MOV: Use the AOT enum for the mp4_audio_types mapping.
[libav.git] / doc / general.texi
CommitLineData
d0e1cd3d
DB
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
50e4d833
DB
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.
d0e1cd3d
DB
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
68e7d442
DB
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
d0e1cd3d
DB
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
64c2f20a
DB
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
c6b2dc34
DB
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.
913c3e2c
DB
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.
913c3e2c
DB
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.
64c2f20a
DB
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
d698c5d3
DB
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.
39271be4
DB
78@item FFM (FFserver live feed) @tab X @tab X
79@item Flash (SWF) @tab X @tab X
913c3e2c
DB
80@item Flash 9 (AVM2) @tab X @tab X
81 @tab Only embedded audio is decoded.
82@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 83 @tab .fli/.flc files
dd2d651d 84@item Flash Video (FLV) @tab @tab X
d698c5d3 85 @tab Macromedia Flash video files
39271be4 86@item framecrc testing format @tab X @tab
055dc116
SG
87@item FunCom ISS @tab @tab X
88 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 89@item GIF Animation @tab X @tab
c6b2dc34 90@item GXF @tab X @tab X
d698c5d3 91 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 92 playout servers.
dd2d651d 93@item id Quake II CIN video @tab @tab X
76ec3939 94@item id RoQ @tab X @tab X
d698c5d3 95 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 96@item IFF @tab @tab X
d698c5d3 97 @tab Interchange File Format
c6b2dc34 98@item Interplay MVE @tab @tab X
d698c5d3 99 @tab Format used in various Interplay computer games.
c6b2dc34 100@item LMLM4 @tab @tab X
d698c5d3 101 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 102@item Matroska @tab X @tab X
39271be4 103@item Matroska audio @tab X @tab
913c3e2c 104@item MAXIS XA @tab @tab X
d698c5d3 105 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 106@item Monkey's Audio @tab @tab X
822cc8f7 107@item Motion Pixels MVI @tab @tab X
913c3e2c
DB
108@item MOV/QuickTime/MP4 @tab X @tab X
109 @tab 3GP, 3GP2, PSP, iPod variants supported
4d973c68
DB
110@item MP2 @tab X @tab X
111@item MP3 @tab X @tab X
913c3e2c
DB
112@item MPEG-1 System @tab X @tab X
113 @tab muxed audio and video, VCD format supported
114@item MPEG-PS (program stream) @tab X @tab X
115 @tab also known as @code{VOB} file, SVCD and DVD format supported
116@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 117 @tab also known as DVB Transport Stream
c6b2dc34 118@item MPEG-4 @tab X @tab X
d698c5d3 119 @tab MPEG-4 is a variant of QuickTime.
39271be4 120@item MIME multipart JPEG @tab X @tab
bac4c85c 121@item MSN TCP webcam @tab @tab X
d698c5d3 122 @tab Used by MSN Messenger webcam streams.
39271be4
DB
123@item MTV @tab @tab X
124@item Musepack @tab @tab X
125@item Musepack SV8 @tab @tab X
913c3e2c
DB
126@item Material eXchange Format (MXF) @tab X @tab X
127 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
a9d3c669
BC
128@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
129 @tab SMPTE 386M, D-10/IMX Mapping.
913c3e2c
DB
130@item NC camera feed @tab @tab X
131 @tab NC (AVIP NC4600) camera streams
ade29f99
JR
132@item NTT TwinVQ (VQF) @tab @tab X
133 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
913c3e2c 134@item Nullsoft Streaming Video @tab @tab X
39271be4 135@item NuppelVideo @tab @tab X
c6b2dc34 136@item NUT @tab X @tab X
d698c5d3 137 @tab NUT Open Container Format
39271be4 138@item Ogg @tab X @tab X
913c3e2c 139@item TechnoTrend PVA @tab @tab X
d698c5d3 140 @tab Used by TechnoTrend DVB PCI boards.
43dedc1e 141@item raw ADTS (AAC) @tab X @tab X
76ec3939 142@item raw AC-3 @tab X @tab X
adc5abf7 143@item raw Chinese AVS video @tab @tab X
43dedc1e
DB
144@item raw CRI ADX @tab X @tab X
145@item raw Dirac @tab X @tab X
146@item raw DNxHD @tab X @tab X
147@item raw DTS @tab X @tab X
148@item raw E-AC-3 @tab X @tab X
149@item raw FLAC @tab X @tab X
150@item raw GSM @tab @tab X
151@item raw H.261 @tab X @tab X
152@item raw H.263 @tab X @tab X
153@item raw H.264 @tab X @tab X
154@item raw Ingenient MJPEG @tab @tab X
76ec3939 155@item raw MJPEG @tab X @tab X
43dedc1e
DB
156@item raw MLP @tab @tab X
157@item raw MPEG @tab @tab X
158@item raw MPEG-1 @tab @tab X
159@item raw MPEG-2 @tab @tab X
160@item raw MPEG-4 @tab X @tab X
161@item raw NULL @tab X @tab
81b55ee5 162@item raw video @tab X @tab X
43dedc1e
DB
163@item raw id RoQ @tab X @tab
164@item raw Shorten @tab @tab X
165@item raw VC-1 @tab @tab X
166@item raw PCM A-law @tab X @tab X
167@item raw PCM mu-law @tab X @tab X
168@item raw PCM signed 8 bit @tab X @tab X
169@item raw PCM signed 16 bit big-endian @tab X @tab X
170@item raw PCM signed 16 bit little-endian @tab X @tab X
171@item raw PCM signed 24 bit big-endian @tab X @tab X
172@item raw PCM signed 24 bit little-endian @tab X @tab X
173@item raw PCM signed 32 bit big-endian @tab X @tab X
174@item raw PCM signed 32 bit little-endian @tab X @tab X
175@item raw PCM unsigned 8 bit @tab X @tab X
176@item raw PCM unsigned 16 bit big-endian @tab X @tab X
177@item raw PCM unsigned 16 bit little-endian @tab X @tab X
178@item raw PCM unsigned 24 bit big-endian @tab X @tab X
179@item raw PCM unsigned 24 bit little-endian @tab X @tab X
180@item raw PCM unsigned 32 bit big-endian @tab X @tab X
181@item raw PCM unsigned 32 bit little-endian @tab X @tab X
182@item raw PCM floating-point 32 bit big-endian @tab X @tab X
183@item raw PCM floating-point 32 bit little-endian @tab X @tab X
184@item raw PCM floating-point 64 bit big-endian @tab X @tab X
185@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 186@item RDT @tab @tab X
913c3e2c 187@item REDCODE R3D @tab @tab X
7eb68edb 188 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 189@item RealMedia @tab X @tab X
39271be4 190@item Redirector @tab @tab X
913c3e2c 191@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 192@item RL2 @tab @tab X
d698c5d3 193 @tab Audio and video format used in some games by Entertainment Software Partners.
39271be4
DB
194@item RPL/ARMovie @tab @tab X
195@item RTP @tab @tab X
196@item RTSP @tab @tab X
197@item SDP @tab @tab X
c6b2dc34 198@item Sega FILM/CPK @tab @tab X
d698c5d3 199 @tab Used in many Sega Saturn console games.
913c3e2c 200@item Sierra SOL @tab @tab X
d698c5d3 201 @tab .sol files used in Sierra Online games.
c6b2dc34 202@item Sierra VMD @tab @tab X
d698c5d3 203 @tab Used in Sierra CD-ROM games.
c6b2dc34 204@item Smacker @tab @tab X
d698c5d3 205 @tab Multimedia format used by many games.
913c3e2c
DB
206@item Sony OpenMG (OMA) @tab @tab X
207 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
208@item Sony PlayStation STR @tab @tab X
64c2f20a 209@item SUN AU format @tab X @tab X
c6b2dc34 210@item THP @tab @tab X
d698c5d3 211 @tab Used on the Nintendo GameCube.
913c3e2c
DB
212@item Tiertex Limited SEQ @tab @tab X
213 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
39271be4
DB
214@item True Audio @tab @tab X
215@item VC-1 test bitstream @tab X @tab X
c6b2dc34 216@item WAV @tab X @tab X
39271be4 217@item WavPack @tab @tab X
913c3e2c 218@item Wing Commander III movie @tab @tab X
d698c5d3 219 @tab Multimedia format used in Origin's Wing Commander III computer game.
913c3e2c
DB
220@item Westwood Studios audio @tab @tab X
221 @tab Multimedia format used in Westwood Studios games.
222@item Westwood Studios VQA @tab @tab X
223 @tab Multimedia format used in Westwood Studios games.
39271be4 224@item YUV4MPEG pipe @tab X @tab X
d0e1cd3d
DB
225@end multitable
226
227@code{X} means that encoding (resp. decoding) is supported.
228
229@section Image Formats
230
231FFmpeg can read and write images for each frame of a video sequence. The
232following image formats are supported:
233
234@multitable @columnfractions .4 .1 .1 .4
b3de4544 235@item Name @tab Encoding @tab Decoding @tab Comments
9db80acb
DV
236@item .Y.U.V @tab X @tab X
237 @tab one raw file per component
238@item animated GIF @tab X @tab X
239 @tab Only uncompressed GIFs are generated.
f2937cc6
DV
240@item BMP @tab X @tab X
241 @tab Microsoft BMP image
9db80acb
DV
242@item JPEG @tab X @tab X
243 @tab Progressive JPEG is not supported.
244@item JPEG 2000 @tab @tab E
245 @tab decoding supported through external library libopenjpeg
f2937cc6
DV
246@item JPEG-LS @tab X @tab X
247@item LJPEG @tab X @tab
248 @tab Lossless JPEG
ddea12a6 249@item PAM @tab X @tab X
9db80acb 250 @tab PAM is a PNM extension with alpha support.
ddea12a6 251@item PBM @tab X @tab X
f2937cc6 252 @tab Portable BitMap image
9db80acb
DV
253@item PCX @tab @tab X
254 @tab PC Paintbrush
ddea12a6 255@item PGM @tab X @tab X
314511ab 256 @tab Portable GrayMap image
ddea12a6 257@item PGMYUV @tab X @tab X
9db80acb
DV
258 @tab PGM with U and V components in YUV 4:2:0
259@item PNG @tab X @tab X
260 @tab 2/4 bpp not supported yet
ddea12a6 261@item PPM @tab X @tab X
314511ab 262 @tab Portable PixelMap image
9db80acb
DV
263@item PTX @tab @tab X
264 @tab V.Flash PTX format
9db80acb
DV
265@item SGI @tab X @tab X
266 @tab SGI RGB image format
a1c5b6ec
JR
267@item Sun Rasterfile @tab @tab X
268 @tab Sun RAS image format
9db80acb
DV
269@item TIFF @tab X @tab X
270 @tab YUV, JPEG and some extension is not supported yet.
a1c5b6ec
JR
271@item Truevision Targa @tab X @tab X
272 @tab Targa (.TGA) image format
d0e1cd3d
DB
273@end multitable
274
275@code{X} means that encoding (resp. decoding) is supported.
276
9a77d59a
JM
277@code{E} means that support is provided through an external library.
278
d0e1cd3d
DB
279@section Video Codecs
280
281@multitable @columnfractions .4 .1 .1 .4
b3de4544 282@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 283@item 4X Movie @tab @tab X
d698c5d3 284 @tab Used in certain computer games.
9510f59a
DB
285@item 8SVX exponential @tab @tab X
286@item 8SVX fibonacci @tab @tab X
913c3e2c 287@item American Laser Games MM @tab @tab X
d698c5d3 288 @tab Used in games like Mad Dog McCree.
a1c5b6ec 289@item AMV Video @tab @tab X
d698c5d3 290 @tab Used in Chinese MP3 players.
d66d8b83
DB
291@item Apple MJPEG-B @tab @tab X
292@item Apple QuickDraw @tab @tab X
d698c5d3 293 @tab fourcc: qdrw
d66d8b83 294@item Asus v1 @tab X @tab X
d698c5d3 295 @tab fourcc: ASV1
d66d8b83 296@item Asus v2 @tab X @tab X
d698c5d3 297 @tab fourcc: ASV2
d66d8b83 298@item ATI VCR1 @tab @tab X
d698c5d3 299 @tab fourcc: VCR1
d66d8b83 300@item ATI VCR2 @tab @tab X
d698c5d3 301 @tab fourcc: VCR2
dd2d651d 302@item Autodesk Animator Flic video @tab @tab X
d66d8b83 303@item Autodesk RLE @tab @tab X
d698c5d3 304 @tab fourcc: AASC
9510f59a 305@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 306 @tab Video encoding used by the Creature Shock game.
68dddf53 307@item Beam Software VB @tab @tab X
9510f59a 308@item Bethesda VID video @tab @tab X
d698c5d3 309 @tab Used in some games from Bethesda Softworks.
9510f59a
DB
310@item Brute Force & Ignorance @tab @tab X
311 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 312@item C93 video @tab @tab X
d698c5d3 313 @tab Codec used in Cyberia game.
d66d8b83 314@item CamStudio @tab @tab X
d698c5d3 315 @tab fourcc: CSCD
9510f59a
DB
316@item Chinese AVS video @tab @tab X
317 @tab AVS1-P2, JiZhun profile
318@item Delphine Software International CIN video @tab @tab X
319 @tab Codec used in Delphine Software International games.
d66d8b83
DB
320@item Cinepak @tab @tab X
321@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 322 @tab fourcc: CLJR
9510f59a 323@item Creative YUV (CYUV) @tab @tab X
82ced5a9 324@item Dirac @tab E @tab E
360f980b 325 @tab supported through external libdirac/libschroedinger libraries
9510f59a
DB
326@item DNxHD @tab X @tab X
327 @tab aka SMPTE VC3
68dddf53 328@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 329 @tab fourcc: DUCK
68dddf53 330@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 331 @tab fourcc: TM20
9510f59a
DB
332@item DV (Digital Video) @tab X @tab X
333@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 334 @tab Codec originally used in Feeble Files game.
9510f59a 335@item Electronic Arts CMV video @tab @tab X
d698c5d3 336 @tab Used in NHL 95 game.
dd2d651d
DB
337@item Electronic Arts TGV video @tab @tab X
338@item Electronic Arts TGQ video @tab @tab X
339@item Electronic Arts TQI video @tab @tab X
340@item Escape 124 @tab @tab X
341@item FFmpeg codec #1 @tab X @tab X
d698c5d3 342 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 343@item Flash Screen Video v1 @tab X @tab X
d698c5d3 344 @tab fourcc: FSV1
dd2d651d 345@item Flash Video (FLV) @tab X @tab X
d698c5d3 346 @tab Sorenson H.263 used in Flash
dd2d651d 347@item Fraps @tab @tab X
d66d8b83 348@item H.261 @tab X @tab X
dd2d651d
DB
349@item H.263 / H.263-1996 @tab X @tab X
350@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
351@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 352 @tab encoding supported through external library libx264
dd2d651d 353@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 354@item HuffYUV @tab X @tab X
dd2d651d 355@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 356@item IBM Ultimotion @tab @tab X
d698c5d3 357 @tab fourcc: ULTI
bac4c85c 358@item id Cinematic video @tab @tab X
d698c5d3 359 @tab Used in Quake II.
a1c5b6ec 360@item id RoQ video @tab X @tab X
d698c5d3 361 @tab Used in Quake III, Jedi Knight 2, other computer games.
dd2d651d
DB
362@item Intel H.263 @tab @tab X
363@item Intel Indeo 2 @tab @tab X
d66d8b83 364@item Intel Indeo 3 @tab @tab X
dd2d651d 365@item Interplay C93 @tab @tab X
9510f59a 366 @tab Used in the game Cyberia from Interplay.
dd2d651d 367@item Interplay MVE video @tab @tab X
d698c5d3 368 @tab Used in Interplay .MVE files.
dd2d651d 369@item Karl Morton's video codec @tab @tab X
d698c5d3 370 @tab Codec used in Worms games.
dd2d651d
DB
371@item LCL (LossLess Codec Library) MSZH @tab @tab X
372@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
d66d8b83
DB
373@item LOCO @tab @tab X
374@item lossless MJPEG @tab X @tab X
375@item Microsoft RLE @tab @tab X
dd2d651d 376@item Microsoft Video 1 @tab @tab X
d66d8b83 377@item Mimic @tab @tab X
d698c5d3 378 @tab Used in MSN Messenger Webcam streams.
d66d8b83 379@item Miro VideoXL @tab @tab X
d698c5d3 380 @tab fourcc: VIXL
eacf8613 381@item MJPEG (Motion JPEG) @tab X @tab X
dd2d651d
DB
382@item Motion Pixels video @tab @tab X
383@item MPEG-1 video @tab X @tab X
384@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
385@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
386@item MPEG-2 video @tab X @tab X
387@item MPEG-4 part 2 @tab X @tab X
388 @ libxvidcore can be used alternatively for encoding.
389@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
390@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
391@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 392@item Nintendo Gamecube THP video @tab @tab X
641992de
DB
393@item NuppelVideo/RTjpeg @tab @tab X
394 @tab Video encoding used in NuppelVideo files.
d66d8b83 395@item On2 VP3 @tab @tab X
d698c5d3 396 @tab still experimental
d66d8b83 397@item On2 VP5 @tab @tab X
d698c5d3 398 @tab fourcc: VP50
d66d8b83 399@item On2 VP6 @tab @tab X
d698c5d3 400 @tab fourcc: VP60,VP61,VP62
d66d8b83 401@item planar RGB @tab @tab X
d698c5d3 402 @tab fourcc: 8BPS
a1c5b6ec 403@item Q-team QPEG @tab @tab X
d698c5d3 404 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 405@item QuickTime 8BPS video @tab @tab X
a1c5b6ec
JR
406@item QuickTime Animation (RLE) video @tab X @tab X
407 @tab fourcc: 'rle '
408@item QuickTime Graphics (SMC) @tab @tab X
409 @tab fourcc: 'smc '
410@item QuickTime video (RPZA) @tab @tab X
411 @tab fourcc: rpza
412@item Raw Video @tab X @tab X
d0e1cd3d
DB
413@item RealVideo 1.0 @tab X @tab X
414@item RealVideo 2.0 @tab X @tab X
6beb8b26
KS
415@item RealVideo 3.0 @tab @tab X
416 @tab still far from ideal
11c0f9ec 417@item RealVideo 4.0 @tab @tab X
68dddf53 418@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 419 @tab Texture dictionaries used by the Renderware Engine.
a1c5b6ec
JR
420@item RL2 video @tab @tab X
421 @tab used in some games by Entertainment Software Partners
68dddf53
JR
422@item Sierra VMD video @tab @tab X
423 @tab Used in Sierra VMD files.
bac4c85c 424@item Smacker video @tab @tab X
d698c5d3 425 @tab Video encoding used in Smacker.
68dddf53 426@item SMPTE VC-1 @tab @tab X
d66d8b83 427@item Snow @tab X @tab X
d698c5d3 428 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 429@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 430@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 431 @tab fourcc: SVQ1
a1c5b6ec 432@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 433 @tab fourcc: SVQ3
a1c5b6ec 434@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 435 @tab fourcc: SP5X
68dddf53 436@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 437 @tab fourcc: TSCC
82ced5a9 438@item Theora @tab E @tab X
360f980b 439 @tab encoding supported through external library libtheora
a1c5b6ec 440@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 441 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 442@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 443 @tab Codec used in videos captured by VMware.
eacf8613 444@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 445@item Windows Media Video 7 @tab X @tab X
eacf8613 446@item Windows Media Video 8 @tab X @tab X
68dddf53
JR
447@item Windows Media Video 9 @tab @tab X
448 @tab not completely working
eacf8613
JR
449@item Wing Commander III / Xan @tab @tab X
450 @tab Used in Wing Commander III .MVE files.
d66d8b83
DB
451@item Winnov WNV1 @tab @tab X
452@item WMV7 @tab X @tab X
39271be4 453@item YAMAHA SMAF @tab X @tab X
d66d8b83 454@item ZLIB @tab X @tab X
d698c5d3 455 @tab part of LCL, encoder experimental
eacf8613 456@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 457 @tab Encoder works only in PAL8.
d0e1cd3d
DB
458@end multitable
459
460@code{X} means that encoding (resp. decoding) is supported.
461
82ced5a9
DB
462@code{E} means that support is provided through an external library.
463
d0e1cd3d
DB
464@section Audio Codecs
465
485ec4f1 466@multitable @columnfractions .4 .1 .1 .4
b3de4544 467@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 468@item 8SVX audio @tab @tab X
82ced5a9 469@item AAC @tab E @tab X
360f980b 470 @tab encoding supported through external library libfaac
c76d1bb2 471@item AC-3 @tab IX @tab X
fd75cedd
DB
472@item ADPCM 4X Movie @tab @tab X
473@item ADPCM CDROM XA @tab @tab X
474@item ADPCM Creative Technology @tab @tab X
475 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
476@item ADPCM Electronic Arts @tab @tab X
477 @tab Used in various EA titles.
478@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
479 @tab Used in Sim City 3000.
480@item ADPCM Electronic Arts R1 @tab @tab X
481@item ADPCM Electronic Arts R2 @tab @tab X
482@item ADPCM Electronic Arts R3 @tab @tab X
483@item ADPCM Electronic Arts XAS @tab @tab X
484@item ADPCM G.726 @tab X @tab X
485@item ADPCM IMA AMV @tab @tab X
486 @tab Used in AMV files
487@item ADPCM IMA Electronic Arts EACS @tab @tab X
488@item ADPCM IMA Electronic Arts SEAD @tab @tab X
489@item ADPCM IMA Funcom @tab @tab X
490@item ADPCM IMA QuickTime @tab X @tab X
491@item ADPCM IMA Loki SDL MJPEG @tab @tab X
492@item ADPCM IMA WAV @tab X @tab X
493@item ADPCM IMA Westwood @tab @tab X
494@item ADPCM ISS IMA @tab @tab X
495 @tab Used in FunCom games.
496@item ADPCM IMA Duck DK3 @tab @tab X
497 @tab Used in some Sega Saturn console games.
498@item ADPCM IMA Duck DK4 @tab @tab X
499 @tab Used in some Sega Saturn console games.
500@item ADPCM Microsoft @tab X @tab X
501@item ADPCM MS IMA @tab X @tab X
502@item ADPCM Nintendo Gamecube THP @tab @tab X
503@item ADPCM QT IMA @tab X @tab X
504@item ADPCM SEGA CRI ADX @tab X @tab X
505 @tab Used in Sega Dreamcast games.
506@item ADPCM Shockwave Flash @tab X @tab X
507@item ADPCM SMJPEG IMA @tab @tab X
508 @tab Used in certain Loki game ports.
509@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
510@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
511@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
512@item ADPCM Westwood Studios IMA @tab @tab X
513 @tab Used in Westwood Studios games like Command and Conquer.
514@item ADPCM Yamaha @tab X @tab X
82ced5a9 515@item AMR-NB @tab E @tab E
360f980b 516 @tab supported through external library libamrnb
82ced5a9 517@item AMR-WB @tab E @tab E
360f980b 518 @tab supported through external library libamrwb
833e90dd 519@item Apple lossless audio @tab X @tab X
d698c5d3 520 @tab QuickTime fourcc 'alac'
9510f59a 521@item Atrac 3 @tab @tab X
9510f59a 522@item Delphine Software International CIN audio @tab @tab X
d698c5d3 523 @tab Codec used in Delphine Software International games.
9510f59a
DB
524@item COOK @tab @tab X
525 @tab All versions except 5.1 are supported.
9510f59a 526@item DCA (DTS Coherent Acoustics) @tab @tab X
12dd57fd
DB
527@item DPCM id RoQ @tab X @tab X
528 @tab Used in Quake III, Jedi Knight 2, other computer games.
529@item DPCM Interplay @tab @tab X
530 @tab Used in various Interplay computer games.
531@item DPCM Sierra Online @tab @tab X
532 @tab Used in Sierra Online game audio files.
533@item DPCM Sol @tab @tab X
534@item DPCM Xan @tab @tab X
16d81b27 535@item DSP Group TrueSpeech @tab @tab X
16d81b27 536@item DV audio @tab @tab X
44723c84 537@item Enhanced AC-3 @tab @tab X
dd2d651d 538@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 539@item G.729 @tab @tab X
82ced5a9 540@item GSM @tab E @tab E
3f33271a 541 @tab supported through external library libgsm
dd2d651d 542@item GSM Microsoft variant @tab E @tab E
3f33271a 543 @tab supported through external library libgsm
dd2d651d 544@item IMC (Intel Music Coder) @tab @tab X
dd2d651d
DB
545@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
546@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
dd2d651d 547@item MLP(Meridian Lossless Packing)/TrueHD @tab @tab X
d698c5d3 548 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 549@item Monkey's Audio @tab @tab X
d698c5d3 550 @tab Only versions 3.97-3.99 are supported.
dd2d651d
DB
551@item MP1 (MPEG audio layer 1) @tab @tab IX
552@item MP2 (MPEG audio layer 2) @tab IX @tab IX
553@item MP3 (MPEG audio layer 3) @tab E @tab IX
554 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
dd2d651d
DB
555@item Musepack SV7 @tab @tab X
556@item Musepack SV8 @tab @tab X
641992de 557@item Nellymoser Asao @tab X @tab X
641992de
DB
558@item PCM A-law @tab X @tab X
559@item PCM mu-law @tab X @tab X
560@item PCM 16-bit little-endian planar @tab @tab X
561@item PCM 32-bit floating point big-endian @tab X @tab X
562@item PCM 32-bit floating point little-endian @tab X @tab X
563@item PCM 64-bit floating point big-endian @tab X @tab X
564@item PCM 64-bit floating point little-endian @tab X @tab X
565@item PCM D-Cinema audio signed 24-bit @tab X @tab X
566@item PCM signed 8-bit @tab X @tab X
567@item PCM signed 16-bit big-endian @tab X @tab X
568@item PCM signed 16-bit little-endian @tab X @tab X
569@item PCM signed 24-bit big-endian @tab X @tab X
570@item PCM signed 24-bit little-endian @tab X @tab X
571@item PCM signed 32-bit big-endian @tab X @tab X
572@item PCM signed 32-bit little-endian @tab X @tab X
573@item PCM unsigned 8-bit @tab X @tab X
574@item PCM unsigned 16-bit big-endian @tab X @tab X
575@item PCM unsigned 16-bit little-endian @tab X @tab X
576@item PCM unsigned 24-bit big-endian @tab X @tab X
577@item PCM unsigned 24-bit little-endian @tab X @tab X
578@item PCM unsigned 32-bit big-endian @tab X @tab X
579@item PCM unsigned 32-bit little-endian @tab X @tab X
580@item PCM Zork @tab X @tab X
73b458e3 581@item QCELP / PureVoice @tab @tab X
a1c5b6ec 582@item QDesign Music Codec 2 @tab @tab X
d698c5d3 583 @tab There are still some distortions.
a1c5b6ec 584@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 585 @tab Real 14400 bit/s codec
a1c5b6ec 586@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 587 @tab Real 28800 bit/s codec
a1c5b6ec 588@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 589 @tab Real low bitrate AC-3 codec
bac4c85c 590@item Shorten @tab @tab X
68dddf53
JR
591@item Sierra VMD audio @tab @tab X
592 @tab Used in Sierra VMD files.
bac4c85c 593@item Smacker audio @tab @tab X
e6fa1ca5
JR
594@item Sonic @tab X @tab X
595 @tab experimental codec
596@item Sonic lossless @tab X @tab X
597 @tab experimental codec
82ced5a9 598@item Speex @tab @tab E
360f980b 599 @tab supported through external library libspeex
16d81b27 600@item True Audio (TTA) @tab @tab X
dd2d651d
DB
601@item Vorbis @tab E @tab X
602 @ A native but very primitive encoder exists.
bac4c85c 603@item WavPack @tab @tab X
eacf8613
JR
604@item Westwood Audio (SND1) @tab @tab X
605@item Windows Media Audio 1 @tab X @tab X
606@item Windows Media Audio 2 @tab X @tab X
d698c5d3 607 @tab Used in Origin's Wing Commander IV AVI files.
d0e1cd3d
DB
608@end multitable
609
610@code{X} means that encoding (resp. decoding) is supported.
611
82ced5a9
DB
612@code{E} means that support is provided through an external library.
613
d0e1cd3d
DB
614@code{I} means that an integer-only version is available, too (ensures high
615performance on systems without hardware floating point support).
616
bd3151f2
DB
617@section Subtitle Formats
618
000bbebb 619@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 620@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 621@item SSA/ASS @tab X @tab X
9afc2917
DB
622@item DVB @tab X @tab X @tab X @tab X
623@item DVD @tab X @tab X @tab X @tab X
624@item XSUB @tab @tab @tab @tab X
bd3151f2
DB
625@end multitable
626
627@code{X} means that the feature is supported.
628
fbd52050
DB
629@section Network Protocols
630
000bbebb 631@multitable @columnfractions .4 .1
fbd52050
DB
632@item Name @tab Support
633@item file @tab X
634@item Gopher @tab X
635@item HTTP @tab X
636@item pipe @tab X
637@item RTP @tab X
638@item TCP @tab X
639@item UDP @tab X
640@end multitable
641
642@code{X} means that the protocol is supported.
643
644
fa3f2a35
DB
645@section Input/Output Devices
646
647@multitable @columnfractions .4 .1 .1
648@item Name @tab Input @tab Output
649@item ALSA @tab X @tab X
650@item BEOS audio @tab X @tab X
651@item BKTR @tab X @tab
652@item DV1394 @tab X @tab
653@item LIBDC1394 @tab X @tab
654@item OSS @tab X @tab X
655@item Video4Linux @tab X @tab
656@item Video4Linux2 @tab X @tab
657@item VfW capture @tab X @tab
658@item X11 grabbing @tab X @tab
659@end multitable
660
23869b4a 661@code{X} means that input/output is supported.
fa3f2a35
DB
662
663
d0e1cd3d
DB
664@chapter Platform Specific information
665
666@section BSD
667
668BSD make will not build FFmpeg, you need to install and use GNU Make
669(@file{gmake}).
670
671@section Windows
672
46a845d0 673To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 674the FFmpeg Windows Help Forum at
ab5ce4ae 675@url{http://ffmpeg.arrozcru.org/}.
d0e1cd3d
DB
676
677@subsection Native Windows compilation
678
c1989552 679FFmpeg can be built to run natively on Windows using the MinGW tools. Install
126cadc7
RP
680the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
681You can find detailed installation
d0e1cd3d
DB
682instructions in the download section and the FAQ.
683
126cadc7
RP
684FFmpeg does not build out-of-the-box with the packages the automated MinGW
685installer provides. It also requires coreutils to be installed and many other
686packages updated to the latest version. The minimum version for some packages
687are listed below:
688
689@itemize
690@item bash 3.1
691@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 692@item w32api 3.13
126cadc7
RP
693@item mingw-runtime 3.15
694@end itemize
695
0f898714
DB
696You will also need to pass @code{-fno-common} to the compiler to work around
697a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
698
c1989552 699Within the MSYS shell, configure and make with:
d0e1cd3d 700
c1989552 701@example
0f898714 702./configure --enable-memalign-hack --extra-cflags=-fno-common
c1989552
RP
703make
704make install
705@end example
d0e1cd3d 706
c1989552
RP
707This will install @file{ffmpeg.exe} along with many other development files
708to @file{/usr/local}. You may specify another install path using the
709@code{--prefix} option in @file{configure}.
d0e1cd3d 710
c1989552 711Notes:
d0e1cd3d 712
c1989552 713@itemize
d0e1cd3d 714
c1989552
RP
715@item In order to compile FFplay, you must have the MinGW development library
716of SDL. Get it from @url{http://www.libsdl.org}.
717Edit the @file{bin/sdl-config} script so that it points to the correct prefix
718where SDL was installed. Verify that @file{sdl-config} can be launched from
719the MSYS command line.
d0e1cd3d 720
d0e1cd3d 721@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 722you can build libavutil, libavcodec and libavformat as DLLs.
d0e1cd3d
DB
723
724@end itemize
725
c1989552 726@subsection Microsoft Visual C++ compatibility
d0e1cd3d 727
c1989552
RP
728As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
729want to use the libav* libraries in your own applications, you can still
730compile those applications using MSVC++. But the libav* libraries you link
731to @emph{must} be built with MinGW. However, you will not be able to debug
732inside the libav* libraries, since MSVC++ does not recognize the debug
733symbols generated by GCC.
734We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 735
c1989552
RP
736This description of how to use the FFmpeg libraries with MSVC++ is based on
737Microsoft Visual C++ 2005 Express Edition. If you have a different version,
738you might have to modify the procedures slightly.
d0e1cd3d 739
c1989552 740@subsubsection Using static libraries
d0e1cd3d 741
c1989552 742Assuming you have just built and installed FFmpeg in @file{/usr/local}.
d0e1cd3d
DB
743
744@enumerate
745
746@item Create a new console application ("File / New / Project") and then
747select "Win32 Console Application". On the appropriate page of the
748Application Wizard, uncheck the "Precompiled headers" option.
749
750@item Write the source code for your application, or, for testing, just
751copy the code from an existing sample application into the source file
c1989552
RP
752that MSVC++ has already created for you. For example, you can copy
753@file{output_example.c} from the FFmpeg distribution.
d0e1cd3d
DB
754
755@item Open the "Project / Properties" dialog box. In the "Configuration"
756combo box, select "All Configurations" so that the changes you make will
757affect both debug and release builds. In the tree view on the left hand
758side, select "C/C++ / General", then edit the "Additional Include
c1989552
RP
759Directories" setting to contain the path where the FFmpeg includes were
760installed (i.e. @file{c:\msys\1.0\local\include}).
f010d377
RP
761Do not add MinGW's include directory here, or the include files will
762conflict with MSVC's.
c1989552
RP
763
764@item Still in the "Project / Properties" dialog box, select
765"Linker / General" from the tree view and edit the
766"Additional Library Directories" setting to contain the @file{lib}
767directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
768the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
769and the directory where MinGW's GCC libs are installed
770(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
771"Linker / Input" from the tree view, and add the files @file{libavformat.a},
772@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
773@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
774to the end of "Additional Dependencies".
d0e1cd3d
DB
775
776@item Now, select "C/C++ / Code Generation" from the tree view. Select
777"Debug" in the "Configuration" combo box. Make sure that "Runtime
778Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
779the "Configuration" combo box and make sure that "Runtime Library" is
780set to "Multi-threaded DLL".
781
c1989552
RP
782@item Click "OK" to close the "Project / Properties" dialog box.
783
784@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
785Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
786and install it in MSVC++'s include directory
787(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
788
789@item MSVC++ also does not understand the @code{inline} keyword used by
790FFmpeg, so you must add this line before @code{#include}ing libav*:
791@example
792#define inline _inline
793@end example
794
c1989552
RP
795@item Build your application, everything should work.
796
797@end enumerate
798
799@subsubsection Using shared libraries
800
801This is how to create DLL and LIB files that are compatible with MSVC++:
802
803@enumerate
804
805@item Add a call to @file{vcvars32.bat} (which sets up the environment
806variables for the Visual C++ tools) as the first line of @file{msys.bat}.
807The standard location for @file{vcvars32.bat} is
808@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
809and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
810If this corresponds to your setup, add the following line as the first line
811of @file{msys.bat}:
812
813@example
814call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
815@end example
816
817Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
818and run @file{c:\msys\1.0\msys.bat} from there.
819
820@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
821from @file{Microsoft (R) Library Manager}, this means your environment
822variables are set up correctly, the @file{Microsoft (R) Library Manager}
823is on the path and will be used by FFmpeg to create
824MSVC++-compatible import libraries.
825
826@item Build FFmpeg with
827
828@example
829./configure --enable-shared --enable-memalign-hack
830make
831make install
832@end example
833
834Your install path (@file{/usr/local/} by default) should now have the
835necessary DLL and LIB files under the @file{bin} directory.
d0e1cd3d
DB
836
837@end enumerate
838
c1989552
RP
839To use those files with MSVC++, do the same as you would do with
840the static libraries, as described above. But in Step 4,
841you should only need to add the directory where the LIB files are installed
842(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
843installed in the @file{bin} directory. And instead of adding @file{libxx.a}
844files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
845@file{avutil.lib}. There should be no need for @file{libmingwex.a},
846@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
847statically linked into the DLLs. The @file{bin} directory contains a bunch
848of DLL files, but the ones that are actually used to run your application
849are the ones with a major version number in their filenames
850(i.e. @file{avcodec-51.dll}).
851
d0e1cd3d
DB
852@subsection Cross compilation for Windows with Linux
853
854You must use the MinGW cross compilation tools available at
855@url{http://www.mingw.org/}.
856
857Then configure FFmpeg with the following options:
858@example
859./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
860@end example
861(you can change the cross-prefix according to the prefix chosen for the
862MinGW tools).
863
864Then you can easily test FFmpeg with Wine
865(@url{http://www.winehq.com/}).
866
867@subsection Compilation under Cygwin
868
8484503e
VP
869The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
870does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
871or leverage the implementation in MinGW (as explained below).
d0e1cd3d
DB
872
873Just install your Cygwin with all the "Base" packages, plus the
874following "Devel" ones:
875@example
f496ab12 876binutils, gcc-core, make, subversion, mingw-runtime, diffutils
d0e1cd3d
DB
877@end example
878
666a1b34
VP
879The experimental gcc4 package is still buggy, hence please
880use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
881
8484503e
VP
882Install the current binutils-20080624-2 as they work fine (the old
883binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 884
29c3d42b
VP
885Then create a small library that just contains llrint():
886
887@example
888ar x /usr/lib/mingw/libmingwex.a llrint.o
889ar cq /usr/local/lib/libllrint.a llrint.o
890@end example
891
d0e1cd3d
DB
892Then run
893
894@example
29c3d42b 895./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
896@end example
897
898to make a static build or
899
900@example
29c3d42b 901./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
902@end example
903
904to build shared libraries.
905
906If you want to build FFmpeg with additional libraries, download Cygwin
5dd9799d
VP
907"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
908@example
909libogg-devel, libvorbis-devel
910@end example
911
912These library packages are only available from Cygwin Ports
be8497b0 913(@url{http://sourceware.org/cygwinports/}) :
5dd9799d
VP
914
915@example
916yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
917libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
918libxvidcore-devel
919@end example
920
921The recommendation for libnut and x264 is to build them from source by
922yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 923
cdf51395
VP
924Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
925of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
926
d0e1cd3d
DB
927@subsection Crosscompilation for Windows under Cygwin
928
929With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
930
931Just install your Cygwin as explained before, plus these additional
932"Devel" packages:
933@example
934gcc-mingw-core, mingw-runtime, mingw-zlib
935@end example
936
937and add some special flags to your configure invocation.
938
939For a static build run
940@example
941./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
942@end example
943
944and for a build with shared libraries
945@example
946./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
947@end example
948
949@section BeOS
950
5f757b85 951BeOS support is broken in mysterious ways.
d0e1cd3d 952
25b92a79
DY
953@section OS/2
954
955For information about compiling FFmpeg on OS/2 see
956@url{http://www.edm2.com/index.php/FFmpeg}.
957
d0e1cd3d
DB
958@chapter Developers Guide
959
960@section API
961@itemize @bullet
962@item libavcodec is the library containing the codecs (both encoding and
963decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
964
965@item libavformat is the library containing the file format handling (mux and
966demux code for several formats). Look at @file{ffplay.c} to use it in a
967player. See @file{output_example.c} to use it to generate audio or video
968streams.
969
970@end itemize
971
972@section Integrating libavcodec or libavformat in your program
973
974You can integrate all the source code of the libraries to link them
975statically to avoid any version problem. All you need is to provide a
976'config.mak' and a 'config.h' in the parent directory. See the defines
977generated by ./configure to understand what is needed.
978
979You can use libavcodec or libavformat in your commercial program, but
980@emph{any patch you make must be published}. The best way to proceed is
981to send your patches to the FFmpeg mailing list.
982
983@node Coding Rules
984@section Coding Rules
985
986FFmpeg is programmed in the ISO C90 language with a few additional
987features from ISO C99, namely:
988@itemize @bullet
989@item
990the @samp{inline} keyword;
991@item
992@samp{//} comments;
993@item
994designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
995@item
996compound literals (@samp{x = (struct s) @{ 17, 23 @};})
997@end itemize
998
999These features are supported by all compilers we care about, so we will not
1000accept patches to remove their use unless they absolutely do not impair
1001clarity and performance.
1002
1003All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1004compiles with several other compilers, such as the Compaq ccc compiler
1005or Sun Studio 9, and we would like to keep it that way unless it would
1006be exceedingly involved. To ensure compatibility, please do not use any
1007additional C99 features or GCC extensions. Especially watch out for:
1008@itemize @bullet
1009@item
1010mixing statements and declarations;
1011@item
1012@samp{long long} (use @samp{int64_t} instead);
1013@item
1014@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1015@item
1016GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1017@end itemize
1018
1019Indent size is 4.
1020The presentation is the one specified by 'indent -i4 -kr -nut'.
1021The TAB character is forbidden outside of Makefiles as is any
1022form of trailing whitespace. Commits containing either will be
1023rejected by the Subversion repository.
1024
1025The main priority in FFmpeg is simplicity and small code size in order to
1026minimize the bug count.
1027
1028Comments: Use the JavaDoc/Doxygen
1029format (see examples below) so that code documentation
1030can be generated automatically. All nontrivial functions should have a comment
1031above them explaining what the function does, even if it is just one sentence.
1032All structures and their member variables should be documented, too.
1033@example
1034/**
1035 * @@file mpeg.c
1036 * MPEG codec.
1037 * @@author ...
1038 */
1039
1040/**
1041 * Summary sentence.
1042 * more text ...
1043 * ...
1044 */
1045typedef struct Foobar@{
1046 int var1; /**< var1 description */
1047 int var2; ///< var2 description
1048 /** var3 description */
1049 int var3;
1050@} Foobar;
1051
1052/**
1053 * Summary sentence.
1054 * more text ...
1055 * ...
1056 * @@param my_parameter description of my_parameter
1057 * @@return return value description
1058 */
1059int myfunc(int my_parameter)
1060...
1061@end example
1062
1063fprintf and printf are forbidden in libavformat and libavcodec,
1064please use av_log() instead.
1065
1066Casts should be used only when necessary. Unneeded parentheses
1067should also be avoided if they don't make the code easier to understand.
1068
1069@section Development Policy
1070
1071@enumerate
1072@item
1073 Contributions should be licensed under the LGPL 2.1, including an
1074 "or any later version" clause, or the MIT license. GPL 2 including
1075 an "or any later version" clause is also acceptable, but LGPL is
1076 preferred.
1077@item
1078 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1079 enabled code which breaks compilation or compiles but does not work or
1080 breaks the regression tests)
1081 You can commit unfinished stuff (for testing etc), but it must be disabled
1082 (#ifdef etc) by default so it does not interfere with other developers'
1083 work.
1084@item
1085 You do not have to over-test things. If it works for you, and you think it
1086 should work for others, then commit. If your code has problems
1087 (portability, triggers compiler bugs, unusual environment etc) they will be
1088 reported and eventually fixed.
1089@item
1090 Do not commit unrelated changes together, split them into self-contained
1091 pieces. Also do not forget that if part B depends on part A, but A does not
1092 depend on B, then A can and should be committed first and separate from B.
1093 Keeping changes well split into self-contained parts makes reviewing and
1094 understanding them on the commit log mailing list easier. This also helps
1095 in case of debugging later on.
1096 Also if you have doubts about splitting or not splitting, do not hesitate to
1097 ask/discuss it on the developer mailing list.
1098@item
1099 Do not change behavior of the program (renaming options etc) without
1100 first discussing it on the ffmpeg-devel mailing list. Do not remove
1101 functionality from the code. Just improve!
1102
1103 Note: Redundant code can be removed.
1104@item
1105 Do not commit changes to the build system (Makefiles, configure script)
1106 which change behavior, defaults etc, without asking first. The same
1107 applies to compiler warning fixes, trivial looking fixes and to code
1108 maintained by other developers. We usually have a reason for doing things
1109 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1110 list, and if the code maintainers say OK, you may commit. This does not
1111 apply to files you wrote and/or maintain.
1112@item
1113 We refuse source indentation and other cosmetic changes if they are mixed
1114 with functional changes, such commits will be rejected and removed. Every
1115 developer has his own indentation style, you should not change it. Of course
1116 if you (re)write something, you can use your own style, even though we would
1117 prefer if the indentation throughout FFmpeg was consistent (Many projects
1118 force a given indentation style - we do not.). If you really need to make
1119 indentation changes (try to avoid this), separate them strictly from real
1120 changes.
1121
1122 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1123 then either do NOT change the indentation of the inner part within (do not
1124 move it to the right)! or do so in a separate commit
1125@item
1126 Always fill out the commit log message. Describe in a few lines what you
1127 changed and why. You can refer to mailing list postings if you fix a
1128 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1129@item
1130 If you apply a patch by someone else, include the name and email address in
1131 the log message. Since the ffmpeg-cvslog mailing list is publicly
1132 archived you should add some SPAM protection to the email address. Send an
1133 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1134 you applied the patch.
1135@item
1136 When applying patches that have been discussed (at length) on the mailing
1137 list, reference the thread in the log message.
1138@item
1139 Do NOT commit to code actively maintained by others without permission.
1140 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1141 timeframe (12h for build failures and security fixes, 3 days small changes,
1142 1 week for big patches) then commit your patch if you think it is OK.
1143 Also note, the maintainer can simply ask for more time to review!
1144@item
1145 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1146 are sent there and reviewed by all the other developers. Bugs and possible
1147 improvements or general questions regarding commits are discussed there. We
1148 expect you to react if problems with your code are uncovered.
1149@item
1150 Update the documentation if you change behavior or add features. If you are
1151 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1152 maintainer(s) will review and commit your stuff.
1153@item
1154 Try to keep important discussions and requests (also) on the public
1155 developer mailing list, so that all developers can benefit from them.
1156@item
1157 Never write to unallocated memory, never write over the end of arrays,
1158 always check values read from some untrusted source before using them
1159 as array index or other risky things.
1160@item
1161 Remember to check if you need to bump versions for the specific libav
1162 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1163 to change the version integer.
d0e1cd3d
DB
1164 Incrementing the first component means no backward compatibility to
1165 previous versions (e.g. removal of a function from the public API).
1166 Incrementing the second component means backward compatible change
b98052d5
PR
1167 (e.g. addition of a function to the public API or extension of an
1168 existing data structure).
d0e1cd3d
DB
1169 Incrementing the third component means a noteworthy binary compatible
1170 change (e.g. encoder bug fix that matters for the decoder).
1171@item
53407b64 1172 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1173 warning always points to correct and clean code, that warning should
1174 be disabled, not the code changed.
1175 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1176 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1177 be changed to not generate a warning unless that causes a slowdown
1178 or obfuscates the code.
d0e1cd3d
DB
1179@item
1180 If you add a new file, give it a proper license header. Do not copy and
1181 paste it from a random place, use an existing file as template.
1182@end enumerate
1183
1184We think our rules are not too hard. If you have comments, contact us.
1185
1186Note, these rules are mostly borrowed from the MPlayer project.
1187
1188@section Submitting patches
1189
1190First, (@pxref{Coding Rules}) above if you did not yet.
1191
1192When you submit your patch, try to send a unified diff (diff '-up'
1193option). We cannot read other diffs :-)
1194
1195Also please do not submit a patch which contains several unrelated changes.
1196Split it into separate, self-contained pieces. This does not mean splitting
1197file by file. Instead, make the patch as small as possible while still
1198keeping it as a logical unit that contains an individual change, even
1199if it spans multiple files. This makes reviewing your patches much easier
1200for us and greatly increases your chances of getting your patch applied.
1201
1202Run the regression tests before submitting a patch so that you can
1203verify that there are no big problems.
1204
1205Patches should be posted as base64 encoded attachments (or any other
1206encoding which ensures that the patch will not be trashed during
1207transmission) to the ffmpeg-devel mailing list, see
1208@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1209
1210It also helps quite a bit if you tell us what the patch does (for example
1211'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1212and has no lrint()')
1213
1214Also please if you send several patches, send each patch as a separate mail,
1215do not attach several unrelated patches to the same mail.
1216
28ce1839
RP
1217@section New codecs or formats checklist
1218
1219@enumerate
1220@item
1221 Did you use av_cold for codec initialization and close functions?
1222@item
1223 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1224 AVInputFormat/AVOutputFormat struct?
1225@item
1226 Did you bump the minor version number in @file{avcodec.h} or
1227 @file{avformat.h}?
1228@item
1229 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1230@item
1231 Did you add the CodecID to @file{avcodec.h}?
1232@item
1233 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1234 even if it is only a decoder?
1235@item
1236 Did you add a rule to compile the appropriate files in the Makefile?
1237 Remember to do this even if you're just adding a format to a file that is
1238 already being compiled by some other rule, like a raw demuxer.
1239@item
1240 Did you add an entry to the table of supported formats or codecs in the
1241 documentation?
1242@item
1243 Did you add an entry in the Changelog?
1244@item
1245 If it depends on a parser or a library, did you add that dependency in
1246 configure?
1247@item
1248 Did you "svn add" the appropriate files before commiting?
1249@end enumerate
1250
d0e1cd3d
DB
1251@section patch submission checklist
1252
1253@enumerate
1254@item
1255 Do the regression tests pass with the patch applied?
1256@item
2cdba8bf
DB
1257 Does @code{make checkheaders} pass with the patch applied?
1258@item
d0e1cd3d
DB
1259 Is the patch a unified diff?
1260@item
1261 Is the patch against latest FFmpeg SVN?
1262@item
1263 Are you subscribed to ffmpeg-dev?
1264 (the list is subscribers only due to spam)
1265@item
1266 Have you checked that the changes are minimal, so that the same cannot be
1267 achieved with a smaller patch and/or simpler final code?
1268@item
1269 If the change is to speed critical code, did you benchmark it?
1270@item
1271 If you did any benchmarks, did you provide them in the mail?
1272@item
1273 Have you checked that the patch does not introduce buffer overflows or
1274 other security issues?
1275@item
63d247ea
DB
1276 Did you test your decoder or demuxer against damaged data? If no, see
1277 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1278 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1279@item
d0e1cd3d
DB
1280 Is the patch created from the root of the source tree, so it can be
1281 applied with @code{patch -p0}?
1282@item
1283 Does the patch not mix functional and cosmetic changes?
1284@item
1285 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1286@item
1287 Is the patch attached to the email you send?
1288@item
1289 Is the mime type of the patch correct? It should be text/x-diff or
1290 text/x-patch or at least text/plain and not application/octet-stream.
1291@item
1292 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1293@item
1294 If the patch fixes a bug, did you provide enough information, including
1295 a sample, so the bug can be reproduced and the fix can be verified?
1296 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1297 URL, you can upload to ftp://upload.ffmpeg.org
d0e1cd3d
DB
1298@item
1299 Did you provide a verbose summary about what the patch does change?
1300@item
1301 Did you provide a verbose explanation why it changes things like it does?
1302@item
1303 Did you provide a verbose summary of the user visible advantages and
1304 disadvantages if the patch is applied?
1305@item
1306 Did you provide an example so we can verify the new feature added by the
1307 patch easily?
1308@item
1309 If you added a new file, did you insert a license header? It should be
1310 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1311@item
1312 You should maintain alphabetical order in alphabetically ordered lists as
1313 long as doing so does not break API/ABI compatibility.
1314@item
1315 Lines with similar content should be aligned vertically when doing so
1316 improves readability.
1317@item
1318 Did you provide a suggestion for a clear commit log message?
1319@end enumerate
1320
1321@section Patch review process
1322
1323All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1324clear note that the patch is not for SVN.
1325Reviews and comments will be posted as replies to the patch on the
1326mailing list. The patch submitter then has to take care of every comment,
1327that can be by resubmitting a changed patch or by discussion. Resubmitted
1328patches will themselves be reviewed like any other patch. If at some point
1329a patch passes review with no comments then it is approved, that can for
1330simple and small patches happen immediately while large patches will generally
1331have to be changed and reviewed many times before they are approved.
1332After a patch is approved it will be committed to the repository.
1333
1334We will review all submitted patches, but sometimes we are quite busy so
1335especially for large patches this can take several weeks.
1336
1337When resubmitting patches, please do not make any significant changes
1338not related to the comments received during review. Such patches will
1339be rejected. Instead, submit significant changes or new features as
1340separate patches.
1341
1342@section Regression tests
1343
1344Before submitting a patch (or committing to the repository), you should at least
1345test that you did not break anything.
1346
1347The regression tests build a synthetic video stream and a synthetic
1348audio stream. These are then encoded and decoded with all codecs or
1349formats. The CRC (or MD5) of each generated file is recorded in a
1350result file. A 'diff' is launched to compare the reference results and
1351the result file.
1352
1353The regression tests then go on to test the FFserver code with a
1354limited set of streams. It is important that this step runs correctly
1355as well.
1356
1357Run 'make test' to test all the codecs and formats.
1358
1359Run 'make fulltest' to test all the codecs, formats and FFserver.
1360
1361[Of course, some patches may change the results of the regression tests. In
1362this case, the reference results of the regression tests shall be modified
1363accordingly].
1364
1365@bye