Add 8088flex TMV file demuxer.
[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
23d9cc45 165@item raw TrueHD @tab X @tab X
43dedc1e
DB
166@item raw VC-1 @tab @tab X
167@item raw PCM A-law @tab X @tab X
168@item raw PCM mu-law @tab X @tab X
169@item raw PCM signed 8 bit @tab X @tab X
170@item raw PCM signed 16 bit big-endian @tab X @tab X
171@item raw PCM signed 16 bit little-endian @tab X @tab X
172@item raw PCM signed 24 bit big-endian @tab X @tab X
173@item raw PCM signed 24 bit little-endian @tab X @tab X
174@item raw PCM signed 32 bit big-endian @tab X @tab X
175@item raw PCM signed 32 bit little-endian @tab X @tab X
176@item raw PCM unsigned 8 bit @tab X @tab X
177@item raw PCM unsigned 16 bit big-endian @tab X @tab X
178@item raw PCM unsigned 16 bit little-endian @tab X @tab X
179@item raw PCM unsigned 24 bit big-endian @tab X @tab X
180@item raw PCM unsigned 24 bit little-endian @tab X @tab X
181@item raw PCM unsigned 32 bit big-endian @tab X @tab X
182@item raw PCM unsigned 32 bit little-endian @tab X @tab X
183@item raw PCM floating-point 32 bit big-endian @tab X @tab X
184@item raw PCM floating-point 32 bit little-endian @tab X @tab X
185@item raw PCM floating-point 64 bit big-endian @tab X @tab X
186@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 187@item RDT @tab @tab X
913c3e2c 188@item REDCODE R3D @tab @tab X
7eb68edb 189 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 190@item RealMedia @tab X @tab X
39271be4 191@item Redirector @tab @tab X
913c3e2c 192@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 193@item RL2 @tab @tab X
d698c5d3 194 @tab Audio and video format used in some games by Entertainment Software Partners.
39271be4
DB
195@item RPL/ARMovie @tab @tab X
196@item RTP @tab @tab X
197@item RTSP @tab @tab X
198@item SDP @tab @tab X
c6b2dc34 199@item Sega FILM/CPK @tab @tab X
d698c5d3 200 @tab Used in many Sega Saturn console games.
913c3e2c 201@item Sierra SOL @tab @tab X
d698c5d3 202 @tab .sol files used in Sierra Online games.
c6b2dc34 203@item Sierra VMD @tab @tab X
d698c5d3 204 @tab Used in Sierra CD-ROM games.
c6b2dc34 205@item Smacker @tab @tab X
d698c5d3 206 @tab Multimedia format used by many games.
913c3e2c
DB
207@item Sony OpenMG (OMA) @tab @tab X
208 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
209@item Sony PlayStation STR @tab @tab X
64c2f20a 210@item SUN AU format @tab X @tab X
c6b2dc34 211@item THP @tab @tab X
d698c5d3 212 @tab Used on the Nintendo GameCube.
913c3e2c
DB
213@item Tiertex Limited SEQ @tab @tab X
214 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
39271be4
DB
215@item True Audio @tab @tab X
216@item VC-1 test bitstream @tab X @tab X
c6b2dc34 217@item WAV @tab X @tab X
39271be4 218@item WavPack @tab @tab X
913c3e2c 219@item Wing Commander III movie @tab @tab X
d698c5d3 220 @tab Multimedia format used in Origin's Wing Commander III computer game.
913c3e2c
DB
221@item Westwood Studios audio @tab @tab X
222 @tab Multimedia format used in Westwood Studios games.
223@item Westwood Studios VQA @tab @tab X
224 @tab Multimedia format used in Westwood Studios games.
39271be4 225@item YUV4MPEG pipe @tab X @tab X
d0e1cd3d
DB
226@end multitable
227
228@code{X} means that encoding (resp. decoding) is supported.
229
230@section Image Formats
231
232FFmpeg can read and write images for each frame of a video sequence. The
233following image formats are supported:
234
235@multitable @columnfractions .4 .1 .1 .4
b3de4544 236@item Name @tab Encoding @tab Decoding @tab Comments
9db80acb
DV
237@item .Y.U.V @tab X @tab X
238 @tab one raw file per component
239@item animated GIF @tab X @tab X
240 @tab Only uncompressed GIFs are generated.
f2937cc6
DV
241@item BMP @tab X @tab X
242 @tab Microsoft BMP image
9db80acb
DV
243@item JPEG @tab X @tab X
244 @tab Progressive JPEG is not supported.
245@item JPEG 2000 @tab @tab E
246 @tab decoding supported through external library libopenjpeg
f2937cc6
DV
247@item JPEG-LS @tab X @tab X
248@item LJPEG @tab X @tab
249 @tab Lossless JPEG
ddea12a6 250@item PAM @tab X @tab X
9db80acb 251 @tab PAM is a PNM extension with alpha support.
ddea12a6 252@item PBM @tab X @tab X
f2937cc6 253 @tab Portable BitMap image
effcedf7 254@item PCX @tab X @tab X
9db80acb 255 @tab PC Paintbrush
ddea12a6 256@item PGM @tab X @tab X
314511ab 257 @tab Portable GrayMap image
ddea12a6 258@item PGMYUV @tab X @tab X
9db80acb
DV
259 @tab PGM with U and V components in YUV 4:2:0
260@item PNG @tab X @tab X
261 @tab 2/4 bpp not supported yet
ddea12a6 262@item PPM @tab X @tab X
314511ab 263 @tab Portable PixelMap image
9db80acb
DV
264@item PTX @tab @tab X
265 @tab V.Flash PTX format
9db80acb
DV
266@item SGI @tab X @tab X
267 @tab SGI RGB image format
a1c5b6ec
JR
268@item Sun Rasterfile @tab @tab X
269 @tab Sun RAS image format
9db80acb
DV
270@item TIFF @tab X @tab X
271 @tab YUV, JPEG and some extension is not supported yet.
a1c5b6ec
JR
272@item Truevision Targa @tab X @tab X
273 @tab Targa (.TGA) image format
d0e1cd3d
DB
274@end multitable
275
276@code{X} means that encoding (resp. decoding) is supported.
277
9a77d59a
JM
278@code{E} means that support is provided through an external library.
279
d0e1cd3d
DB
280@section Video Codecs
281
282@multitable @columnfractions .4 .1 .1 .4
b3de4544 283@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 284@item 4X Movie @tab @tab X
d698c5d3 285 @tab Used in certain computer games.
9510f59a
DB
286@item 8SVX exponential @tab @tab X
287@item 8SVX fibonacci @tab @tab X
913c3e2c 288@item American Laser Games MM @tab @tab X
d698c5d3 289 @tab Used in games like Mad Dog McCree.
a1c5b6ec 290@item AMV Video @tab @tab X
d698c5d3 291 @tab Used in Chinese MP3 players.
d66d8b83
DB
292@item Apple MJPEG-B @tab @tab X
293@item Apple QuickDraw @tab @tab X
d698c5d3 294 @tab fourcc: qdrw
d66d8b83 295@item Asus v1 @tab X @tab X
d698c5d3 296 @tab fourcc: ASV1
d66d8b83 297@item Asus v2 @tab X @tab X
d698c5d3 298 @tab fourcc: ASV2
d66d8b83 299@item ATI VCR1 @tab @tab X
d698c5d3 300 @tab fourcc: VCR1
d66d8b83 301@item ATI VCR2 @tab @tab X
d698c5d3 302 @tab fourcc: VCR2
dd2d651d 303@item Autodesk Animator Flic video @tab @tab X
d66d8b83 304@item Autodesk RLE @tab @tab X
d698c5d3 305 @tab fourcc: AASC
9510f59a 306@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 307 @tab Video encoding used by the Creature Shock game.
68dddf53 308@item Beam Software VB @tab @tab X
9510f59a 309@item Bethesda VID video @tab @tab X
d698c5d3 310 @tab Used in some games from Bethesda Softworks.
9510f59a
DB
311@item Brute Force & Ignorance @tab @tab X
312 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 313@item C93 video @tab @tab X
d698c5d3 314 @tab Codec used in Cyberia game.
d66d8b83 315@item CamStudio @tab @tab X
d698c5d3 316 @tab fourcc: CSCD
9510f59a
DB
317@item Chinese AVS video @tab @tab X
318 @tab AVS1-P2, JiZhun profile
319@item Delphine Software International CIN video @tab @tab X
320 @tab Codec used in Delphine Software International games.
d66d8b83
DB
321@item Cinepak @tab @tab X
322@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 323 @tab fourcc: CLJR
9510f59a 324@item Creative YUV (CYUV) @tab @tab X
82ced5a9 325@item Dirac @tab E @tab E
360f980b 326 @tab supported through external libdirac/libschroedinger libraries
9510f59a
DB
327@item DNxHD @tab X @tab X
328 @tab aka SMPTE VC3
68dddf53 329@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 330 @tab fourcc: DUCK
68dddf53 331@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 332 @tab fourcc: TM20
9510f59a
DB
333@item DV (Digital Video) @tab X @tab X
334@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 335 @tab Codec originally used in Feeble Files game.
9510f59a 336@item Electronic Arts CMV video @tab @tab X
d698c5d3 337 @tab Used in NHL 95 game.
dd2d651d
DB
338@item Electronic Arts TGV video @tab @tab X
339@item Electronic Arts TGQ video @tab @tab X
340@item Electronic Arts TQI video @tab @tab X
341@item Escape 124 @tab @tab X
342@item FFmpeg codec #1 @tab X @tab X
d698c5d3 343 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 344@item Flash Screen Video v1 @tab X @tab X
d698c5d3 345 @tab fourcc: FSV1
dd2d651d 346@item Flash Video (FLV) @tab X @tab X
d698c5d3 347 @tab Sorenson H.263 used in Flash
dd2d651d 348@item Fraps @tab @tab X
d66d8b83 349@item H.261 @tab X @tab X
dd2d651d
DB
350@item H.263 / H.263-1996 @tab X @tab X
351@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
352@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 353 @tab encoding supported through external library libx264
dd2d651d 354@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 355@item HuffYUV @tab X @tab X
dd2d651d 356@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 357@item IBM Ultimotion @tab @tab X
d698c5d3 358 @tab fourcc: ULTI
bac4c85c 359@item id Cinematic video @tab @tab X
d698c5d3 360 @tab Used in Quake II.
a1c5b6ec 361@item id RoQ video @tab X @tab X
d698c5d3 362 @tab Used in Quake III, Jedi Knight 2, other computer games.
dd2d651d
DB
363@item Intel H.263 @tab @tab X
364@item Intel Indeo 2 @tab @tab X
d66d8b83 365@item Intel Indeo 3 @tab @tab X
dd2d651d 366@item Interplay C93 @tab @tab X
9510f59a 367 @tab Used in the game Cyberia from Interplay.
dd2d651d 368@item Interplay MVE video @tab @tab X
d698c5d3 369 @tab Used in Interplay .MVE files.
dd2d651d 370@item Karl Morton's video codec @tab @tab X
d698c5d3 371 @tab Codec used in Worms games.
dd2d651d
DB
372@item LCL (LossLess Codec Library) MSZH @tab @tab X
373@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
d66d8b83
DB
374@item LOCO @tab @tab X
375@item lossless MJPEG @tab X @tab X
376@item Microsoft RLE @tab @tab X
dd2d651d 377@item Microsoft Video 1 @tab @tab X
d66d8b83 378@item Mimic @tab @tab X
d698c5d3 379 @tab Used in MSN Messenger Webcam streams.
d66d8b83 380@item Miro VideoXL @tab @tab X
d698c5d3 381 @tab fourcc: VIXL
eacf8613 382@item MJPEG (Motion JPEG) @tab X @tab X
dd2d651d
DB
383@item Motion Pixels video @tab @tab X
384@item MPEG-1 video @tab X @tab X
385@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
386@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
387@item MPEG-2 video @tab X @tab X
388@item MPEG-4 part 2 @tab X @tab X
389 @ libxvidcore can be used alternatively for encoding.
390@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
391@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
392@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 393@item Nintendo Gamecube THP video @tab @tab X
641992de
DB
394@item NuppelVideo/RTjpeg @tab @tab X
395 @tab Video encoding used in NuppelVideo files.
d66d8b83 396@item On2 VP3 @tab @tab X
d698c5d3 397 @tab still experimental
d66d8b83 398@item On2 VP5 @tab @tab X
d698c5d3 399 @tab fourcc: VP50
d66d8b83 400@item On2 VP6 @tab @tab X
d698c5d3 401 @tab fourcc: VP60,VP61,VP62
d66d8b83 402@item planar RGB @tab @tab X
d698c5d3 403 @tab fourcc: 8BPS
a1c5b6ec 404@item Q-team QPEG @tab @tab X
d698c5d3 405 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 406@item QuickTime 8BPS video @tab @tab X
a1c5b6ec
JR
407@item QuickTime Animation (RLE) video @tab X @tab X
408 @tab fourcc: 'rle '
409@item QuickTime Graphics (SMC) @tab @tab X
410 @tab fourcc: 'smc '
411@item QuickTime video (RPZA) @tab @tab X
412 @tab fourcc: rpza
413@item Raw Video @tab X @tab X
d0e1cd3d
DB
414@item RealVideo 1.0 @tab X @tab X
415@item RealVideo 2.0 @tab X @tab X
6beb8b26
KS
416@item RealVideo 3.0 @tab @tab X
417 @tab still far from ideal
11c0f9ec 418@item RealVideo 4.0 @tab @tab X
68dddf53 419@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 420 @tab Texture dictionaries used by the Renderware Engine.
a1c5b6ec
JR
421@item RL2 video @tab @tab X
422 @tab used in some games by Entertainment Software Partners
68dddf53
JR
423@item Sierra VMD video @tab @tab X
424 @tab Used in Sierra VMD files.
bac4c85c 425@item Smacker video @tab @tab X
d698c5d3 426 @tab Video encoding used in Smacker.
68dddf53 427@item SMPTE VC-1 @tab @tab X
d66d8b83 428@item Snow @tab X @tab X
d698c5d3 429 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 430@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 431@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 432 @tab fourcc: SVQ1
a1c5b6ec 433@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 434 @tab fourcc: SVQ3
a1c5b6ec 435@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 436 @tab fourcc: SP5X
68dddf53 437@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 438 @tab fourcc: TSCC
82ced5a9 439@item Theora @tab E @tab X
360f980b 440 @tab encoding supported through external library libtheora
a1c5b6ec 441@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 442 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 443@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 444 @tab Codec used in videos captured by VMware.
eacf8613 445@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 446@item Windows Media Video 7 @tab X @tab X
eacf8613 447@item Windows Media Video 8 @tab X @tab X
68dddf53
JR
448@item Windows Media Video 9 @tab @tab X
449 @tab not completely working
eacf8613
JR
450@item Wing Commander III / Xan @tab @tab X
451 @tab Used in Wing Commander III .MVE files.
d66d8b83
DB
452@item Winnov WNV1 @tab @tab X
453@item WMV7 @tab X @tab X
39271be4 454@item YAMAHA SMAF @tab X @tab X
d66d8b83 455@item ZLIB @tab X @tab X
d698c5d3 456 @tab part of LCL, encoder experimental
eacf8613 457@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 458 @tab Encoder works only in PAL8.
d0e1cd3d
DB
459@end multitable
460
461@code{X} means that encoding (resp. decoding) is supported.
462
82ced5a9
DB
463@code{E} means that support is provided through an external library.
464
d0e1cd3d
DB
465@section Audio Codecs
466
485ec4f1 467@multitable @columnfractions .4 .1 .1 .4
b3de4544 468@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 469@item 8SVX audio @tab @tab X
82ced5a9 470@item AAC @tab E @tab X
360f980b 471 @tab encoding supported through external library libfaac
c76d1bb2 472@item AC-3 @tab IX @tab X
fd75cedd
DB
473@item ADPCM 4X Movie @tab @tab X
474@item ADPCM CDROM XA @tab @tab X
475@item ADPCM Creative Technology @tab @tab X
476 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
477@item ADPCM Electronic Arts @tab @tab X
478 @tab Used in various EA titles.
479@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
480 @tab Used in Sim City 3000.
481@item ADPCM Electronic Arts R1 @tab @tab X
482@item ADPCM Electronic Arts R2 @tab @tab X
483@item ADPCM Electronic Arts R3 @tab @tab X
484@item ADPCM Electronic Arts XAS @tab @tab X
485@item ADPCM G.726 @tab X @tab X
486@item ADPCM IMA AMV @tab @tab X
487 @tab Used in AMV files
488@item ADPCM IMA Electronic Arts EACS @tab @tab X
489@item ADPCM IMA Electronic Arts SEAD @tab @tab X
490@item ADPCM IMA Funcom @tab @tab X
491@item ADPCM IMA QuickTime @tab X @tab X
492@item ADPCM IMA Loki SDL MJPEG @tab @tab X
493@item ADPCM IMA WAV @tab X @tab X
494@item ADPCM IMA Westwood @tab @tab X
495@item ADPCM ISS IMA @tab @tab X
496 @tab Used in FunCom games.
497@item ADPCM IMA Duck DK3 @tab @tab X
498 @tab Used in some Sega Saturn console games.
499@item ADPCM IMA Duck DK4 @tab @tab X
500 @tab Used in some Sega Saturn console games.
501@item ADPCM Microsoft @tab X @tab X
502@item ADPCM MS IMA @tab X @tab X
503@item ADPCM Nintendo Gamecube THP @tab @tab X
504@item ADPCM QT IMA @tab X @tab X
505@item ADPCM SEGA CRI ADX @tab X @tab X
506 @tab Used in Sega Dreamcast games.
507@item ADPCM Shockwave Flash @tab X @tab X
508@item ADPCM SMJPEG IMA @tab @tab X
509 @tab Used in certain Loki game ports.
510@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
511@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
512@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
513@item ADPCM Westwood Studios IMA @tab @tab X
514 @tab Used in Westwood Studios games like Command and Conquer.
515@item ADPCM Yamaha @tab X @tab X
82ced5a9 516@item AMR-NB @tab E @tab E
360f980b 517 @tab supported through external library libamrnb
82ced5a9 518@item AMR-WB @tab E @tab E
360f980b 519 @tab supported through external library libamrwb
833e90dd 520@item Apple lossless audio @tab X @tab X
d698c5d3 521 @tab QuickTime fourcc 'alac'
9510f59a 522@item Atrac 3 @tab @tab X
9510f59a 523@item Delphine Software International CIN audio @tab @tab X
d698c5d3 524 @tab Codec used in Delphine Software International games.
9510f59a
DB
525@item COOK @tab @tab X
526 @tab All versions except 5.1 are supported.
9510f59a 527@item DCA (DTS Coherent Acoustics) @tab @tab X
12dd57fd
DB
528@item DPCM id RoQ @tab X @tab X
529 @tab Used in Quake III, Jedi Knight 2, other computer games.
530@item DPCM Interplay @tab @tab X
531 @tab Used in various Interplay computer games.
532@item DPCM Sierra Online @tab @tab X
533 @tab Used in Sierra Online game audio files.
534@item DPCM Sol @tab @tab X
535@item DPCM Xan @tab @tab X
16d81b27 536@item DSP Group TrueSpeech @tab @tab X
16d81b27 537@item DV audio @tab @tab X
44723c84 538@item Enhanced AC-3 @tab @tab X
dd2d651d 539@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 540@item G.729 @tab @tab X
82ced5a9 541@item GSM @tab E @tab E
3f33271a 542 @tab supported through external library libgsm
dd2d651d 543@item GSM Microsoft variant @tab E @tab E
3f33271a 544 @tab supported through external library libgsm
dd2d651d 545@item IMC (Intel Music Coder) @tab @tab X
dd2d651d
DB
546@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
547@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
9ba4821d
RP
548@item MLP (Meridian Lossless Packing) @tab @tab X
549 @tab Used in DVD-Audio discs.
16d81b27 550@item Monkey's Audio @tab @tab X
d698c5d3 551 @tab Only versions 3.97-3.99 are supported.
dd2d651d
DB
552@item MP1 (MPEG audio layer 1) @tab @tab IX
553@item MP2 (MPEG audio layer 2) @tab IX @tab IX
554@item MP3 (MPEG audio layer 3) @tab E @tab IX
555 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
dd2d651d
DB
556@item Musepack SV7 @tab @tab X
557@item Musepack SV8 @tab @tab X
641992de 558@item Nellymoser Asao @tab X @tab X
641992de
DB
559@item PCM A-law @tab X @tab X
560@item PCM mu-law @tab X @tab X
561@item PCM 16-bit little-endian planar @tab @tab X
562@item PCM 32-bit floating point big-endian @tab X @tab X
563@item PCM 32-bit floating point little-endian @tab X @tab X
564@item PCM 64-bit floating point big-endian @tab X @tab X
565@item PCM 64-bit floating point little-endian @tab X @tab X
566@item PCM D-Cinema audio signed 24-bit @tab X @tab X
567@item PCM signed 8-bit @tab X @tab X
568@item PCM signed 16-bit big-endian @tab X @tab X
569@item PCM signed 16-bit little-endian @tab X @tab X
570@item PCM signed 24-bit big-endian @tab X @tab X
571@item PCM signed 24-bit little-endian @tab X @tab X
572@item PCM signed 32-bit big-endian @tab X @tab X
573@item PCM signed 32-bit little-endian @tab X @tab X
574@item PCM unsigned 8-bit @tab X @tab X
575@item PCM unsigned 16-bit big-endian @tab X @tab X
576@item PCM unsigned 16-bit little-endian @tab X @tab X
577@item PCM unsigned 24-bit big-endian @tab X @tab X
578@item PCM unsigned 24-bit little-endian @tab X @tab X
579@item PCM unsigned 32-bit big-endian @tab X @tab X
580@item PCM unsigned 32-bit little-endian @tab X @tab X
581@item PCM Zork @tab X @tab X
73b458e3 582@item QCELP / PureVoice @tab @tab X
a1c5b6ec 583@item QDesign Music Codec 2 @tab @tab X
d698c5d3 584 @tab There are still some distortions.
a1c5b6ec 585@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 586 @tab Real 14400 bit/s codec
a1c5b6ec 587@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 588 @tab Real 28800 bit/s codec
a1c5b6ec 589@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 590 @tab Real low bitrate AC-3 codec
bac4c85c 591@item Shorten @tab @tab X
68dddf53
JR
592@item Sierra VMD audio @tab @tab X
593 @tab Used in Sierra VMD files.
bac4c85c 594@item Smacker audio @tab @tab X
e6fa1ca5
JR
595@item Sonic @tab X @tab X
596 @tab experimental codec
597@item Sonic lossless @tab X @tab X
598 @tab experimental codec
82ced5a9 599@item Speex @tab @tab E
360f980b 600 @tab supported through external library libspeex
16d81b27 601@item True Audio (TTA) @tab @tab X
9ba4821d
RP
602@item TrueHD @tab @tab X
603 @tab Used in HD-DVD and Blu-Ray discs.
dd2d651d
DB
604@item Vorbis @tab E @tab X
605 @ A native but very primitive encoder exists.
bac4c85c 606@item WavPack @tab @tab X
eacf8613
JR
607@item Westwood Audio (SND1) @tab @tab X
608@item Windows Media Audio 1 @tab X @tab X
609@item Windows Media Audio 2 @tab X @tab X
d698c5d3 610 @tab Used in Origin's Wing Commander IV AVI files.
d0e1cd3d
DB
611@end multitable
612
613@code{X} means that encoding (resp. decoding) is supported.
614
82ced5a9
DB
615@code{E} means that support is provided through an external library.
616
d0e1cd3d
DB
617@code{I} means that an integer-only version is available, too (ensures high
618performance on systems without hardware floating point support).
619
bd3151f2
DB
620@section Subtitle Formats
621
000bbebb 622@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 623@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 624@item SSA/ASS @tab X @tab X
9afc2917
DB
625@item DVB @tab X @tab X @tab X @tab X
626@item DVD @tab X @tab X @tab X @tab X
627@item XSUB @tab @tab @tab @tab X
bd3151f2
DB
628@end multitable
629
630@code{X} means that the feature is supported.
631
fbd52050
DB
632@section Network Protocols
633
000bbebb 634@multitable @columnfractions .4 .1
fbd52050
DB
635@item Name @tab Support
636@item file @tab X
637@item Gopher @tab X
638@item HTTP @tab X
639@item pipe @tab X
640@item RTP @tab X
641@item TCP @tab X
642@item UDP @tab X
643@end multitable
644
645@code{X} means that the protocol is supported.
646
647
fa3f2a35
DB
648@section Input/Output Devices
649
650@multitable @columnfractions .4 .1 .1
651@item Name @tab Input @tab Output
652@item ALSA @tab X @tab X
653@item BEOS audio @tab X @tab X
654@item BKTR @tab X @tab
655@item DV1394 @tab X @tab
80ff8a16 656@item JACK @tab X @tab
fa3f2a35
DB
657@item LIBDC1394 @tab X @tab
658@item OSS @tab X @tab X
659@item Video4Linux @tab X @tab
660@item Video4Linux2 @tab X @tab
661@item VfW capture @tab X @tab
662@item X11 grabbing @tab X @tab
663@end multitable
664
23869b4a 665@code{X} means that input/output is supported.
fa3f2a35
DB
666
667
d0e1cd3d
DB
668@chapter Platform Specific information
669
670@section BSD
671
672BSD make will not build FFmpeg, you need to install and use GNU Make
673(@file{gmake}).
674
675@section Windows
676
46a845d0 677To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 678the FFmpeg Windows Help Forum at
ab5ce4ae 679@url{http://ffmpeg.arrozcru.org/}.
d0e1cd3d
DB
680
681@subsection Native Windows compilation
682
c1989552 683FFmpeg can be built to run natively on Windows using the MinGW tools. Install
126cadc7
RP
684the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
685You can find detailed installation
d0e1cd3d
DB
686instructions in the download section and the FAQ.
687
126cadc7
RP
688FFmpeg does not build out-of-the-box with the packages the automated MinGW
689installer provides. It also requires coreutils to be installed and many other
690packages updated to the latest version. The minimum version for some packages
691are listed below:
692
693@itemize
694@item bash 3.1
695@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 696@item w32api 3.13
126cadc7
RP
697@item mingw-runtime 3.15
698@end itemize
699
44be8d42 700FFmpeg automatically passes @code{-fno-common} to the compiler to work around
0f898714
DB
701a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
702
c1989552 703Within the MSYS shell, configure and make with:
d0e1cd3d 704
c1989552 705@example
0f898714 706./configure --enable-memalign-hack --extra-cflags=-fno-common
c1989552
RP
707make
708make install
709@end example
d0e1cd3d 710
c1989552
RP
711This will install @file{ffmpeg.exe} along with many other development files
712to @file{/usr/local}. You may specify another install path using the
713@code{--prefix} option in @file{configure}.
d0e1cd3d 714
c1989552 715Notes:
d0e1cd3d 716
c1989552 717@itemize
d0e1cd3d 718
c1989552
RP
719@item In order to compile FFplay, you must have the MinGW development library
720of SDL. Get it from @url{http://www.libsdl.org}.
721Edit the @file{bin/sdl-config} script so that it points to the correct prefix
722where SDL was installed. Verify that @file{sdl-config} can be launched from
723the MSYS command line.
d0e1cd3d 724
d0e1cd3d 725@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 726you can build libavutil, libavcodec and libavformat as DLLs.
d0e1cd3d
DB
727
728@end itemize
729
c1989552 730@subsection Microsoft Visual C++ compatibility
d0e1cd3d 731
c1989552
RP
732As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
733want to use the libav* libraries in your own applications, you can still
734compile those applications using MSVC++. But the libav* libraries you link
735to @emph{must} be built with MinGW. However, you will not be able to debug
736inside the libav* libraries, since MSVC++ does not recognize the debug
737symbols generated by GCC.
738We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 739
c1989552
RP
740This description of how to use the FFmpeg libraries with MSVC++ is based on
741Microsoft Visual C++ 2005 Express Edition. If you have a different version,
742you might have to modify the procedures slightly.
d0e1cd3d 743
c1989552 744@subsubsection Using static libraries
d0e1cd3d 745
c1989552 746Assuming you have just built and installed FFmpeg in @file{/usr/local}.
d0e1cd3d
DB
747
748@enumerate
749
750@item Create a new console application ("File / New / Project") and then
751select "Win32 Console Application". On the appropriate page of the
752Application Wizard, uncheck the "Precompiled headers" option.
753
754@item Write the source code for your application, or, for testing, just
755copy the code from an existing sample application into the source file
c1989552 756that MSVC++ has already created for you. For example, you can copy
d95a0c67 757@file{libavformat/output-example.c} from the FFmpeg distribution.
d0e1cd3d
DB
758
759@item Open the "Project / Properties" dialog box. In the "Configuration"
760combo box, select "All Configurations" so that the changes you make will
761affect both debug and release builds. In the tree view on the left hand
762side, select "C/C++ / General", then edit the "Additional Include
c1989552
RP
763Directories" setting to contain the path where the FFmpeg includes were
764installed (i.e. @file{c:\msys\1.0\local\include}).
f010d377
RP
765Do not add MinGW's include directory here, or the include files will
766conflict with MSVC's.
c1989552
RP
767
768@item Still in the "Project / Properties" dialog box, select
769"Linker / General" from the tree view and edit the
770"Additional Library Directories" setting to contain the @file{lib}
771directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
772the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
773and the directory where MinGW's GCC libs are installed
774(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
775"Linker / Input" from the tree view, and add the files @file{libavformat.a},
776@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
777@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
778to the end of "Additional Dependencies".
d0e1cd3d
DB
779
780@item Now, select "C/C++ / Code Generation" from the tree view. Select
781"Debug" in the "Configuration" combo box. Make sure that "Runtime
782Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
783the "Configuration" combo box and make sure that "Runtime Library" is
784set to "Multi-threaded DLL".
785
c1989552
RP
786@item Click "OK" to close the "Project / Properties" dialog box.
787
788@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
789Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
790and install it in MSVC++'s include directory
791(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
792
793@item MSVC++ also does not understand the @code{inline} keyword used by
794FFmpeg, so you must add this line before @code{#include}ing libav*:
795@example
796#define inline _inline
797@end example
798
c1989552
RP
799@item Build your application, everything should work.
800
801@end enumerate
802
803@subsubsection Using shared libraries
804
805This is how to create DLL and LIB files that are compatible with MSVC++:
806
807@enumerate
808
809@item Add a call to @file{vcvars32.bat} (which sets up the environment
810variables for the Visual C++ tools) as the first line of @file{msys.bat}.
811The standard location for @file{vcvars32.bat} is
812@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
813and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
814If this corresponds to your setup, add the following line as the first line
815of @file{msys.bat}:
816
817@example
818call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
819@end example
820
821Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
822and run @file{c:\msys\1.0\msys.bat} from there.
823
824@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
825from @file{Microsoft (R) Library Manager}, this means your environment
826variables are set up correctly, the @file{Microsoft (R) Library Manager}
827is on the path and will be used by FFmpeg to create
828MSVC++-compatible import libraries.
829
830@item Build FFmpeg with
831
832@example
833./configure --enable-shared --enable-memalign-hack
834make
835make install
836@end example
837
838Your install path (@file{/usr/local/} by default) should now have the
839necessary DLL and LIB files under the @file{bin} directory.
d0e1cd3d
DB
840
841@end enumerate
842
c1989552
RP
843To use those files with MSVC++, do the same as you would do with
844the static libraries, as described above. But in Step 4,
845you should only need to add the directory where the LIB files are installed
846(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
847installed in the @file{bin} directory. And instead of adding @file{libxx.a}
848files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
849@file{avutil.lib}. There should be no need for @file{libmingwex.a},
850@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
851statically linked into the DLLs. The @file{bin} directory contains a bunch
852of DLL files, but the ones that are actually used to run your application
853are the ones with a major version number in their filenames
854(i.e. @file{avcodec-51.dll}).
855
d0e1cd3d
DB
856@subsection Cross compilation for Windows with Linux
857
858You must use the MinGW cross compilation tools available at
859@url{http://www.mingw.org/}.
860
861Then configure FFmpeg with the following options:
862@example
863./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
864@end example
865(you can change the cross-prefix according to the prefix chosen for the
866MinGW tools).
867
868Then you can easily test FFmpeg with Wine
869(@url{http://www.winehq.com/}).
870
871@subsection Compilation under Cygwin
872
8484503e
VP
873The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
874does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
875or leverage the implementation in MinGW (as explained below).
d0e1cd3d
DB
876
877Just install your Cygwin with all the "Base" packages, plus the
878following "Devel" ones:
879@example
f496ab12 880binutils, gcc-core, make, subversion, mingw-runtime, diffutils
d0e1cd3d
DB
881@end example
882
666a1b34
VP
883The experimental gcc4 package is still buggy, hence please
884use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
885
8484503e
VP
886Install the current binutils-20080624-2 as they work fine (the old
887binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 888
29c3d42b
VP
889Then create a small library that just contains llrint():
890
891@example
892ar x /usr/lib/mingw/libmingwex.a llrint.o
893ar cq /usr/local/lib/libllrint.a llrint.o
894@end example
895
d0e1cd3d
DB
896Then run
897
898@example
29c3d42b 899./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
900@end example
901
902to make a static build or
903
904@example
29c3d42b 905./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
906@end example
907
908to build shared libraries.
909
910If you want to build FFmpeg with additional libraries, download Cygwin
5dd9799d
VP
911"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
912@example
913libogg-devel, libvorbis-devel
914@end example
915
916These library packages are only available from Cygwin Ports
be8497b0 917(@url{http://sourceware.org/cygwinports/}) :
5dd9799d
VP
918
919@example
920yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
921libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
922libxvidcore-devel
923@end example
924
925The recommendation for libnut and x264 is to build them from source by
926yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 927
cdf51395
VP
928Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
929of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
930
d0e1cd3d
DB
931@subsection Crosscompilation for Windows under Cygwin
932
933With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
934
935Just install your Cygwin as explained before, plus these additional
936"Devel" packages:
937@example
938gcc-mingw-core, mingw-runtime, mingw-zlib
939@end example
940
941and add some special flags to your configure invocation.
942
943For a static build run
944@example
945./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
946@end example
947
948and for a build with shared libraries
949@example
950./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
951@end example
952
953@section BeOS
954
5f757b85 955BeOS support is broken in mysterious ways.
d0e1cd3d 956
25b92a79
DY
957@section OS/2
958
959For information about compiling FFmpeg on OS/2 see
960@url{http://www.edm2.com/index.php/FFmpeg}.
961
d0e1cd3d
DB
962@chapter Developers Guide
963
964@section API
965@itemize @bullet
966@item libavcodec is the library containing the codecs (both encoding and
967decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
968
969@item libavformat is the library containing the file format handling (mux and
970demux code for several formats). Look at @file{ffplay.c} to use it in a
d95a0c67
DB
971player. See @file{libavformat/output-example.c} to use it to generate
972audio or video streams.
d0e1cd3d
DB
973
974@end itemize
975
976@section Integrating libavcodec or libavformat in your program
977
978You can integrate all the source code of the libraries to link them
979statically to avoid any version problem. All you need is to provide a
980'config.mak' and a 'config.h' in the parent directory. See the defines
981generated by ./configure to understand what is needed.
982
983You can use libavcodec or libavformat in your commercial program, but
984@emph{any patch you make must be published}. The best way to proceed is
985to send your patches to the FFmpeg mailing list.
986
987@node Coding Rules
988@section Coding Rules
989
990FFmpeg is programmed in the ISO C90 language with a few additional
991features from ISO C99, namely:
992@itemize @bullet
993@item
994the @samp{inline} keyword;
995@item
996@samp{//} comments;
997@item
998designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
999@item
1000compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1001@end itemize
1002
1003These features are supported by all compilers we care about, so we will not
1004accept patches to remove their use unless they absolutely do not impair
1005clarity and performance.
1006
1007All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1008compiles with several other compilers, such as the Compaq ccc compiler
1009or Sun Studio 9, and we would like to keep it that way unless it would
1010be exceedingly involved. To ensure compatibility, please do not use any
1011additional C99 features or GCC extensions. Especially watch out for:
1012@itemize @bullet
1013@item
1014mixing statements and declarations;
1015@item
1016@samp{long long} (use @samp{int64_t} instead);
1017@item
1018@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1019@item
1020GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1021@end itemize
1022
1023Indent size is 4.
1024The presentation is the one specified by 'indent -i4 -kr -nut'.
1025The TAB character is forbidden outside of Makefiles as is any
1026form of trailing whitespace. Commits containing either will be
1027rejected by the Subversion repository.
1028
1029The main priority in FFmpeg is simplicity and small code size in order to
1030minimize the bug count.
1031
1032Comments: Use the JavaDoc/Doxygen
1033format (see examples below) so that code documentation
1034can be generated automatically. All nontrivial functions should have a comment
1035above them explaining what the function does, even if it is just one sentence.
1036All structures and their member variables should be documented, too.
1037@example
1038/**
1039 * @@file mpeg.c
1040 * MPEG codec.
1041 * @@author ...
1042 */
1043
1044/**
1045 * Summary sentence.
1046 * more text ...
1047 * ...
1048 */
1049typedef struct Foobar@{
1050 int var1; /**< var1 description */
1051 int var2; ///< var2 description
1052 /** var3 description */
1053 int var3;
1054@} Foobar;
1055
1056/**
1057 * Summary sentence.
1058 * more text ...
1059 * ...
1060 * @@param my_parameter description of my_parameter
1061 * @@return return value description
1062 */
1063int myfunc(int my_parameter)
1064...
1065@end example
1066
1067fprintf and printf are forbidden in libavformat and libavcodec,
1068please use av_log() instead.
1069
1070Casts should be used only when necessary. Unneeded parentheses
1071should also be avoided if they don't make the code easier to understand.
1072
1073@section Development Policy
1074
1075@enumerate
1076@item
1077 Contributions should be licensed under the LGPL 2.1, including an
1078 "or any later version" clause, or the MIT license. GPL 2 including
1079 an "or any later version" clause is also acceptable, but LGPL is
1080 preferred.
1081@item
1082 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1083 enabled code which breaks compilation or compiles but does not work or
1084 breaks the regression tests)
1085 You can commit unfinished stuff (for testing etc), but it must be disabled
1086 (#ifdef etc) by default so it does not interfere with other developers'
1087 work.
1088@item
1089 You do not have to over-test things. If it works for you, and you think it
1090 should work for others, then commit. If your code has problems
1091 (portability, triggers compiler bugs, unusual environment etc) they will be
1092 reported and eventually fixed.
1093@item
1094 Do not commit unrelated changes together, split them into self-contained
1095 pieces. Also do not forget that if part B depends on part A, but A does not
1096 depend on B, then A can and should be committed first and separate from B.
1097 Keeping changes well split into self-contained parts makes reviewing and
1098 understanding them on the commit log mailing list easier. This also helps
1099 in case of debugging later on.
1100 Also if you have doubts about splitting or not splitting, do not hesitate to
1101 ask/discuss it on the developer mailing list.
1102@item
1103 Do not change behavior of the program (renaming options etc) without
1104 first discussing it on the ffmpeg-devel mailing list. Do not remove
1105 functionality from the code. Just improve!
1106
1107 Note: Redundant code can be removed.
1108@item
1109 Do not commit changes to the build system (Makefiles, configure script)
1110 which change behavior, defaults etc, without asking first. The same
1111 applies to compiler warning fixes, trivial looking fixes and to code
1112 maintained by other developers. We usually have a reason for doing things
1113 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1114 list, and if the code maintainers say OK, you may commit. This does not
1115 apply to files you wrote and/or maintain.
1116@item
1117 We refuse source indentation and other cosmetic changes if they are mixed
1118 with functional changes, such commits will be rejected and removed. Every
1119 developer has his own indentation style, you should not change it. Of course
1120 if you (re)write something, you can use your own style, even though we would
1121 prefer if the indentation throughout FFmpeg was consistent (Many projects
1122 force a given indentation style - we do not.). If you really need to make
1123 indentation changes (try to avoid this), separate them strictly from real
1124 changes.
1125
1126 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1127 then either do NOT change the indentation of the inner part within (do not
1128 move it to the right)! or do so in a separate commit
1129@item
1130 Always fill out the commit log message. Describe in a few lines what you
1131 changed and why. You can refer to mailing list postings if you fix a
1132 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1133@item
1134 If you apply a patch by someone else, include the name and email address in
1135 the log message. Since the ffmpeg-cvslog mailing list is publicly
1136 archived you should add some SPAM protection to the email address. Send an
1137 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1138 you applied the patch.
1139@item
1140 When applying patches that have been discussed (at length) on the mailing
1141 list, reference the thread in the log message.
1142@item
1143 Do NOT commit to code actively maintained by others without permission.
1144 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1145 timeframe (12h for build failures and security fixes, 3 days small changes,
1146 1 week for big patches) then commit your patch if you think it is OK.
1147 Also note, the maintainer can simply ask for more time to review!
1148@item
1149 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1150 are sent there and reviewed by all the other developers. Bugs and possible
1151 improvements or general questions regarding commits are discussed there. We
1152 expect you to react if problems with your code are uncovered.
1153@item
1154 Update the documentation if you change behavior or add features. If you are
1155 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1156 maintainer(s) will review and commit your stuff.
1157@item
1158 Try to keep important discussions and requests (also) on the public
1159 developer mailing list, so that all developers can benefit from them.
1160@item
1161 Never write to unallocated memory, never write over the end of arrays,
1162 always check values read from some untrusted source before using them
1163 as array index or other risky things.
1164@item
1165 Remember to check if you need to bump versions for the specific libav
1166 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1167 to change the version integer.
d0e1cd3d
DB
1168 Incrementing the first component means no backward compatibility to
1169 previous versions (e.g. removal of a function from the public API).
1170 Incrementing the second component means backward compatible change
b98052d5
PR
1171 (e.g. addition of a function to the public API or extension of an
1172 existing data structure).
d0e1cd3d
DB
1173 Incrementing the third component means a noteworthy binary compatible
1174 change (e.g. encoder bug fix that matters for the decoder).
1175@item
53407b64 1176 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1177 warning always points to correct and clean code, that warning should
1178 be disabled, not the code changed.
1179 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1180 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1181 be changed to not generate a warning unless that causes a slowdown
1182 or obfuscates the code.
d0e1cd3d
DB
1183@item
1184 If you add a new file, give it a proper license header. Do not copy and
1185 paste it from a random place, use an existing file as template.
1186@end enumerate
1187
1188We think our rules are not too hard. If you have comments, contact us.
1189
1190Note, these rules are mostly borrowed from the MPlayer project.
1191
1192@section Submitting patches
1193
1194First, (@pxref{Coding Rules}) above if you did not yet.
1195
1196When you submit your patch, try to send a unified diff (diff '-up'
1197option). We cannot read other diffs :-)
1198
1199Also please do not submit a patch which contains several unrelated changes.
1200Split it into separate, self-contained pieces. This does not mean splitting
1201file by file. Instead, make the patch as small as possible while still
1202keeping it as a logical unit that contains an individual change, even
1203if it spans multiple files. This makes reviewing your patches much easier
1204for us and greatly increases your chances of getting your patch applied.
1205
1206Run the regression tests before submitting a patch so that you can
1207verify that there are no big problems.
1208
1209Patches should be posted as base64 encoded attachments (or any other
1210encoding which ensures that the patch will not be trashed during
1211transmission) to the ffmpeg-devel mailing list, see
1212@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1213
1214It also helps quite a bit if you tell us what the patch does (for example
1215'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1216and has no lrint()')
1217
1218Also please if you send several patches, send each patch as a separate mail,
1219do not attach several unrelated patches to the same mail.
1220
28ce1839
RP
1221@section New codecs or formats checklist
1222
1223@enumerate
1224@item
1225 Did you use av_cold for codec initialization and close functions?
1226@item
1227 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1228 AVInputFormat/AVOutputFormat struct?
1229@item
1230 Did you bump the minor version number in @file{avcodec.h} or
1231 @file{avformat.h}?
1232@item
1233 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1234@item
1235 Did you add the CodecID to @file{avcodec.h}?
1236@item
1237 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1238 even if it is only a decoder?
1239@item
1240 Did you add a rule to compile the appropriate files in the Makefile?
1241 Remember to do this even if you're just adding a format to a file that is
1242 already being compiled by some other rule, like a raw demuxer.
1243@item
1244 Did you add an entry to the table of supported formats or codecs in the
1245 documentation?
1246@item
1247 Did you add an entry in the Changelog?
1248@item
1249 If it depends on a parser or a library, did you add that dependency in
1250 configure?
1251@item
1252 Did you "svn add" the appropriate files before commiting?
1253@end enumerate
1254
d0e1cd3d
DB
1255@section patch submission checklist
1256
1257@enumerate
1258@item
1259 Do the regression tests pass with the patch applied?
1260@item
2cdba8bf
DB
1261 Does @code{make checkheaders} pass with the patch applied?
1262@item
d0e1cd3d
DB
1263 Is the patch a unified diff?
1264@item
1265 Is the patch against latest FFmpeg SVN?
1266@item
1267 Are you subscribed to ffmpeg-dev?
1268 (the list is subscribers only due to spam)
1269@item
1270 Have you checked that the changes are minimal, so that the same cannot be
1271 achieved with a smaller patch and/or simpler final code?
1272@item
1273 If the change is to speed critical code, did you benchmark it?
1274@item
1275 If you did any benchmarks, did you provide them in the mail?
1276@item
1277 Have you checked that the patch does not introduce buffer overflows or
1278 other security issues?
1279@item
63d247ea
DB
1280 Did you test your decoder or demuxer against damaged data? If no, see
1281 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1282 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1283@item
d0e1cd3d
DB
1284 Is the patch created from the root of the source tree, so it can be
1285 applied with @code{patch -p0}?
1286@item
1287 Does the patch not mix functional and cosmetic changes?
1288@item
1289 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1290@item
1291 Is the patch attached to the email you send?
1292@item
1293 Is the mime type of the patch correct? It should be text/x-diff or
1294 text/x-patch or at least text/plain and not application/octet-stream.
1295@item
1296 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1297@item
1298 If the patch fixes a bug, did you provide enough information, including
1299 a sample, so the bug can be reproduced and the fix can be verified?
1300 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1301 URL, you can upload to ftp://upload.ffmpeg.org
d0e1cd3d
DB
1302@item
1303 Did you provide a verbose summary about what the patch does change?
1304@item
1305 Did you provide a verbose explanation why it changes things like it does?
1306@item
1307 Did you provide a verbose summary of the user visible advantages and
1308 disadvantages if the patch is applied?
1309@item
1310 Did you provide an example so we can verify the new feature added by the
1311 patch easily?
1312@item
1313 If you added a new file, did you insert a license header? It should be
1314 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1315@item
1316 You should maintain alphabetical order in alphabetically ordered lists as
1317 long as doing so does not break API/ABI compatibility.
1318@item
1319 Lines with similar content should be aligned vertically when doing so
1320 improves readability.
1321@item
1322 Did you provide a suggestion for a clear commit log message?
1323@end enumerate
1324
1325@section Patch review process
1326
1327All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1328clear note that the patch is not for SVN.
1329Reviews and comments will be posted as replies to the patch on the
1330mailing list. The patch submitter then has to take care of every comment,
1331that can be by resubmitting a changed patch or by discussion. Resubmitted
1332patches will themselves be reviewed like any other patch. If at some point
1333a patch passes review with no comments then it is approved, that can for
1334simple and small patches happen immediately while large patches will generally
1335have to be changed and reviewed many times before they are approved.
1336After a patch is approved it will be committed to the repository.
1337
1338We will review all submitted patches, but sometimes we are quite busy so
1339especially for large patches this can take several weeks.
1340
1341When resubmitting patches, please do not make any significant changes
1342not related to the comments received during review. Such patches will
1343be rejected. Instead, submit significant changes or new features as
1344separate patches.
1345
1346@section Regression tests
1347
1348Before submitting a patch (or committing to the repository), you should at least
1349test that you did not break anything.
1350
1351The regression tests build a synthetic video stream and a synthetic
1352audio stream. These are then encoded and decoded with all codecs or
1353formats. The CRC (or MD5) of each generated file is recorded in a
1354result file. A 'diff' is launched to compare the reference results and
1355the result file.
1356
1357The regression tests then go on to test the FFserver code with a
1358limited set of streams. It is important that this step runs correctly
1359as well.
1360
1361Run 'make test' to test all the codecs and formats.
1362
1363Run 'make fulltest' to test all the codecs, formats and FFserver.
1364
1365[Of course, some patches may change the results of the regression tests. In
1366this case, the reference results of the regression tests shall be modified
1367accordingly].
1368
1369@bye