Add some missing codecs and update names to match the codec long_name.
[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
b3de4544 43@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 44@item 4xm @tab @tab X
c6b2dc34 45 @tab 4X Technologies format, used in some games.
39271be4 46@item Audio IFF (AIFF) @tab X @tab X
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47@item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 49@item 3GPP AMR @tab X @tab X
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50@item ASF @tab X @tab X
51@item AVI @tab X @tab X
39271be4 52@item AVISynth @tab @tab X
c6b2dc34 53@item AVS @tab @tab X
d698c5d3 54 @tab Multimedia format used by the Creature Shock game.
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55@item Beam Software SIFF @tab @tab X
56 @tab Audio and video format used in some games by Beam Software.
57@item Bethesda Softworks VID @tab @tab X
d698c5d3 58 @tab Used in some games from Bethesda Softworks.
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59@item Brute Force & Ignorance @tab @tab X
60 @tab Used in the game Flash Traffic: City of Angels.
61@item Interplay C93 @tab @tab X
d698c5d3 62 @tab Used in the game Cyberia from Interplay.
913c3e2c 63@item Delphine Software International CIN @tab @tab X
d698c5d3 64 @tab Multimedia format used by Delphine Software games.
39271be4 65@item CRC testing format @tab X @tab
913c3e2c 66@item Creative Voice @tab X @tab X
d698c5d3 67 @tab Created for the Sound Blaster Pro.
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68@item CRYO APC @tab @tab X
69 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 70@item D-Cinema audio @tab X @tab X
913c3e2c 71@item DV video @tab X @tab X
c6b2dc34 72@item DXA @tab @tab X
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73 @tab This format is used in the non-Windows version of the Feeble Files
74 game and different game cutscenes repacked for use with ScummVM.
39271be4 75@item Electronic Arts cdata @tab @tab X
c6b2dc34 76@item Electronic Arts Multimedia @tab @tab X
d698c5d3 77 @tab Used in various EA games; files have extensions like WVE and UV2.
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78@item FFM (FFserver live feed) @tab X @tab X
79@item Flash (SWF) @tab X @tab X
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80@item Flash 9 (AVM2) @tab X @tab X
81 @tab Only embedded audio is decoded.
82@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 83 @tab .fli/.flc files
c6b2dc34 84@item FLV @tab X @tab X
d698c5d3 85 @tab Macromedia Flash video files
39271be4 86@item framecrc testing format @tab X @tab
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87@item FunCom ISS @tab @tab X
88 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 89@item GIF Animation @tab X @tab
c6b2dc34 90@item GXF @tab X @tab X
d698c5d3 91 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 92 playout servers.
76ec3939 93@item id Cinematic @tab @tab X
d698c5d3 94 @tab Used in Quake II.
76ec3939 95@item id RoQ @tab X @tab X
d698c5d3 96 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 97@item IFF @tab @tab X
d698c5d3 98 @tab Interchange File Format
c6b2dc34 99@item Interplay MVE @tab @tab X
d698c5d3 100 @tab Format used in various Interplay computer games.
c6b2dc34 101@item LMLM4 @tab @tab X
d698c5d3 102 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 103@item Matroska @tab X @tab X
39271be4 104@item Matroska audio @tab X @tab
913c3e2c 105@item MAXIS XA @tab @tab X
d698c5d3 106 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 107@item Monkey's Audio @tab @tab X
822cc8f7 108@item Motion Pixels MVI @tab @tab X
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109@item MOV/QuickTime/MP4 @tab X @tab X
110 @tab 3GP, 3GP2, PSP, iPod variants supported
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111@item MP2 @tab X @tab
112@item MP3 @tab X @tab
c6b2dc34 113@item MPEG audio @tab X @tab X
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114@item MPEG-1 System @tab X @tab X
115 @tab muxed audio and video, VCD format supported
116@item MPEG-PS (program stream) @tab X @tab X
117 @tab also known as @code{VOB} file, SVCD and DVD format supported
118@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 119 @tab also known as DVB Transport Stream
c6b2dc34 120@item MPEG-4 @tab X @tab X
d698c5d3 121 @tab MPEG-4 is a variant of QuickTime.
39271be4 122@item MIME multipart JPEG @tab X @tab
bac4c85c 123@item MSN TCP webcam @tab @tab X
d698c5d3 124 @tab Used by MSN Messenger webcam streams.
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125@item MTV @tab @tab X
126@item Musepack @tab @tab X
127@item Musepack SV8 @tab @tab X
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128@item Material eXchange Format (MXF) @tab X @tab X
129 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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130@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
131 @tab SMPTE 386M, D-10/IMX Mapping.
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132@item NC camera feed @tab @tab X
133 @tab NC (AVIP NC4600) camera streams
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
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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
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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
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163@item raw id RoQ @tab X @tab
164@item raw Shorten @tab @tab X
165@item raw VC-1 @tab @tab X
166@item raw PCM A-law @tab X @tab X
167@item raw PCM mu-law @tab X @tab X
168@item raw PCM signed 8 bit @tab X @tab X
169@item raw PCM signed 16 bit big-endian @tab X @tab X
170@item raw PCM signed 16 bit little-endian @tab X @tab X
171@item raw PCM signed 24 bit big-endian @tab X @tab X
172@item raw PCM signed 24 bit little-endian @tab X @tab X
173@item raw PCM signed 32 bit big-endian @tab X @tab X
174@item raw PCM signed 32 bit little-endian @tab X @tab X
175@item raw PCM unsigned 8 bit @tab X @tab X
176@item raw PCM unsigned 16 bit big-endian @tab X @tab X
177@item raw PCM unsigned 16 bit little-endian @tab X @tab X
178@item raw PCM unsigned 24 bit big-endian @tab X @tab X
179@item raw PCM unsigned 24 bit little-endian @tab X @tab X
180@item raw PCM unsigned 32 bit big-endian @tab X @tab X
181@item raw PCM unsigned 32 bit little-endian @tab X @tab X
182@item raw PCM floating-point 32 bit big-endian @tab X @tab X
183@item raw PCM floating-point 32 bit little-endian @tab X @tab X
184@item raw PCM floating-point 64 bit big-endian @tab X @tab X
185@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 186@item RDT @tab @tab X
913c3e2c 187@item REDCODE R3D @tab @tab X
7eb68edb 188 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 189@item RealMedia @tab X @tab X
39271be4 190@item Redirector @tab @tab X
913c3e2c 191@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 192@item RL2 @tab @tab X
d698c5d3 193 @tab Audio and video format used in some games by Entertainment Software Partners.
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194@item RPL/ARMovie @tab @tab X
195@item RTP @tab @tab X
196@item RTSP @tab @tab X
197@item SDP @tab @tab X
c6b2dc34 198@item Sega FILM/CPK @tab @tab X
d698c5d3 199 @tab Used in many Sega Saturn console games.
913c3e2c 200@item Sierra SOL @tab @tab X
d698c5d3 201 @tab .sol files used in Sierra Online games.
c6b2dc34 202@item Sierra VMD @tab @tab X
d698c5d3 203 @tab Used in Sierra CD-ROM games.
c6b2dc34 204@item Smacker @tab @tab X
d698c5d3 205 @tab Multimedia format used by many games.
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206@item Sony OpenMG (OMA) @tab @tab X
207 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
208@item Sony PlayStation STR @tab @tab X
64c2f20a 209@item SUN AU format @tab X @tab X
c6b2dc34 210@item THP @tab @tab X
d698c5d3 211 @tab Used on the Nintendo GameCube.
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212@item Tiertex Limited SEQ @tab @tab X
213 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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214@item True Audio @tab @tab X
215@item VC-1 test bitstream @tab X @tab X
c6b2dc34 216@item WAV @tab X @tab X
39271be4 217@item WavPack @tab @tab X
913c3e2c 218@item Wing Commander III movie @tab @tab X
d698c5d3 219 @tab Multimedia format used in Origin's Wing Commander III computer game.
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220@item Westwood Studios audio @tab @tab X
221 @tab Multimedia format used in Westwood Studios games.
222@item Westwood Studios VQA @tab @tab X
223 @tab Multimedia format used in Westwood Studios games.
39271be4 224@item YUV4MPEG pipe @tab X @tab X
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225@end multitable
226
227@code{X} means that encoding (resp. decoding) is supported.
228
229@section Image Formats
230
231FFmpeg can read and write images for each frame of a video sequence. The
232following image formats are supported:
233
234@multitable @columnfractions .4 .1 .1 .4
b3de4544 235@item Name @tab Encoding @tab Decoding @tab Comments
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236@item .Y.U.V @tab X @tab X
237 @tab one raw file per component
238@item animated GIF @tab X @tab X
239 @tab Only uncompressed GIFs are generated.
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240@item BMP @tab X @tab X
241 @tab Microsoft BMP image
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242@item JPEG @tab X @tab X
243 @tab Progressive JPEG is not supported.
244@item JPEG 2000 @tab @tab E
245 @tab decoding supported through external library libopenjpeg
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246@item JPEG-LS @tab X @tab X
247@item LJPEG @tab X @tab
248 @tab Lossless JPEG
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249@item PAM @tab X @tab X
250 @tab PAM is a PNM extension with alpha support.
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251@item PBM @tab X @tab X
252 @tab Portable BitMap image
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253@item PCX @tab @tab X
254 @tab PC Paintbrush
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255@item PGM @tab X @tab X
256 @tab Portable GrayMap image
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257@item PGMYUV @tab X @tab X
258 @tab PGM with U and V components in YUV 4:2:0
259@item PNG @tab X @tab X
260 @tab 2/4 bpp not supported yet
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261@item PPM @tab X @tab X
262 @tab Portable PixelMap image
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263@item PTX @tab @tab X
264 @tab V.Flash PTX format
265@item RAS @tab @tab X
266 @tab Sun Rasterfile
267@item SGI @tab X @tab X
268 @tab SGI RGB image format
21d4af5d 269@item Targa @tab X @tab X
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270 @tab Targa (.TGA) image format
271@item TIFF @tab X @tab X
272 @tab YUV, JPEG and some extension is not supported yet.
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273@end multitable
274
275@code{X} means that encoding (resp. decoding) is supported.
276
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277@code{E} means that support is provided through an external library.
278
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279@section Video Codecs
280
281@multitable @columnfractions .4 .1 .1 .4
b3de4544 282@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 283@item 4X Movie @tab @tab X
d698c5d3 284 @tab Used in certain computer games.
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285@item 8SVX exponential @tab @tab X
286@item 8SVX fibonacci @tab @tab X
913c3e2c 287@item American Laser Games MM @tab @tab X
d698c5d3 288 @tab Used in games like Mad Dog McCree.
d66d8b83 289@item AMV @tab @tab X
d698c5d3 290 @tab Used in Chinese MP3 players.
d66d8b83 291@item Apple Animation @tab X @tab X
d698c5d3 292 @tab fourcc: 'rle '
d66d8b83 293@item Apple Graphics @tab @tab X
d698c5d3 294 @tab fourcc: 'smc '
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295@item Apple MJPEG-B @tab @tab X
296@item Apple QuickDraw @tab @tab X
d698c5d3 297 @tab fourcc: qdrw
d66d8b83 298@item Apple Video @tab @tab X
d698c5d3 299 @tab fourcc: rpza
d66d8b83 300@item Asus v1 @tab X @tab X
d698c5d3 301 @tab fourcc: ASV1
d66d8b83 302@item Asus v2 @tab X @tab X
d698c5d3 303 @tab fourcc: ASV2
d66d8b83 304@item ATI VCR1 @tab @tab X
d698c5d3 305 @tab fourcc: VCR1
d66d8b83 306@item ATI VCR2 @tab @tab X
d698c5d3 307 @tab fourcc: VCR2
d66d8b83 308@item Autodesk RLE @tab @tab X
d698c5d3 309 @tab fourcc: AASC
9510f59a 310@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 311 @tab Video encoding used by the Creature Shock game.
9510f59a 312@item Bethesda VID video @tab @tab X
d698c5d3 313 @tab Used in some games from Bethesda Softworks.
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314@item Brute Force & Ignorance @tab @tab X
315 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 316@item C93 video @tab @tab X
d698c5d3 317 @tab Codec used in Cyberia game.
d66d8b83 318@item CamStudio @tab @tab X
d698c5d3 319 @tab fourcc: CSCD
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320@item Chinese AVS video @tab @tab X
321 @tab AVS1-P2, JiZhun profile
322@item Delphine Software International CIN video @tab @tab X
323 @tab Codec used in Delphine Software International games.
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324@item Cinepak @tab @tab X
325@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 326 @tab fourcc: CLJR
9510f59a 327@item Creative YUV (CYUV) @tab @tab X
82ced5a9 328@item Dirac @tab E @tab E
360f980b 329 @tab supported through external libdirac/libschroedinger libraries
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330@item DNxHD @tab X @tab X
331 @tab aka SMPTE VC3
d66d8b83 332@item Duck TrueMotion v1 @tab @tab X
d698c5d3 333 @tab fourcc: DUCK
d66d8b83 334@item Duck TrueMotion v2 @tab @tab X
d698c5d3 335 @tab fourcc: TM20
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336@item DV (Digital Video) @tab X @tab X
337@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 338 @tab Codec originally used in Feeble Files game.
9510f59a 339@item Electronic Arts CMV video @tab @tab X
d698c5d3 340 @tab Used in NHL 95 game.
cfc78718 341@item Electronic Arts TGV @tab @tab X
42b30357 342@item Electronic Arts TGQ @tab @tab X
d8964f3a 343@item Electronic Arts TQI @tab @tab X
d66d8b83 344@item FFmpeg Video 1 @tab X @tab X
d698c5d3 345 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 346@item Flash Screen Video @tab X @tab X
d698c5d3 347 @tab fourcc: FSV1
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348@item FLIC video @tab @tab X
349@item FLV @tab X @tab X
d698c5d3 350 @tab Sorenson H.263 used in Flash
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351@item Fraps FPS1 @tab @tab X
352@item H.261 @tab X @tab X
353@item H.263(+) @tab X @tab X
d698c5d3 354 @tab also known as RealVideo 1.0
82ced5a9 355@item H.264 @tab E @tab X
360f980b 356 @tab encoding supported through external library libx264
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357@item HuffYUV @tab X @tab X
358@item IBM Ultimotion @tab @tab X
d698c5d3 359 @tab fourcc: ULTI
bac4c85c 360@item id Cinematic video @tab @tab X
d698c5d3 361 @tab Used in Quake II.
d66d8b83 362@item id RoQ @tab X @tab X
d698c5d3 363 @tab Used in Quake III, Jedi Knight 2, other computer games.
d66d8b83 364@item Intel Indeo 3 @tab @tab X
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365@item Interplay C93 @tab @tab X
366 @tab Used in the game Cyberia from Interplay.
d66d8b83 367@item Interplay Video @tab @tab X
d698c5d3 368 @tab Used in Interplay .MVE files.
d66d8b83 369@item JPEG-LS @tab X @tab X
d698c5d3 370 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 371@item KMVC @tab @tab X
d698c5d3 372 @tab Codec used in Worms games.
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373@item LOCO @tab @tab X
374@item lossless MJPEG @tab X @tab X
375@item Microsoft RLE @tab @tab X
376@item Microsoft Video-1 @tab @tab X
377@item Mimic @tab @tab X
d698c5d3 378 @tab Used in MSN Messenger Webcam streams.
d66d8b83 379@item Miro VideoXL @tab @tab X
d698c5d3 380 @tab fourcc: VIXL
eacf8613 381@item MJPEG (Motion JPEG) @tab X @tab X
822cc8f7 382@item Motion Pixels Video @tab @tab X
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383@item MPEG-1 @tab X @tab X
384@item MPEG-2 @tab X @tab X
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385@item MPEG-4 @tab X @tab X
386@item MSMPEG4 V1 @tab X @tab X
387@item MSMPEG4 V2 @tab X @tab X
388@item MSMPEG4 V3 @tab X @tab X
d66d8b83 389@item MSZH @tab @tab X
d698c5d3 390 @tab Part of LCL
eacf8613 391@item Nintendo Gamecube THP video @tab @tab X
d66d8b83 392@item On2 VP3 @tab @tab X
d698c5d3 393 @tab still experimental
d66d8b83 394@item On2 VP5 @tab @tab X
d698c5d3 395 @tab fourcc: VP50
d66d8b83 396@item On2 VP6 @tab @tab X
d698c5d3 397 @tab fourcc: VP60,VP61,VP62
d66d8b83 398@item planar RGB @tab @tab X
d698c5d3 399 @tab fourcc: 8BPS
d66d8b83 400@item QPEG @tab @tab X
d698c5d3 401 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 402@item QuickTime 8BPS video @tab @tab X
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403@item RealVideo 1.0 @tab X @tab X
404@item RealVideo 2.0 @tab X @tab X
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405@item RealVideo 3.0 @tab @tab X
406 @tab still far from ideal
11c0f9ec 407@item RealVideo 4.0 @tab @tab X
d66d8b83 408@item Renderware TXD @tab @tab X
d698c5d3 409 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 410@item RTjpeg @tab @tab X
d698c5d3 411 @tab Video encoding used in NuppelVideo files.
bac4c85c 412@item Smacker video @tab @tab X
d698c5d3 413 @tab Video encoding used in Smacker.
d66d8b83 414@item Snow @tab X @tab X
d698c5d3 415 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 416@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
d66d8b83 417@item Sorenson Video 1 @tab X @tab X
d698c5d3 418 @tab fourcc: SVQ1
d66d8b83 419@item Sorenson Video 3 @tab @tab X
d698c5d3 420 @tab fourcc: SVQ3
d66d8b83 421@item Sunplus MJPEG @tab @tab X
d698c5d3 422 @tab fourcc: SP5X
d66d8b83 423@item TechSmith Camtasia @tab @tab X
d698c5d3 424 @tab fourcc: TSCC
82ced5a9 425@item Theora @tab E @tab X
360f980b 426 @tab encoding supported through external library libtheora
bac4c85c 427@item Tiertex Seq video @tab @tab X
d698c5d3 428 @tab Codec used in DOS CD-ROM FlashBack game.
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429@item VC-1 @tab @tab X
430@item VMD Video @tab @tab X
d698c5d3 431 @tab Used in Sierra VMD files.
eacf8613 432@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 433 @tab Codec used in videos captured by VMware.
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434@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
435@item Windows Media Video 8 @tab X @tab X
436@item Wing Commander III / Xan @tab @tab X
437 @tab Used in Wing Commander III .MVE files.
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438@item Winnov WNV1 @tab @tab X
439@item WMV7 @tab X @tab X
d66d8b83 440@item WMV9 @tab @tab X
d698c5d3 441 @tab not completely working
39271be4 442@item YAMAHA SMAF @tab X @tab X
d66d8b83 443@item ZLIB @tab X @tab X
d698c5d3 444 @tab part of LCL, encoder experimental
eacf8613 445@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 446 @tab Encoder works only in PAL8.
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447@end multitable
448
449@code{X} means that encoding (resp. decoding) is supported.
450
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451@code{E} means that support is provided through an external library.
452
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453@section Audio Codecs
454
485ec4f1 455@multitable @columnfractions .4 .1 .1 .4
b3de4544 456@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 457@item 4X Movie ADPCM @tab @tab X
16d81b27 458@item 8SVX audio @tab @tab X
82ced5a9 459@item AAC @tab E @tab X
360f980b 460 @tab encoding supported through external library libfaac
270fc177 461@item AC-3 @tab X @tab X
82ced5a9 462@item AMR-NB @tab E @tab E
360f980b 463 @tab supported through external library libamrnb
82ced5a9 464@item AMR-WB @tab E @tab E
360f980b 465 @tab supported through external library libamrwb
833e90dd 466@item Apple lossless audio @tab X @tab X
d698c5d3 467 @tab QuickTime fourcc 'alac'
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468@item Apple MACE 3 @tab @tab X
469@item Apple MACE 6 @tab @tab X
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470@item Atrac 3 @tab @tab X
471@item CDROM XA ADPCM @tab @tab X
472@item Delphine Software International CIN audio @tab @tab X
d698c5d3 473 @tab Codec used in Delphine Software International games.
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474@item COOK @tab @tab X
475 @tab All versions except 5.1 are supported.
476@item Creative Technology ADPCM @tab @tab X
d698c5d3 477 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
9510f59a 478@item DCA (DTS Coherent Acoustics) @tab @tab X
16d81b27 479@item DSP Group TrueSpeech @tab @tab X
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480@item DV audio @tab @tab X
481@item Electronic Arts ADPCM @tab @tab X
d698c5d3 482 @tab Used in various EA titles.
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483@item Electronic Arts Maxis CDROM XS ADPCM @tab @tab X
484 @tab Used in Sim City 3000.
485@item Electronic Arts R1 ADPCM @tab @tab X
486@item Electronic Arts R2 ADPCM @tab @tab X
487@item Electronic Arts R3 ADPCM @tab @tab X
488@item Electronic Arts XAS ADPCM @tab @tab X
44723c84 489@item Enhanced AC-3 @tab @tab X
9a584db4 490@item FLAC lossless audio @tab IX @tab X
16d81b27 491@item G.726 ADPCM @tab X @tab X
82ced5a9 492@item GSM @tab E @tab E
3f33271a 493 @tab supported through external library libgsm
82ced5a9 494@item GSM_MS @tab E @tab E
3f33271a 495 @tab supported through external library libgsm
16d81b27 496@item id RoQ DPCM @tab X @tab X
d698c5d3 497 @tab Used in Quake III, Jedi Knight 2, other computer games.
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498@item IMA AMV ADPCM @tab @tab X
499 @tab Used in AMV files
500@item IMA Electronic Arts EACS ADPCM @tab @tab X
501@item IMA Electronic Arts SEAD ADPCM @tab @tab X
502@item IMA Funcom ADPCM @tab @tab X
503@item IMA QuickTime ADPCM @tab X @tab X
504@item IMA Loki SDL MJPEG ADPCM @tab @tab X
505@item IMA WAV ADPCM @tab X @tab X
506@item IMA Westwood ADPCM @tab @tab X
16d81b27 507@item Intel Music Coder @tab @tab X
9510f59a 508@item Interplay DPCM @tab @tab X
d698c5d3 509 @tab Used in various Interplay computer games.
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510@item ISS IMA ADPCM @tab @tab X
511 @tab Used in FunCom games.
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512@item IMA Duck DK3 ADPCM @tab @tab X
513 @tab Used in some Sega Saturn console games.
514@item IMA Duck DK4 ADPCM @tab @tab X
515 @tab Used in some Sega Saturn console games.
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516@item Microsoft ADPCM @tab X @tab X
517@item MLP/TrueHD @tab @tab X
d698c5d3 518 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 519@item Monkey's Audio @tab @tab X
d698c5d3 520 @tab Only versions 3.97-3.99 are supported.
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521@item MPEG audio layer 3 @tab E @tab IX
522 @tab encoding supported through external library LAME
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523@item MPEG audio layer 2 @tab IX @tab IX
524@item MS IMA ADPCM @tab X @tab X
525@item Musepack @tab @tab X
d698c5d3 526 @tab SV7 and SV8 are supported.
755ba886 527@item Nellymoser ASAO @tab X @tab X
9510f59a 528@item Nintendo Gamecube THP ADPCM @tab @tab X
73b458e3 529@item QCELP / PureVoice @tab @tab X
16d81b27 530@item Qdesign QDM2 @tab @tab X
d698c5d3 531 @tab There are still some distortions.
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532@item QT IMA ADPCM @tab X @tab X
533@item RA144 @tab @tab X
d698c5d3 534 @tab Real 14400 bit/s codec
16d81b27 535@item RA288 @tab @tab X
d698c5d3 536 @tab Real 28800 bit/s codec
575a5bf2 537@item RADnet @tab IX @tab IX
a692130f 538 @tab Real low bitrate AC-3 codec
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539@item SEGA CRI ADX ADPCM @tab X @tab X
540 @tab Used in Sega Dreamcast games.
541@item Shockwave Flash ADPCM @tab X @tab X
bac4c85c 542@item Shorten @tab @tab X
16d81b27 543@item Sierra Online DPCM @tab @tab X
d698c5d3 544 @tab Used in Sierra Online game audio files.
bac4c85c 545@item Smacker audio @tab @tab X
16d81b27 546@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 547 @tab Used in certain Loki game ports.
9510f59a 548@item Sol DPCM @tab @tab X
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549@item Sonic @tab X @tab X
550 @tab experimental codec
551@item Sonic lossless @tab X @tab X
552 @tab experimental codec
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553@item Sound Blaster Pro 2-bit ADPCM @tab @tab X
554@item Sound Blaster Pro 2.6-bit ADPCM @tab @tab X
555@item Sound Blaster Pro 4-bit ADPCM @tab @tab X
82ced5a9 556@item Speex @tab @tab E
360f980b 557 @tab supported through external library libspeex
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558@item True Audio (TTA) @tab @tab X
559@item Vorbis @tab X @tab X
bac4c85c 560@item WavPack @tab @tab X
16d81b27 561@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 562 @tab Used in Westwood Studios games like Command and Conquer.
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563@item Westwood Audio (SND1) @tab @tab X
564@item Windows Media Audio 1 @tab X @tab X
565@item Windows Media Audio 2 @tab X @tab X
16d81b27 566@item Xan DPCM @tab @tab X
d698c5d3 567 @tab Used in Origin's Wing Commander IV AVI files.
9510f59a 568@item Yamaha ADPCM @tab X @tab X
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569@end multitable
570
571@code{X} means that encoding (resp. decoding) is supported.
572
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573@code{E} means that support is provided through an external library.
574
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575@code{I} means that an integer-only version is available, too (ensures high
576performance on systems without hardware floating point support).
577
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578@section Subtitle Formats
579
485ec4f1 580@multitable @columnfractions .4 .1 .1 .1 .1 .1
9afc2917 581@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 582@item SSA/ASS @tab X @tab X
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583@item DVB @tab X @tab X @tab X @tab X
584@item DVD @tab X @tab X @tab X @tab X
585@item XSUB @tab @tab @tab @tab X
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586@end multitable
587
588@code{X} means that the feature is supported.
589
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590@section Network Protocols
591
592@multitable @columnfractions .4 .1 .1 .1 .1 .1
593@item Name @tab Support
594@item file @tab X
595@item Gopher @tab X
596@item HTTP @tab X
597@item pipe @tab X
598@item RTP @tab X
599@item TCP @tab X
600@item UDP @tab X
601@end multitable
602
603@code{X} means that the protocol is supported.
604
605
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606@chapter Platform Specific information
607
608@section BSD
609
610BSD make will not build FFmpeg, you need to install and use GNU Make
611(@file{gmake}).
612
613@section Windows
614
46a845d0 615To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 616the FFmpeg Windows Help Forum at
ab5ce4ae 617@url{http://ffmpeg.arrozcru.org/}.
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618
619@subsection Native Windows compilation
620
c1989552 621FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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622the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
623You can find detailed installation
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624instructions in the download section and the FAQ.
625
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626FFmpeg does not build out-of-the-box with the packages the automated MinGW
627installer provides. It also requires coreutils to be installed and many other
628packages updated to the latest version. The minimum version for some packages
629are listed below:
630
631@itemize
632@item bash 3.1
633@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 634@item w32api 3.13
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635@item mingw-runtime 3.15
636@end itemize
637
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638You will also need to pass @code{-fno-common} to the compiler to work around
639a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
640
c1989552 641Within the MSYS shell, configure and make with:
d0e1cd3d 642
c1989552 643@example
0f898714 644./configure --enable-memalign-hack --extra-cflags=-fno-common
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645make
646make install
647@end example
d0e1cd3d 648
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649This will install @file{ffmpeg.exe} along with many other development files
650to @file{/usr/local}. You may specify another install path using the
651@code{--prefix} option in @file{configure}.
d0e1cd3d 652
c1989552 653Notes:
d0e1cd3d 654
c1989552 655@itemize
d0e1cd3d 656
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657@item In order to compile vhooks, you must have a POSIX-compliant libdl in
658your MinGW system. Get dlfcn-win32 from
659@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 660
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661@item In order to compile FFplay, you must have the MinGW development library
662of SDL. Get it from @url{http://www.libsdl.org}.
663Edit the @file{bin/sdl-config} script so that it points to the correct prefix
664where SDL was installed. Verify that @file{sdl-config} can be launched from
665the MSYS command line.
d0e1cd3d 666
d0e1cd3d 667@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 668you can build libavutil, libavcodec and libavformat as DLLs.
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669
670@end itemize
671
c1989552 672@subsection Microsoft Visual C++ compatibility
d0e1cd3d 673
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674As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
675want to use the libav* libraries in your own applications, you can still
676compile those applications using MSVC++. But the libav* libraries you link
677to @emph{must} be built with MinGW. However, you will not be able to debug
678inside the libav* libraries, since MSVC++ does not recognize the debug
679symbols generated by GCC.
680We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 681
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682This description of how to use the FFmpeg libraries with MSVC++ is based on
683Microsoft Visual C++ 2005 Express Edition. If you have a different version,
684you might have to modify the procedures slightly.
d0e1cd3d 685
c1989552 686@subsubsection Using static libraries
d0e1cd3d 687
c1989552 688Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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689
690@enumerate
691
692@item Create a new console application ("File / New / Project") and then
693select "Win32 Console Application". On the appropriate page of the
694Application Wizard, uncheck the "Precompiled headers" option.
695
696@item Write the source code for your application, or, for testing, just
697copy the code from an existing sample application into the source file
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698that MSVC++ has already created for you. For example, you can copy
699@file{output_example.c} from the FFmpeg distribution.
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700
701@item Open the "Project / Properties" dialog box. In the "Configuration"
702combo box, select "All Configurations" so that the changes you make will
703affect both debug and release builds. In the tree view on the left hand
704side, select "C/C++ / General", then edit the "Additional Include
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705Directories" setting to contain the path where the FFmpeg includes were
706installed (i.e. @file{c:\msys\1.0\local\include}).
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707Do not add MinGW's include directory here, or the include files will
708conflict with MSVC's.
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709
710@item Still in the "Project / Properties" dialog box, select
711"Linker / General" from the tree view and edit the
712"Additional Library Directories" setting to contain the @file{lib}
713directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
714the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
715and the directory where MinGW's GCC libs are installed
716(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
717"Linker / Input" from the tree view, and add the files @file{libavformat.a},
718@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
719@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
720to the end of "Additional Dependencies".
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721
722@item Now, select "C/C++ / Code Generation" from the tree view. Select
723"Debug" in the "Configuration" combo box. Make sure that "Runtime
724Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
725the "Configuration" combo box and make sure that "Runtime Library" is
726set to "Multi-threaded DLL".
727
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728@item Click "OK" to close the "Project / Properties" dialog box.
729
730@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
731Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
732and install it in MSVC++'s include directory
733(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
734
735@item MSVC++ also does not understand the @code{inline} keyword used by
736FFmpeg, so you must add this line before @code{#include}ing libav*:
737@example
738#define inline _inline
739@end example
740
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741@item Build your application, everything should work.
742
743@end enumerate
744
745@subsubsection Using shared libraries
746
747This is how to create DLL and LIB files that are compatible with MSVC++:
748
749@enumerate
750
751@item Add a call to @file{vcvars32.bat} (which sets up the environment
752variables for the Visual C++ tools) as the first line of @file{msys.bat}.
753The standard location for @file{vcvars32.bat} is
754@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
755and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
756If this corresponds to your setup, add the following line as the first line
757of @file{msys.bat}:
758
759@example
760call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
761@end example
762
763Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
764and run @file{c:\msys\1.0\msys.bat} from there.
765
766@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
767from @file{Microsoft (R) Library Manager}, this means your environment
768variables are set up correctly, the @file{Microsoft (R) Library Manager}
769is on the path and will be used by FFmpeg to create
770MSVC++-compatible import libraries.
771
772@item Build FFmpeg with
773
774@example
775./configure --enable-shared --enable-memalign-hack
776make
777make install
778@end example
779
780Your install path (@file{/usr/local/} by default) should now have the
781necessary DLL and LIB files under the @file{bin} directory.
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782
783@end enumerate
784
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785To use those files with MSVC++, do the same as you would do with
786the static libraries, as described above. But in Step 4,
787you should only need to add the directory where the LIB files are installed
788(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
789installed in the @file{bin} directory. And instead of adding @file{libxx.a}
790files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
791@file{avutil.lib}. There should be no need for @file{libmingwex.a},
792@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
793statically linked into the DLLs. The @file{bin} directory contains a bunch
794of DLL files, but the ones that are actually used to run your application
795are the ones with a major version number in their filenames
796(i.e. @file{avcodec-51.dll}).
797
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798@subsection Cross compilation for Windows with Linux
799
800You must use the MinGW cross compilation tools available at
801@url{http://www.mingw.org/}.
802
803Then configure FFmpeg with the following options:
804@example
805./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
806@end example
807(you can change the cross-prefix according to the prefix chosen for the
808MinGW tools).
809
810Then you can easily test FFmpeg with Wine
811(@url{http://www.winehq.com/}).
812
813@subsection Compilation under Cygwin
814
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815The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
816does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
817or leverage the implementation in MinGW (as explained below).
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818
819Just install your Cygwin with all the "Base" packages, plus the
820following "Devel" ones:
821@example
f496ab12 822binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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823@end example
824
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825The experimental gcc4 package is still buggy, hence please
826use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
827
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828Install the current binutils-20080624-2 as they work fine (the old
829binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 830
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831Then create a small library that just contains llrint():
832
833@example
834ar x /usr/lib/mingw/libmingwex.a llrint.o
835ar cq /usr/local/lib/libllrint.a llrint.o
836@end example
837
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838Then run
839
840@example
29c3d42b 841./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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842@end example
843
844to make a static build or
845
846@example
29c3d42b 847./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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848@end example
849
850to build shared libraries.
851
852If you want to build FFmpeg with additional libraries, download Cygwin
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853"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
854@example
855libogg-devel, libvorbis-devel
856@end example
857
858These library packages are only available from Cygwin Ports
be8497b0 859(@url{http://sourceware.org/cygwinports/}) :
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860
861@example
862yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
863libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
864libxvidcore-devel
865@end example
866
867The recommendation for libnut and x264 is to build them from source by
868yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 869
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870Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
871of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
872
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873@subsection Crosscompilation for Windows under Cygwin
874
875With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
876
877Just install your Cygwin as explained before, plus these additional
878"Devel" packages:
879@example
880gcc-mingw-core, mingw-runtime, mingw-zlib
881@end example
882
883and add some special flags to your configure invocation.
884
885For a static build run
886@example
887./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
888@end example
889
890and for a build with shared libraries
891@example
892./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
893@end example
894
895@section BeOS
896
5f757b85 897BeOS support is broken in mysterious ways.
d0e1cd3d 898
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899@section OS/2
900
901For information about compiling FFmpeg on OS/2 see
902@url{http://www.edm2.com/index.php/FFmpeg}.
903
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904@chapter Developers Guide
905
906@section API
907@itemize @bullet
908@item libavcodec is the library containing the codecs (both encoding and
909decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
910
911@item libavformat is the library containing the file format handling (mux and
912demux code for several formats). Look at @file{ffplay.c} to use it in a
913player. See @file{output_example.c} to use it to generate audio or video
914streams.
915
916@end itemize
917
918@section Integrating libavcodec or libavformat in your program
919
920You can integrate all the source code of the libraries to link them
921statically to avoid any version problem. All you need is to provide a
922'config.mak' and a 'config.h' in the parent directory. See the defines
923generated by ./configure to understand what is needed.
924
925You can use libavcodec or libavformat in your commercial program, but
926@emph{any patch you make must be published}. The best way to proceed is
927to send your patches to the FFmpeg mailing list.
928
929@node Coding Rules
930@section Coding Rules
931
932FFmpeg is programmed in the ISO C90 language with a few additional
933features from ISO C99, namely:
934@itemize @bullet
935@item
936the @samp{inline} keyword;
937@item
938@samp{//} comments;
939@item
940designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
941@item
942compound literals (@samp{x = (struct s) @{ 17, 23 @};})
943@end itemize
944
945These features are supported by all compilers we care about, so we will not
946accept patches to remove their use unless they absolutely do not impair
947clarity and performance.
948
949All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
950compiles with several other compilers, such as the Compaq ccc compiler
951or Sun Studio 9, and we would like to keep it that way unless it would
952be exceedingly involved. To ensure compatibility, please do not use any
953additional C99 features or GCC extensions. Especially watch out for:
954@itemize @bullet
955@item
956mixing statements and declarations;
957@item
958@samp{long long} (use @samp{int64_t} instead);
959@item
960@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
961@item
962GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
963@end itemize
964
965Indent size is 4.
966The presentation is the one specified by 'indent -i4 -kr -nut'.
967The TAB character is forbidden outside of Makefiles as is any
968form of trailing whitespace. Commits containing either will be
969rejected by the Subversion repository.
970
971The main priority in FFmpeg is simplicity and small code size in order to
972minimize the bug count.
973
974Comments: Use the JavaDoc/Doxygen
975format (see examples below) so that code documentation
976can be generated automatically. All nontrivial functions should have a comment
977above them explaining what the function does, even if it is just one sentence.
978All structures and their member variables should be documented, too.
979@example
980/**
981 * @@file mpeg.c
982 * MPEG codec.
983 * @@author ...
984 */
985
986/**
987 * Summary sentence.
988 * more text ...
989 * ...
990 */
991typedef struct Foobar@{
992 int var1; /**< var1 description */
993 int var2; ///< var2 description
994 /** var3 description */
995 int var3;
996@} Foobar;
997
998/**
999 * Summary sentence.
1000 * more text ...
1001 * ...
1002 * @@param my_parameter description of my_parameter
1003 * @@return return value description
1004 */
1005int myfunc(int my_parameter)
1006...
1007@end example
1008
1009fprintf and printf are forbidden in libavformat and libavcodec,
1010please use av_log() instead.
1011
1012Casts should be used only when necessary. Unneeded parentheses
1013should also be avoided if they don't make the code easier to understand.
1014
1015@section Development Policy
1016
1017@enumerate
1018@item
1019 Contributions should be licensed under the LGPL 2.1, including an
1020 "or any later version" clause, or the MIT license. GPL 2 including
1021 an "or any later version" clause is also acceptable, but LGPL is
1022 preferred.
1023@item
1024 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1025 enabled code which breaks compilation or compiles but does not work or
1026 breaks the regression tests)
1027 You can commit unfinished stuff (for testing etc), but it must be disabled
1028 (#ifdef etc) by default so it does not interfere with other developers'
1029 work.
1030@item
1031 You do not have to over-test things. If it works for you, and you think it
1032 should work for others, then commit. If your code has problems
1033 (portability, triggers compiler bugs, unusual environment etc) they will be
1034 reported and eventually fixed.
1035@item
1036 Do not commit unrelated changes together, split them into self-contained
1037 pieces. Also do not forget that if part B depends on part A, but A does not
1038 depend on B, then A can and should be committed first and separate from B.
1039 Keeping changes well split into self-contained parts makes reviewing and
1040 understanding them on the commit log mailing list easier. This also helps
1041 in case of debugging later on.
1042 Also if you have doubts about splitting or not splitting, do not hesitate to
1043 ask/discuss it on the developer mailing list.
1044@item
1045 Do not change behavior of the program (renaming options etc) without
1046 first discussing it on the ffmpeg-devel mailing list. Do not remove
1047 functionality from the code. Just improve!
1048
1049 Note: Redundant code can be removed.
1050@item
1051 Do not commit changes to the build system (Makefiles, configure script)
1052 which change behavior, defaults etc, without asking first. The same
1053 applies to compiler warning fixes, trivial looking fixes and to code
1054 maintained by other developers. We usually have a reason for doing things
1055 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1056 list, and if the code maintainers say OK, you may commit. This does not
1057 apply to files you wrote and/or maintain.
1058@item
1059 We refuse source indentation and other cosmetic changes if they are mixed
1060 with functional changes, such commits will be rejected and removed. Every
1061 developer has his own indentation style, you should not change it. Of course
1062 if you (re)write something, you can use your own style, even though we would
1063 prefer if the indentation throughout FFmpeg was consistent (Many projects
1064 force a given indentation style - we do not.). If you really need to make
1065 indentation changes (try to avoid this), separate them strictly from real
1066 changes.
1067
1068 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1069 then either do NOT change the indentation of the inner part within (do not
1070 move it to the right)! or do so in a separate commit
1071@item
1072 Always fill out the commit log message. Describe in a few lines what you
1073 changed and why. You can refer to mailing list postings if you fix a
1074 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1075@item
1076 If you apply a patch by someone else, include the name and email address in
1077 the log message. Since the ffmpeg-cvslog mailing list is publicly
1078 archived you should add some SPAM protection to the email address. Send an
1079 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1080 you applied the patch.
1081@item
1082 When applying patches that have been discussed (at length) on the mailing
1083 list, reference the thread in the log message.
1084@item
1085 Do NOT commit to code actively maintained by others without permission.
1086 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1087 timeframe (12h for build failures and security fixes, 3 days small changes,
1088 1 week for big patches) then commit your patch if you think it is OK.
1089 Also note, the maintainer can simply ask for more time to review!
1090@item
1091 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1092 are sent there and reviewed by all the other developers. Bugs and possible
1093 improvements or general questions regarding commits are discussed there. We
1094 expect you to react if problems with your code are uncovered.
1095@item
1096 Update the documentation if you change behavior or add features. If you are
1097 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1098 maintainer(s) will review and commit your stuff.
1099@item
1100 Try to keep important discussions and requests (also) on the public
1101 developer mailing list, so that all developers can benefit from them.
1102@item
1103 Never write to unallocated memory, never write over the end of arrays,
1104 always check values read from some untrusted source before using them
1105 as array index or other risky things.
1106@item
1107 Remember to check if you need to bump versions for the specific libav
1108 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1109 to change the version integer.
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1110 Incrementing the first component means no backward compatibility to
1111 previous versions (e.g. removal of a function from the public API).
1112 Incrementing the second component means backward compatible change
b98052d5
PR
1113 (e.g. addition of a function to the public API or extension of an
1114 existing data structure).
d0e1cd3d
DB
1115 Incrementing the third component means a noteworthy binary compatible
1116 change (e.g. encoder bug fix that matters for the decoder).
1117@item
53407b64 1118 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1119 warning always points to correct and clean code, that warning should
1120 be disabled, not the code changed.
1121 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1122 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1123 be changed to not generate a warning unless that causes a slowdown
1124 or obfuscates the code.
d0e1cd3d
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1125@item
1126 If you add a new file, give it a proper license header. Do not copy and
1127 paste it from a random place, use an existing file as template.
1128@end enumerate
1129
1130We think our rules are not too hard. If you have comments, contact us.
1131
1132Note, these rules are mostly borrowed from the MPlayer project.
1133
1134@section Submitting patches
1135
1136First, (@pxref{Coding Rules}) above if you did not yet.
1137
1138When you submit your patch, try to send a unified diff (diff '-up'
1139option). We cannot read other diffs :-)
1140
1141Also please do not submit a patch which contains several unrelated changes.
1142Split it into separate, self-contained pieces. This does not mean splitting
1143file by file. Instead, make the patch as small as possible while still
1144keeping it as a logical unit that contains an individual change, even
1145if it spans multiple files. This makes reviewing your patches much easier
1146for us and greatly increases your chances of getting your patch applied.
1147
1148Run the regression tests before submitting a patch so that you can
1149verify that there are no big problems.
1150
1151Patches should be posted as base64 encoded attachments (or any other
1152encoding which ensures that the patch will not be trashed during
1153transmission) to the ffmpeg-devel mailing list, see
1154@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1155
1156It also helps quite a bit if you tell us what the patch does (for example
1157'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1158and has no lrint()')
1159
1160Also please if you send several patches, send each patch as a separate mail,
1161do not attach several unrelated patches to the same mail.
1162
28ce1839
RP
1163@section New codecs or formats checklist
1164
1165@enumerate
1166@item
1167 Did you use av_cold for codec initialization and close functions?
1168@item
1169 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1170 AVInputFormat/AVOutputFormat struct?
1171@item
1172 Did you bump the minor version number in @file{avcodec.h} or
1173 @file{avformat.h}?
1174@item
1175 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1176@item
1177 Did you add the CodecID to @file{avcodec.h}?
1178@item
1179 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1180 even if it is only a decoder?
1181@item
1182 Did you add a rule to compile the appropriate files in the Makefile?
1183 Remember to do this even if you're just adding a format to a file that is
1184 already being compiled by some other rule, like a raw demuxer.
1185@item
1186 Did you add an entry to the table of supported formats or codecs in the
1187 documentation?
1188@item
1189 Did you add an entry in the Changelog?
1190@item
1191 If it depends on a parser or a library, did you add that dependency in
1192 configure?
1193@item
1194 Did you "svn add" the appropriate files before commiting?
1195@end enumerate
1196
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1197@section patch submission checklist
1198
1199@enumerate
1200@item
1201 Do the regression tests pass with the patch applied?
1202@item
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1203 Does @code{make checkheaders} pass with the patch applied?
1204@item
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1205 Is the patch a unified diff?
1206@item
1207 Is the patch against latest FFmpeg SVN?
1208@item
1209 Are you subscribed to ffmpeg-dev?
1210 (the list is subscribers only due to spam)
1211@item
1212 Have you checked that the changes are minimal, so that the same cannot be
1213 achieved with a smaller patch and/or simpler final code?
1214@item
1215 If the change is to speed critical code, did you benchmark it?
1216@item
1217 If you did any benchmarks, did you provide them in the mail?
1218@item
1219 Have you checked that the patch does not introduce buffer overflows or
1220 other security issues?
1221@item
63d247ea
DB
1222 Did you test your decoder or demuxer against damaged data? If no, see
1223 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1224 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1225@item
d0e1cd3d
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1226 Is the patch created from the root of the source tree, so it can be
1227 applied with @code{patch -p0}?
1228@item
1229 Does the patch not mix functional and cosmetic changes?
1230@item
1231 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1232@item
1233 Is the patch attached to the email you send?
1234@item
1235 Is the mime type of the patch correct? It should be text/x-diff or
1236 text/x-patch or at least text/plain and not application/octet-stream.
1237@item
1238 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1239@item
1240 If the patch fixes a bug, did you provide enough information, including
1241 a sample, so the bug can be reproduced and the fix can be verified?
1242 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1243 URL, you can upload to ftp://upload.ffmpeg.org
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DB
1244@item
1245 Did you provide a verbose summary about what the patch does change?
1246@item
1247 Did you provide a verbose explanation why it changes things like it does?
1248@item
1249 Did you provide a verbose summary of the user visible advantages and
1250 disadvantages if the patch is applied?
1251@item
1252 Did you provide an example so we can verify the new feature added by the
1253 patch easily?
1254@item
1255 If you added a new file, did you insert a license header? It should be
1256 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1257@item
1258 You should maintain alphabetical order in alphabetically ordered lists as
1259 long as doing so does not break API/ABI compatibility.
1260@item
1261 Lines with similar content should be aligned vertically when doing so
1262 improves readability.
1263@item
1264 Did you provide a suggestion for a clear commit log message?
1265@end enumerate
1266
1267@section Patch review process
1268
1269All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1270clear note that the patch is not for SVN.
1271Reviews and comments will be posted as replies to the patch on the
1272mailing list. The patch submitter then has to take care of every comment,
1273that can be by resubmitting a changed patch or by discussion. Resubmitted
1274patches will themselves be reviewed like any other patch. If at some point
1275a patch passes review with no comments then it is approved, that can for
1276simple and small patches happen immediately while large patches will generally
1277have to be changed and reviewed many times before they are approved.
1278After a patch is approved it will be committed to the repository.
1279
1280We will review all submitted patches, but sometimes we are quite busy so
1281especially for large patches this can take several weeks.
1282
1283When resubmitting patches, please do not make any significant changes
1284not related to the comments received during review. Such patches will
1285be rejected. Instead, submit significant changes or new features as
1286separate patches.
1287
1288@section Regression tests
1289
1290Before submitting a patch (or committing to the repository), you should at least
1291test that you did not break anything.
1292
1293The regression tests build a synthetic video stream and a synthetic
1294audio stream. These are then encoded and decoded with all codecs or
1295formats. The CRC (or MD5) of each generated file is recorded in a
1296result file. A 'diff' is launched to compare the reference results and
1297the result file.
1298
1299The regression tests then go on to test the FFserver code with a
1300limited set of streams. It is important that this step runs correctly
1301as well.
1302
1303Run 'make test' to test all the codecs and formats.
1304
1305Run 'make fulltest' to test all the codecs, formats and FFserver.
1306
1307[Of course, some patches may change the results of the regression tests. In
1308this case, the reference results of the regression tests shall be modified
1309accordingly].
1310
1311@bye