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588@end multitable
589
590@code{X} means that the feature is supported.
591
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592@section Network Protocols
593
594@multitable @columnfractions .4 .1 .1 .1 .1 .1
595@item Name @tab Support
596@item file @tab X
597@item Gopher @tab X
598@item HTTP @tab X
599@item pipe @tab X
600@item RTP @tab X
601@item TCP @tab X
602@item UDP @tab X
603@end multitable
604
605@code{X} means that the protocol is supported.
606
607
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608@chapter Platform Specific information
609
610@section BSD
611
612BSD make will not build FFmpeg, you need to install and use GNU Make
613(@file{gmake}).
614
615@section Windows
616
46a845d0 617To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 618the FFmpeg Windows Help Forum at
ab5ce4ae 619@url{http://ffmpeg.arrozcru.org/}.
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620
621@subsection Native Windows compilation
622
c1989552 623FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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624the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
625You can find detailed installation
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626instructions in the download section and the FAQ.
627
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628FFmpeg does not build out-of-the-box with the packages the automated MinGW
629installer provides. It also requires coreutils to be installed and many other
630packages updated to the latest version. The minimum version for some packages
631are listed below:
632
633@itemize
634@item bash 3.1
635@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 636@item w32api 3.13
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637@item mingw-runtime 3.15
638@end itemize
639
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640You will also need to pass @code{-fno-common} to the compiler to work around
641a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
642
c1989552 643Within the MSYS shell, configure and make with:
d0e1cd3d 644
c1989552 645@example
0f898714 646./configure --enable-memalign-hack --extra-cflags=-fno-common
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647make
648make install
649@end example
d0e1cd3d 650
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651This will install @file{ffmpeg.exe} along with many other development files
652to @file{/usr/local}. You may specify another install path using the
653@code{--prefix} option in @file{configure}.
d0e1cd3d 654
c1989552 655Notes:
d0e1cd3d 656
c1989552 657@itemize
d0e1cd3d 658
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659@item In order to compile vhooks, you must have a POSIX-compliant libdl in
660your MinGW system. Get dlfcn-win32 from
661@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 662
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663@item In order to compile FFplay, you must have the MinGW development library
664of SDL. Get it from @url{http://www.libsdl.org}.
665Edit the @file{bin/sdl-config} script so that it points to the correct prefix
666where SDL was installed. Verify that @file{sdl-config} can be launched from
667the MSYS command line.
d0e1cd3d 668
d0e1cd3d 669@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 670you can build libavutil, libavcodec and libavformat as DLLs.
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671
672@end itemize
673
c1989552 674@subsection Microsoft Visual C++ compatibility
d0e1cd3d 675
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676As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
677want to use the libav* libraries in your own applications, you can still
678compile those applications using MSVC++. But the libav* libraries you link
679to @emph{must} be built with MinGW. However, you will not be able to debug
680inside the libav* libraries, since MSVC++ does not recognize the debug
681symbols generated by GCC.
682We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 683
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684This description of how to use the FFmpeg libraries with MSVC++ is based on
685Microsoft Visual C++ 2005 Express Edition. If you have a different version,
686you might have to modify the procedures slightly.
d0e1cd3d 687
c1989552 688@subsubsection Using static libraries
d0e1cd3d 689
c1989552 690Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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691
692@enumerate
693
694@item Create a new console application ("File / New / Project") and then
695select "Win32 Console Application". On the appropriate page of the
696Application Wizard, uncheck the "Precompiled headers" option.
697
698@item Write the source code for your application, or, for testing, just
699copy the code from an existing sample application into the source file
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700that MSVC++ has already created for you. For example, you can copy
701@file{output_example.c} from the FFmpeg distribution.
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702
703@item Open the "Project / Properties" dialog box. In the "Configuration"
704combo box, select "All Configurations" so that the changes you make will
705affect both debug and release builds. In the tree view on the left hand
706side, select "C/C++ / General", then edit the "Additional Include
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707Directories" setting to contain the path where the FFmpeg includes were
708installed (i.e. @file{c:\msys\1.0\local\include}).
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709Do not add MinGW's include directory here, or the include files will
710conflict with MSVC's.
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711
712@item Still in the "Project / Properties" dialog box, select
713"Linker / General" from the tree view and edit the
714"Additional Library Directories" setting to contain the @file{lib}
715directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
716the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
717and the directory where MinGW's GCC libs are installed
718(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
719"Linker / Input" from the tree view, and add the files @file{libavformat.a},
720@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
721@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
722to the end of "Additional Dependencies".
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723
724@item Now, select "C/C++ / Code Generation" from the tree view. Select
725"Debug" in the "Configuration" combo box. Make sure that "Runtime
726Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
727the "Configuration" combo box and make sure that "Runtime Library" is
728set to "Multi-threaded DLL".
729
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730@item Click "OK" to close the "Project / Properties" dialog box.
731
732@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
733Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
734and install it in MSVC++'s include directory
735(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
736
737@item MSVC++ also does not understand the @code{inline} keyword used by
738FFmpeg, so you must add this line before @code{#include}ing libav*:
739@example
740#define inline _inline
741@end example
742
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743@item Build your application, everything should work.
744
745@end enumerate
746
747@subsubsection Using shared libraries
748
749This is how to create DLL and LIB files that are compatible with MSVC++:
750
751@enumerate
752
753@item Add a call to @file{vcvars32.bat} (which sets up the environment
754variables for the Visual C++ tools) as the first line of @file{msys.bat}.
755The standard location for @file{vcvars32.bat} is
756@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
757and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
758If this corresponds to your setup, add the following line as the first line
759of @file{msys.bat}:
760
761@example
762call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
763@end example
764
765Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
766and run @file{c:\msys\1.0\msys.bat} from there.
767
768@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
769from @file{Microsoft (R) Library Manager}, this means your environment
770variables are set up correctly, the @file{Microsoft (R) Library Manager}
771is on the path and will be used by FFmpeg to create
772MSVC++-compatible import libraries.
773
774@item Build FFmpeg with
775
776@example
777./configure --enable-shared --enable-memalign-hack
778make
779make install
780@end example
781
782Your install path (@file{/usr/local/} by default) should now have the
783necessary DLL and LIB files under the @file{bin} directory.
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784
785@end enumerate
786
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787To use those files with MSVC++, do the same as you would do with
788the static libraries, as described above. But in Step 4,
789you should only need to add the directory where the LIB files are installed
790(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
791installed in the @file{bin} directory. And instead of adding @file{libxx.a}
792files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
793@file{avutil.lib}. There should be no need for @file{libmingwex.a},
794@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
795statically linked into the DLLs. The @file{bin} directory contains a bunch
796of DLL files, but the ones that are actually used to run your application
797are the ones with a major version number in their filenames
798(i.e. @file{avcodec-51.dll}).
799
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800@subsection Cross compilation for Windows with Linux
801
802You must use the MinGW cross compilation tools available at
803@url{http://www.mingw.org/}.
804
805Then configure FFmpeg with the following options:
806@example
807./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
808@end example
809(you can change the cross-prefix according to the prefix chosen for the
810MinGW tools).
811
812Then you can easily test FFmpeg with Wine
813(@url{http://www.winehq.com/}).
814
815@subsection Compilation under Cygwin
816
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817The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
818does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
819or leverage the implementation in MinGW (as explained below).
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820
821Just install your Cygwin with all the "Base" packages, plus the
822following "Devel" ones:
823@example
f496ab12 824binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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825@end example
826
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827The experimental gcc4 package is still buggy, hence please
828use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
829
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830Install the current binutils-20080624-2 as they work fine (the old
831binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 832
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833Then create a small library that just contains llrint():
834
835@example
836ar x /usr/lib/mingw/libmingwex.a llrint.o
837ar cq /usr/local/lib/libllrint.a llrint.o
838@end example
839
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840Then run
841
842@example
29c3d42b 843./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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844@end example
845
846to make a static build or
847
848@example
29c3d42b 849./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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850@end example
851
852to build shared libraries.
853
854If you want to build FFmpeg with additional libraries, download Cygwin
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855"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
856@example
857libogg-devel, libvorbis-devel
858@end example
859
860These library packages are only available from Cygwin Ports
be8497b0 861(@url{http://sourceware.org/cygwinports/}) :
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862
863@example
864yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
865libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
866libxvidcore-devel
867@end example
868
869The recommendation for libnut and x264 is to build them from source by
870yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 871
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872Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
873of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
874
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875@subsection Crosscompilation for Windows under Cygwin
876
877With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
878
879Just install your Cygwin as explained before, plus these additional
880"Devel" packages:
881@example
882gcc-mingw-core, mingw-runtime, mingw-zlib
883@end example
884
885and add some special flags to your configure invocation.
886
887For a static build run
888@example
889./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
890@end example
891
892and for a build with shared libraries
893@example
894./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
895@end example
896
897@section BeOS
898
5f757b85 899BeOS support is broken in mysterious ways.
d0e1cd3d 900
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901@section OS/2
902
903For information about compiling FFmpeg on OS/2 see
904@url{http://www.edm2.com/index.php/FFmpeg}.
905
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906@chapter Developers Guide
907
908@section API
909@itemize @bullet
910@item libavcodec is the library containing the codecs (both encoding and
911decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
912
913@item libavformat is the library containing the file format handling (mux and
914demux code for several formats). Look at @file{ffplay.c} to use it in a
915player. See @file{output_example.c} to use it to generate audio or video
916streams.
917
918@end itemize
919
920@section Integrating libavcodec or libavformat in your program
921
922You can integrate all the source code of the libraries to link them
923statically to avoid any version problem. All you need is to provide a
924'config.mak' and a 'config.h' in the parent directory. See the defines
925generated by ./configure to understand what is needed.
926
927You can use libavcodec or libavformat in your commercial program, but
928@emph{any patch you make must be published}. The best way to proceed is
929to send your patches to the FFmpeg mailing list.
930
931@node Coding Rules
932@section Coding Rules
933
934FFmpeg is programmed in the ISO C90 language with a few additional
935features from ISO C99, namely:
936@itemize @bullet
937@item
938the @samp{inline} keyword;
939@item
940@samp{//} comments;
941@item
942designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
943@item
944compound literals (@samp{x = (struct s) @{ 17, 23 @};})
945@end itemize
946
947These features are supported by all compilers we care about, so we will not
948accept patches to remove their use unless they absolutely do not impair
949clarity and performance.
950
951All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
952compiles with several other compilers, such as the Compaq ccc compiler
953or Sun Studio 9, and we would like to keep it that way unless it would
954be exceedingly involved. To ensure compatibility, please do not use any
955additional C99 features or GCC extensions. Especially watch out for:
956@itemize @bullet
957@item
958mixing statements and declarations;
959@item
960@samp{long long} (use @samp{int64_t} instead);
961@item
962@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
963@item
964GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
965@end itemize
966
967Indent size is 4.
968The presentation is the one specified by 'indent -i4 -kr -nut'.
969The TAB character is forbidden outside of Makefiles as is any
970form of trailing whitespace. Commits containing either will be
971rejected by the Subversion repository.
972
973The main priority in FFmpeg is simplicity and small code size in order to
974minimize the bug count.
975
976Comments: Use the JavaDoc/Doxygen
977format (see examples below) so that code documentation
978can be generated automatically. All nontrivial functions should have a comment
979above them explaining what the function does, even if it is just one sentence.
980All structures and their member variables should be documented, too.
981@example
982/**
983 * @@file mpeg.c
984 * MPEG codec.
985 * @@author ...
986 */
987
988/**
989 * Summary sentence.
990 * more text ...
991 * ...
992 */
993typedef struct Foobar@{
994 int var1; /**< var1 description */
995 int var2; ///< var2 description
996 /** var3 description */
997 int var3;
998@} Foobar;
999
1000/**
1001 * Summary sentence.
1002 * more text ...
1003 * ...
1004 * @@param my_parameter description of my_parameter
1005 * @@return return value description
1006 */
1007int myfunc(int my_parameter)
1008...
1009@end example
1010
1011fprintf and printf are forbidden in libavformat and libavcodec,
1012please use av_log() instead.
1013
1014Casts should be used only when necessary. Unneeded parentheses
1015should also be avoided if they don't make the code easier to understand.
1016
1017@section Development Policy
1018
1019@enumerate
1020@item
1021 Contributions should be licensed under the LGPL 2.1, including an
1022 "or any later version" clause, or the MIT license. GPL 2 including
1023 an "or any later version" clause is also acceptable, but LGPL is
1024 preferred.
1025@item
1026 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1027 enabled code which breaks compilation or compiles but does not work or
1028 breaks the regression tests)
1029 You can commit unfinished stuff (for testing etc), but it must be disabled
1030 (#ifdef etc) by default so it does not interfere with other developers'
1031 work.
1032@item
1033 You do not have to over-test things. If it works for you, and you think it
1034 should work for others, then commit. If your code has problems
1035 (portability, triggers compiler bugs, unusual environment etc) they will be
1036 reported and eventually fixed.
1037@item
1038 Do not commit unrelated changes together, split them into self-contained
1039 pieces. Also do not forget that if part B depends on part A, but A does not
1040 depend on B, then A can and should be committed first and separate from B.
1041 Keeping changes well split into self-contained parts makes reviewing and
1042 understanding them on the commit log mailing list easier. This also helps
1043 in case of debugging later on.
1044 Also if you have doubts about splitting or not splitting, do not hesitate to
1045 ask/discuss it on the developer mailing list.
1046@item
1047 Do not change behavior of the program (renaming options etc) without
1048 first discussing it on the ffmpeg-devel mailing list. Do not remove
1049 functionality from the code. Just improve!
1050
1051 Note: Redundant code can be removed.
1052@item
1053 Do not commit changes to the build system (Makefiles, configure script)
1054 which change behavior, defaults etc, without asking first. The same
1055 applies to compiler warning fixes, trivial looking fixes and to code
1056 maintained by other developers. We usually have a reason for doing things
1057 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1058 list, and if the code maintainers say OK, you may commit. This does not
1059 apply to files you wrote and/or maintain.
1060@item
1061 We refuse source indentation and other cosmetic changes if they are mixed
1062 with functional changes, such commits will be rejected and removed. Every
1063 developer has his own indentation style, you should not change it. Of course
1064 if you (re)write something, you can use your own style, even though we would
1065 prefer if the indentation throughout FFmpeg was consistent (Many projects
1066 force a given indentation style - we do not.). If you really need to make
1067 indentation changes (try to avoid this), separate them strictly from real
1068 changes.
1069
1070 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1071 then either do NOT change the indentation of the inner part within (do not
1072 move it to the right)! or do so in a separate commit
1073@item
1074 Always fill out the commit log message. Describe in a few lines what you
1075 changed and why. You can refer to mailing list postings if you fix a
1076 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1077@item
1078 If you apply a patch by someone else, include the name and email address in
1079 the log message. Since the ffmpeg-cvslog mailing list is publicly
1080 archived you should add some SPAM protection to the email address. Send an
1081 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1082 you applied the patch.
1083@item
1084 When applying patches that have been discussed (at length) on the mailing
1085 list, reference the thread in the log message.
1086@item
1087 Do NOT commit to code actively maintained by others without permission.
1088 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1089 timeframe (12h for build failures and security fixes, 3 days small changes,
1090 1 week for big patches) then commit your patch if you think it is OK.
1091 Also note, the maintainer can simply ask for more time to review!
1092@item
1093 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1094 are sent there and reviewed by all the other developers. Bugs and possible
1095 improvements or general questions regarding commits are discussed there. We
1096 expect you to react if problems with your code are uncovered.
1097@item
1098 Update the documentation if you change behavior or add features. If you are
1099 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1100 maintainer(s) will review and commit your stuff.
1101@item
1102 Try to keep important discussions and requests (also) on the public
1103 developer mailing list, so that all developers can benefit from them.
1104@item
1105 Never write to unallocated memory, never write over the end of arrays,
1106 always check values read from some untrusted source before using them
1107 as array index or other risky things.
1108@item
1109 Remember to check if you need to bump versions for the specific libav
1110 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1111 to change the version integer.
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1112 Incrementing the first component means no backward compatibility to
1113 previous versions (e.g. removal of a function from the public API).
1114 Incrementing the second component means backward compatible change
b98052d5
PR
1115 (e.g. addition of a function to the public API or extension of an
1116 existing data structure).
d0e1cd3d
DB
1117 Incrementing the third component means a noteworthy binary compatible
1118 change (e.g. encoder bug fix that matters for the decoder).
1119@item
53407b64 1120 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1121 warning always points to correct and clean code, that warning should
1122 be disabled, not the code changed.
1123 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1124 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
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1125 be changed to not generate a warning unless that causes a slowdown
1126 or obfuscates the code.
d0e1cd3d
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1127@item
1128 If you add a new file, give it a proper license header. Do not copy and
1129 paste it from a random place, use an existing file as template.
1130@end enumerate
1131
1132We think our rules are not too hard. If you have comments, contact us.
1133
1134Note, these rules are mostly borrowed from the MPlayer project.
1135
1136@section Submitting patches
1137
1138First, (@pxref{Coding Rules}) above if you did not yet.
1139
1140When you submit your patch, try to send a unified diff (diff '-up'
1141option). We cannot read other diffs :-)
1142
1143Also please do not submit a patch which contains several unrelated changes.
1144Split it into separate, self-contained pieces. This does not mean splitting
1145file by file. Instead, make the patch as small as possible while still
1146keeping it as a logical unit that contains an individual change, even
1147if it spans multiple files. This makes reviewing your patches much easier
1148for us and greatly increases your chances of getting your patch applied.
1149
1150Run the regression tests before submitting a patch so that you can
1151verify that there are no big problems.
1152
1153Patches should be posted as base64 encoded attachments (or any other
1154encoding which ensures that the patch will not be trashed during
1155transmission) to the ffmpeg-devel mailing list, see
1156@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1157
1158It also helps quite a bit if you tell us what the patch does (for example
1159'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1160and has no lrint()')
1161
1162Also please if you send several patches, send each patch as a separate mail,
1163do not attach several unrelated patches to the same mail.
1164
28ce1839
RP
1165@section New codecs or formats checklist
1166
1167@enumerate
1168@item
1169 Did you use av_cold for codec initialization and close functions?
1170@item
1171 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1172 AVInputFormat/AVOutputFormat struct?
1173@item
1174 Did you bump the minor version number in @file{avcodec.h} or
1175 @file{avformat.h}?
1176@item
1177 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1178@item
1179 Did you add the CodecID to @file{avcodec.h}?
1180@item
1181 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1182 even if it is only a decoder?
1183@item
1184 Did you add a rule to compile the appropriate files in the Makefile?
1185 Remember to do this even if you're just adding a format to a file that is
1186 already being compiled by some other rule, like a raw demuxer.
1187@item
1188 Did you add an entry to the table of supported formats or codecs in the
1189 documentation?
1190@item
1191 Did you add an entry in the Changelog?
1192@item
1193 If it depends on a parser or a library, did you add that dependency in
1194 configure?
1195@item
1196 Did you "svn add" the appropriate files before commiting?
1197@end enumerate
1198
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1199@section patch submission checklist
1200
1201@enumerate
1202@item
1203 Do the regression tests pass with the patch applied?
1204@item
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1205 Does @code{make checkheaders} pass with the patch applied?
1206@item
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1207 Is the patch a unified diff?
1208@item
1209 Is the patch against latest FFmpeg SVN?
1210@item
1211 Are you subscribed to ffmpeg-dev?
1212 (the list is subscribers only due to spam)
1213@item
1214 Have you checked that the changes are minimal, so that the same cannot be
1215 achieved with a smaller patch and/or simpler final code?
1216@item
1217 If the change is to speed critical code, did you benchmark it?
1218@item
1219 If you did any benchmarks, did you provide them in the mail?
1220@item
1221 Have you checked that the patch does not introduce buffer overflows or
1222 other security issues?
1223@item
63d247ea
DB
1224 Did you test your decoder or demuxer against damaged data? If no, see
1225 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1226 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1227@item
d0e1cd3d
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1228 Is the patch created from the root of the source tree, so it can be
1229 applied with @code{patch -p0}?
1230@item
1231 Does the patch not mix functional and cosmetic changes?
1232@item
1233 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1234@item
1235 Is the patch attached to the email you send?
1236@item
1237 Is the mime type of the patch correct? It should be text/x-diff or
1238 text/x-patch or at least text/plain and not application/octet-stream.
1239@item
1240 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1241@item
1242 If the patch fixes a bug, did you provide enough information, including
1243 a sample, so the bug can be reproduced and the fix can be verified?
1244 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1245 URL, you can upload to ftp://upload.ffmpeg.org
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DB
1246@item
1247 Did you provide a verbose summary about what the patch does change?
1248@item
1249 Did you provide a verbose explanation why it changes things like it does?
1250@item
1251 Did you provide a verbose summary of the user visible advantages and
1252 disadvantages if the patch is applied?
1253@item
1254 Did you provide an example so we can verify the new feature added by the
1255 patch easily?
1256@item
1257 If you added a new file, did you insert a license header? It should be
1258 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1259@item
1260 You should maintain alphabetical order in alphabetically ordered lists as
1261 long as doing so does not break API/ABI compatibility.
1262@item
1263 Lines with similar content should be aligned vertically when doing so
1264 improves readability.
1265@item
1266 Did you provide a suggestion for a clear commit log message?
1267@end enumerate
1268
1269@section Patch review process
1270
1271All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1272clear note that the patch is not for SVN.
1273Reviews and comments will be posted as replies to the patch on the
1274mailing list. The patch submitter then has to take care of every comment,
1275that can be by resubmitting a changed patch or by discussion. Resubmitted
1276patches will themselves be reviewed like any other patch. If at some point
1277a patch passes review with no comments then it is approved, that can for
1278simple and small patches happen immediately while large patches will generally
1279have to be changed and reviewed many times before they are approved.
1280After a patch is approved it will be committed to the repository.
1281
1282We will review all submitted patches, but sometimes we are quite busy so
1283especially for large patches this can take several weeks.
1284
1285When resubmitting patches, please do not make any significant changes
1286not related to the comments received during review. Such patches will
1287be rejected. Instead, submit significant changes or new features as
1288separate patches.
1289
1290@section Regression tests
1291
1292Before submitting a patch (or committing to the repository), you should at least
1293test that you did not break anything.
1294
1295The regression tests build a synthetic video stream and a synthetic
1296audio stream. These are then encoded and decoded with all codecs or
1297formats. The CRC (or MD5) of each generated file is recorded in a
1298result file. A 'diff' is launched to compare the reference results and
1299the result file.
1300
1301The regression tests then go on to test the FFserver code with a
1302limited set of streams. It is important that this step runs correctly
1303as well.
1304
1305Run 'make test' to test all the codecs and formats.
1306
1307Run 'make fulltest' to test all the codecs, formats and FFserver.
1308
1309[Of course, some patches may change the results of the regression tests. In
1310this case, the reference results of the regression tests shall be modified
1311accordingly].
1312
1313@bye