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