Add configure option to upgrade (L)GPL to version 3.
[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
b3de4544 43@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 44@item 4xm @tab @tab X
c6b2dc34 45 @tab 4X Technologies format, used in some games.
f0b19bd3 46@item 8088flex TMV @tab @tab X
39271be4 47@item Audio IFF (AIFF) @tab X @tab X
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48@item American Laser Games MM @tab @tab X
49 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 50@item 3GPP AMR @tab X @tab X
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51@item ASF @tab X @tab X
52@item AVI @tab X @tab X
39271be4 53@item AVISynth @tab @tab X
c6b2dc34 54@item AVS @tab @tab X
d698c5d3 55 @tab Multimedia format used by the Creature Shock game.
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56@item Beam Software SIFF @tab @tab X
57 @tab Audio and video format used in some games by Beam Software.
58@item Bethesda Softworks VID @tab @tab X
d698c5d3 59 @tab Used in some games from Bethesda Softworks.
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60@item Brute Force & Ignorance @tab @tab X
61 @tab Used in the game Flash Traffic: City of Angels.
62@item Interplay C93 @tab @tab X
d698c5d3 63 @tab Used in the game Cyberia from Interplay.
913c3e2c 64@item Delphine Software International CIN @tab @tab X
d698c5d3 65 @tab Multimedia format used by Delphine Software games.
39271be4 66@item CRC testing format @tab X @tab
913c3e2c 67@item Creative Voice @tab X @tab X
d698c5d3 68 @tab Created for the Sound Blaster Pro.
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69@item CRYO APC @tab @tab X
70 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 71@item D-Cinema audio @tab X @tab X
913c3e2c 72@item DV video @tab X @tab X
c6b2dc34 73@item DXA @tab @tab X
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74 @tab This format is used in the non-Windows version of the Feeble Files
75 game and different game cutscenes repacked for use with ScummVM.
39271be4 76@item Electronic Arts cdata @tab @tab X
c6b2dc34 77@item Electronic Arts Multimedia @tab @tab X
d698c5d3 78 @tab Used in various EA games; files have extensions like WVE and UV2.
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79@item FFM (FFserver live feed) @tab X @tab X
80@item Flash (SWF) @tab X @tab X
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81@item Flash 9 (AVM2) @tab X @tab X
82 @tab Only embedded audio is decoded.
83@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 84 @tab .fli/.flc files
dd2d651d 85@item Flash Video (FLV) @tab @tab X
d698c5d3 86 @tab Macromedia Flash video files
39271be4 87@item framecrc testing format @tab X @tab
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88@item FunCom ISS @tab @tab X
89 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 90@item GIF Animation @tab X @tab
c6b2dc34 91@item GXF @tab X @tab X
d698c5d3 92 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 93 playout servers.
dd2d651d 94@item id Quake II CIN video @tab @tab X
76ec3939 95@item id RoQ @tab X @tab X
d698c5d3 96 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 97@item IFF @tab @tab X
d698c5d3 98 @tab Interchange File Format
c6b2dc34 99@item Interplay MVE @tab @tab X
d698c5d3 100 @tab Format used in various Interplay computer games.
c6b2dc34 101@item LMLM4 @tab @tab X
d698c5d3 102 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 103@item Matroska @tab X @tab X
39271be4 104@item Matroska audio @tab X @tab
913c3e2c 105@item MAXIS XA @tab @tab X
d698c5d3 106 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 107@item Monkey's Audio @tab @tab X
822cc8f7 108@item Motion Pixels MVI @tab @tab X
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109@item MOV/QuickTime/MP4 @tab X @tab X
110 @tab 3GP, 3GP2, PSP, iPod variants supported
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111@item MP2 @tab X @tab X
112@item MP3 @tab X @tab X
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113@item MPEG-1 System @tab X @tab X
114 @tab muxed audio and video, VCD format supported
115@item MPEG-PS (program stream) @tab X @tab X
116 @tab also known as @code{VOB} file, SVCD and DVD format supported
117@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 118 @tab also known as DVB Transport Stream
c6b2dc34 119@item MPEG-4 @tab X @tab X
d698c5d3 120 @tab MPEG-4 is a variant of QuickTime.
39271be4 121@item MIME multipart JPEG @tab X @tab
bac4c85c 122@item MSN TCP webcam @tab @tab X
d698c5d3 123 @tab Used by MSN Messenger webcam streams.
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124@item MTV @tab @tab X
125@item Musepack @tab @tab X
126@item Musepack SV8 @tab @tab X
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127@item Material eXchange Format (MXF) @tab X @tab X
128 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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129@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
130 @tab SMPTE 386M, D-10/IMX Mapping.
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131@item NC camera feed @tab @tab X
132 @tab NC (AVIP NC4600) camera streams
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133@item NTT TwinVQ (VQF) @tab @tab X
134 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
913c3e2c 135@item Nullsoft Streaming Video @tab @tab X
39271be4 136@item NuppelVideo @tab @tab X
c6b2dc34 137@item NUT @tab X @tab X
d698c5d3 138 @tab NUT Open Container Format
39271be4 139@item Ogg @tab X @tab X
913c3e2c 140@item TechnoTrend PVA @tab @tab X
d698c5d3 141 @tab Used by TechnoTrend DVB PCI boards.
cdce0fb8 142@item QCP @tab @tab X
43dedc1e 143@item raw ADTS (AAC) @tab X @tab X
76ec3939 144@item raw AC-3 @tab X @tab X
adc5abf7 145@item raw Chinese AVS video @tab @tab X
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146@item raw CRI ADX @tab X @tab X
147@item raw Dirac @tab X @tab X
148@item raw DNxHD @tab X @tab X
149@item raw DTS @tab X @tab X
150@item raw E-AC-3 @tab X @tab X
151@item raw FLAC @tab X @tab X
152@item raw GSM @tab @tab X
153@item raw H.261 @tab X @tab X
154@item raw H.263 @tab X @tab X
155@item raw H.264 @tab X @tab X
156@item raw Ingenient MJPEG @tab @tab X
76ec3939 157@item raw MJPEG @tab X @tab X
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158@item raw MLP @tab @tab X
159@item raw MPEG @tab @tab X
160@item raw MPEG-1 @tab @tab X
161@item raw MPEG-2 @tab @tab X
162@item raw MPEG-4 @tab X @tab X
163@item raw NULL @tab X @tab
81b55ee5 164@item raw video @tab X @tab X
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165@item raw id RoQ @tab X @tab
166@item raw Shorten @tab @tab X
23d9cc45 167@item raw TrueHD @tab X @tab X
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168@item raw VC-1 @tab @tab X
169@item raw PCM A-law @tab X @tab X
170@item raw PCM mu-law @tab X @tab X
171@item raw PCM signed 8 bit @tab X @tab X
172@item raw PCM signed 16 bit big-endian @tab X @tab X
173@item raw PCM signed 16 bit little-endian @tab X @tab X
174@item raw PCM signed 24 bit big-endian @tab X @tab X
175@item raw PCM signed 24 bit little-endian @tab X @tab X
176@item raw PCM signed 32 bit big-endian @tab X @tab X
177@item raw PCM signed 32 bit little-endian @tab X @tab X
178@item raw PCM unsigned 8 bit @tab X @tab X
179@item raw PCM unsigned 16 bit big-endian @tab X @tab X
180@item raw PCM unsigned 16 bit little-endian @tab X @tab X
181@item raw PCM unsigned 24 bit big-endian @tab X @tab X
182@item raw PCM unsigned 24 bit little-endian @tab X @tab X
183@item raw PCM unsigned 32 bit big-endian @tab X @tab X
184@item raw PCM unsigned 32 bit little-endian @tab X @tab X
185@item raw PCM floating-point 32 bit big-endian @tab X @tab X
186@item raw PCM floating-point 32 bit little-endian @tab X @tab X
187@item raw PCM floating-point 64 bit big-endian @tab X @tab X
188@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 189@item RDT @tab @tab X
913c3e2c 190@item REDCODE R3D @tab @tab X
7eb68edb 191 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 192@item RealMedia @tab X @tab X
39271be4 193@item Redirector @tab @tab X
913c3e2c 194@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 195@item RL2 @tab @tab X
d698c5d3 196 @tab Audio and video format used in some games by Entertainment Software Partners.
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197@item RPL/ARMovie @tab @tab X
198@item RTP @tab @tab X
199@item RTSP @tab @tab X
200@item SDP @tab @tab X
c6b2dc34 201@item Sega FILM/CPK @tab @tab X
d698c5d3 202 @tab Used in many Sega Saturn console games.
913c3e2c 203@item Sierra SOL @tab @tab X
d698c5d3 204 @tab .sol files used in Sierra Online games.
c6b2dc34 205@item Sierra VMD @tab @tab X
d698c5d3 206 @tab Used in Sierra CD-ROM games.
c6b2dc34 207@item Smacker @tab @tab X
d698c5d3 208 @tab Multimedia format used by many games.
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209@item Sony OpenMG (OMA) @tab @tab X
210 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
211@item Sony PlayStation STR @tab @tab X
cbfe5bee 212@item SoX native format @tab X @tab X
64c2f20a 213@item SUN AU format @tab X @tab X
c6b2dc34 214@item THP @tab @tab X
d698c5d3 215 @tab Used on the Nintendo GameCube.
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216@item Tiertex Limited SEQ @tab @tab X
217 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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218@item True Audio @tab @tab X
219@item VC-1 test bitstream @tab X @tab X
c6b2dc34 220@item WAV @tab X @tab X
39271be4 221@item WavPack @tab @tab X
913c3e2c 222@item Wing Commander III movie @tab @tab X
d698c5d3 223 @tab Multimedia format used in Origin's Wing Commander III computer game.
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224@item Westwood Studios audio @tab @tab X
225 @tab Multimedia format used in Westwood Studios games.
226@item Westwood Studios VQA @tab @tab X
227 @tab Multimedia format used in Westwood Studios games.
39271be4 228@item YUV4MPEG pipe @tab X @tab X
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229@end multitable
230
231@code{X} means that encoding (resp. decoding) is supported.
232
233@section Image Formats
234
235FFmpeg can read and write images for each frame of a video sequence. The
236following image formats are supported:
237
238@multitable @columnfractions .4 .1 .1 .4
b3de4544 239@item Name @tab Encoding @tab Decoding @tab Comments
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240@item .Y.U.V @tab X @tab X
241 @tab one raw file per component
242@item animated GIF @tab X @tab X
243 @tab Only uncompressed GIFs are generated.
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244@item BMP @tab X @tab X
245 @tab Microsoft BMP image
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246@item JPEG @tab X @tab X
247 @tab Progressive JPEG is not supported.
248@item JPEG 2000 @tab @tab E
249 @tab decoding supported through external library libopenjpeg
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250@item JPEG-LS @tab X @tab X
251@item LJPEG @tab X @tab
252 @tab Lossless JPEG
ddea12a6 253@item PAM @tab X @tab X
9db80acb 254 @tab PAM is a PNM extension with alpha support.
ddea12a6 255@item PBM @tab X @tab X
f2937cc6 256 @tab Portable BitMap image
effcedf7 257@item PCX @tab X @tab X
9db80acb 258 @tab PC Paintbrush
ddea12a6 259@item PGM @tab X @tab X
314511ab 260 @tab Portable GrayMap image
ddea12a6 261@item PGMYUV @tab X @tab X
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262 @tab PGM with U and V components in YUV 4:2:0
263@item PNG @tab X @tab X
264 @tab 2/4 bpp not supported yet
ddea12a6 265@item PPM @tab X @tab X
314511ab 266 @tab Portable PixelMap image
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267@item PTX @tab @tab X
268 @tab V.Flash PTX format
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269@item SGI @tab X @tab X
270 @tab SGI RGB image format
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271@item Sun Rasterfile @tab @tab X
272 @tab Sun RAS image format
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273@item TIFF @tab X @tab X
274 @tab YUV, JPEG and some extension is not supported yet.
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275@item Truevision Targa @tab X @tab X
276 @tab Targa (.TGA) image format
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277@end multitable
278
279@code{X} means that encoding (resp. decoding) is supported.
280
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281@code{E} means that support is provided through an external library.
282
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283@section Video Codecs
284
285@multitable @columnfractions .4 .1 .1 .4
b3de4544 286@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 287@item 4X Movie @tab @tab X
d698c5d3 288 @tab Used in certain computer games.
f0b19bd3 289@item 8088flex TMV @tab @tab X
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290@item 8SVX exponential @tab @tab X
291@item 8SVX fibonacci @tab @tab X
913c3e2c 292@item American Laser Games MM @tab @tab X
d698c5d3 293 @tab Used in games like Mad Dog McCree.
a1c5b6ec 294@item AMV Video @tab @tab X
d698c5d3 295 @tab Used in Chinese MP3 players.
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296@item Apple MJPEG-B @tab @tab X
297@item Apple QuickDraw @tab @tab X
d698c5d3 298 @tab fourcc: qdrw
d66d8b83 299@item Asus v1 @tab X @tab X
d698c5d3 300 @tab fourcc: ASV1
d66d8b83 301@item Asus v2 @tab X @tab X
d698c5d3 302 @tab fourcc: ASV2
d66d8b83 303@item ATI VCR1 @tab @tab X
d698c5d3 304 @tab fourcc: VCR1
d66d8b83 305@item ATI VCR2 @tab @tab X
d698c5d3 306 @tab fourcc: VCR2
dd2d651d 307@item Autodesk Animator Flic video @tab @tab X
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.
68dddf53 312@item Beam Software VB @tab @tab X
9510f59a 313@item Bethesda VID video @tab @tab X
d698c5d3 314 @tab Used in some games from Bethesda Softworks.
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315@item Brute Force & Ignorance @tab @tab X
316 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 317@item C93 video @tab @tab X
d698c5d3 318 @tab Codec used in Cyberia game.
d66d8b83 319@item CamStudio @tab @tab X
d698c5d3 320 @tab fourcc: CSCD
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321@item Chinese AVS video @tab @tab X
322 @tab AVS1-P2, JiZhun profile
323@item Delphine Software International CIN video @tab @tab X
324 @tab Codec used in Delphine Software International games.
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325@item Cinepak @tab @tab X
326@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 327 @tab fourcc: CLJR
9510f59a 328@item Creative YUV (CYUV) @tab @tab X
82ced5a9 329@item Dirac @tab E @tab E
360f980b 330 @tab supported through external libdirac/libschroedinger libraries
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331@item DNxHD @tab X @tab X
332 @tab aka SMPTE VC3
68dddf53 333@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 334 @tab fourcc: DUCK
68dddf53 335@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 336 @tab fourcc: TM20
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337@item DV (Digital Video) @tab X @tab X
338@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 339 @tab Codec originally used in Feeble Files game.
9510f59a 340@item Electronic Arts CMV video @tab @tab X
d698c5d3 341 @tab Used in NHL 95 game.
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342@item Electronic Arts TGV video @tab @tab X
343@item Electronic Arts TGQ video @tab @tab X
344@item Electronic Arts TQI video @tab @tab X
345@item Escape 124 @tab @tab X
346@item FFmpeg codec #1 @tab X @tab X
d698c5d3 347 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 348@item Flash Screen Video v1 @tab X @tab X
d698c5d3 349 @tab fourcc: FSV1
dd2d651d 350@item Flash Video (FLV) @tab X @tab X
d698c5d3 351 @tab Sorenson H.263 used in Flash
dd2d651d 352@item Fraps @tab @tab X
d66d8b83 353@item H.261 @tab X @tab X
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354@item H.263 / H.263-1996 @tab X @tab X
355@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
356@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 357 @tab encoding supported through external library libx264
dd2d651d 358@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 359@item HuffYUV @tab X @tab X
dd2d651d 360@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 361@item IBM Ultimotion @tab @tab X
d698c5d3 362 @tab fourcc: ULTI
bac4c85c 363@item id Cinematic video @tab @tab X
d698c5d3 364 @tab Used in Quake II.
a1c5b6ec 365@item id RoQ video @tab X @tab X
d698c5d3 366 @tab Used in Quake III, Jedi Knight 2, other computer games.
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367@item Intel H.263 @tab @tab X
368@item Intel Indeo 2 @tab @tab X
d66d8b83 369@item Intel Indeo 3 @tab @tab X
dd2d651d 370@item Interplay C93 @tab @tab X
9510f59a 371 @tab Used in the game Cyberia from Interplay.
dd2d651d 372@item Interplay MVE video @tab @tab X
d698c5d3 373 @tab Used in Interplay .MVE files.
dd2d651d 374@item Karl Morton's video codec @tab @tab X
d698c5d3 375 @tab Codec used in Worms games.
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376@item LCL (LossLess Codec Library) MSZH @tab @tab X
377@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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378@item LOCO @tab @tab X
379@item lossless MJPEG @tab X @tab X
380@item Microsoft RLE @tab @tab X
dd2d651d 381@item Microsoft Video 1 @tab @tab X
d66d8b83 382@item Mimic @tab @tab X
d698c5d3 383 @tab Used in MSN Messenger Webcam streams.
d66d8b83 384@item Miro VideoXL @tab @tab X
d698c5d3 385 @tab fourcc: VIXL
eacf8613 386@item MJPEG (Motion JPEG) @tab X @tab X
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387@item Motion Pixels video @tab @tab X
388@item MPEG-1 video @tab X @tab X
389@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
390@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
391@item MPEG-2 video @tab X @tab X
392@item MPEG-4 part 2 @tab X @tab X
393 @ libxvidcore can be used alternatively for encoding.
394@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
395@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
396@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 397@item Nintendo Gamecube THP video @tab @tab X
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398@item NuppelVideo/RTjpeg @tab @tab X
399 @tab Video encoding used in NuppelVideo files.
d66d8b83 400@item On2 VP3 @tab @tab X
d698c5d3 401 @tab still experimental
d66d8b83 402@item On2 VP5 @tab @tab X
d698c5d3 403 @tab fourcc: VP50
d66d8b83 404@item On2 VP6 @tab @tab X
d698c5d3 405 @tab fourcc: VP60,VP61,VP62
d66d8b83 406@item planar RGB @tab @tab X
d698c5d3 407 @tab fourcc: 8BPS
a1c5b6ec 408@item Q-team QPEG @tab @tab X
d698c5d3 409 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 410@item QuickTime 8BPS video @tab @tab X
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411@item QuickTime Animation (RLE) video @tab X @tab X
412 @tab fourcc: 'rle '
413@item QuickTime Graphics (SMC) @tab @tab X
414 @tab fourcc: 'smc '
415@item QuickTime video (RPZA) @tab @tab X
416 @tab fourcc: rpza
417@item Raw Video @tab X @tab X
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418@item RealVideo 1.0 @tab X @tab X
419@item RealVideo 2.0 @tab X @tab X
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420@item RealVideo 3.0 @tab @tab X
421 @tab still far from ideal
11c0f9ec 422@item RealVideo 4.0 @tab @tab X
68dddf53 423@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 424 @tab Texture dictionaries used by the Renderware Engine.
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425@item RL2 video @tab @tab X
426 @tab used in some games by Entertainment Software Partners
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427@item Sierra VMD video @tab @tab X
428 @tab Used in Sierra VMD files.
bac4c85c 429@item Smacker video @tab @tab X
d698c5d3 430 @tab Video encoding used in Smacker.
68dddf53 431@item SMPTE VC-1 @tab @tab X
d66d8b83 432@item Snow @tab X @tab X
d698c5d3 433 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 434@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 435@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 436 @tab fourcc: SVQ1
a1c5b6ec 437@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 438 @tab fourcc: SVQ3
a1c5b6ec 439@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 440 @tab fourcc: SP5X
68dddf53 441@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 442 @tab fourcc: TSCC
82ced5a9 443@item Theora @tab E @tab X
360f980b 444 @tab encoding supported through external library libtheora
a1c5b6ec 445@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 446 @tab Codec used in DOS CD-ROM FlashBack game.
ca0bb1c4 447@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
eacf8613 448@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 449 @tab Codec used in videos captured by VMware.
eacf8613 450@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 451@item Windows Media Video 7 @tab X @tab X
eacf8613 452@item Windows Media Video 8 @tab X @tab X
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453@item Windows Media Video 9 @tab @tab X
454 @tab not completely working
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455@item Wing Commander III / Xan @tab @tab X
456 @tab Used in Wing Commander III .MVE files.
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457@item Winnov WNV1 @tab @tab X
458@item WMV7 @tab X @tab X
39271be4 459@item YAMAHA SMAF @tab X @tab X
d66d8b83 460@item ZLIB @tab X @tab X
d698c5d3 461 @tab part of LCL, encoder experimental
eacf8613 462@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 463 @tab Encoder works only in PAL8.
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464@end multitable
465
466@code{X} means that encoding (resp. decoding) is supported.
467
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468@code{E} means that support is provided through an external library.
469
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470@section Audio Codecs
471
485ec4f1 472@multitable @columnfractions .4 .1 .1 .4
b3de4544 473@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 474@item 8SVX audio @tab @tab X
82ced5a9 475@item AAC @tab E @tab X
360f980b 476 @tab encoding supported through external library libfaac
c76d1bb2 477@item AC-3 @tab IX @tab X
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478@item ADPCM 4X Movie @tab @tab X
479@item ADPCM CDROM XA @tab @tab X
480@item ADPCM Creative Technology @tab @tab X
481 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
482@item ADPCM Electronic Arts @tab @tab X
483 @tab Used in various EA titles.
484@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
485 @tab Used in Sim City 3000.
486@item ADPCM Electronic Arts R1 @tab @tab X
487@item ADPCM Electronic Arts R2 @tab @tab X
488@item ADPCM Electronic Arts R3 @tab @tab X
489@item ADPCM Electronic Arts XAS @tab @tab X
490@item ADPCM G.726 @tab X @tab X
491@item ADPCM IMA AMV @tab @tab X
492 @tab Used in AMV files
493@item ADPCM IMA Electronic Arts EACS @tab @tab X
494@item ADPCM IMA Electronic Arts SEAD @tab @tab X
495@item ADPCM IMA Funcom @tab @tab X
496@item ADPCM IMA QuickTime @tab X @tab X
497@item ADPCM IMA Loki SDL MJPEG @tab @tab X
498@item ADPCM IMA WAV @tab X @tab X
499@item ADPCM IMA Westwood @tab @tab X
500@item ADPCM ISS IMA @tab @tab X
501 @tab Used in FunCom games.
502@item ADPCM IMA Duck DK3 @tab @tab X
503 @tab Used in some Sega Saturn console games.
504@item ADPCM IMA Duck DK4 @tab @tab X
505 @tab Used in some Sega Saturn console games.
506@item ADPCM Microsoft @tab X @tab X
507@item ADPCM MS IMA @tab X @tab X
508@item ADPCM Nintendo Gamecube THP @tab @tab X
509@item ADPCM QT IMA @tab X @tab X
510@item ADPCM SEGA CRI ADX @tab X @tab X
511 @tab Used in Sega Dreamcast games.
512@item ADPCM Shockwave Flash @tab X @tab X
513@item ADPCM SMJPEG IMA @tab @tab X
514 @tab Used in certain Loki game ports.
515@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
516@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
517@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
518@item ADPCM Westwood Studios IMA @tab @tab X
519 @tab Used in Westwood Studios games like Command and Conquer.
520@item ADPCM Yamaha @tab X @tab X
82ced5a9 521@item AMR-NB @tab E @tab E
360f980b 522 @tab supported through external library libamrnb
82ced5a9 523@item AMR-WB @tab E @tab E
360f980b 524 @tab supported through external library libamrwb
833e90dd 525@item Apple lossless audio @tab X @tab X
d698c5d3 526 @tab QuickTime fourcc 'alac'
9510f59a 527@item Atrac 3 @tab @tab X
9510f59a 528@item Delphine Software International CIN audio @tab @tab X
d698c5d3 529 @tab Codec used in Delphine Software International games.
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530@item COOK @tab @tab X
531 @tab All versions except 5.1 are supported.
9510f59a 532@item DCA (DTS Coherent Acoustics) @tab @tab X
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533@item DPCM id RoQ @tab X @tab X
534 @tab Used in Quake III, Jedi Knight 2, other computer games.
535@item DPCM Interplay @tab @tab X
536 @tab Used in various Interplay computer games.
537@item DPCM Sierra Online @tab @tab X
538 @tab Used in Sierra Online game audio files.
539@item DPCM Sol @tab @tab X
540@item DPCM Xan @tab @tab X
16d81b27 541@item DSP Group TrueSpeech @tab @tab X
16d81b27 542@item DV audio @tab @tab X
44723c84 543@item Enhanced AC-3 @tab @tab X
dd2d651d 544@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 545@item G.729 @tab @tab X
82ced5a9 546@item GSM @tab E @tab E
3f33271a 547 @tab supported through external library libgsm
dd2d651d 548@item GSM Microsoft variant @tab E @tab E
3f33271a 549 @tab supported through external library libgsm
dd2d651d 550@item IMC (Intel Music Coder) @tab @tab X
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551@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
552@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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553@item MLP (Meridian Lossless Packing) @tab @tab X
554 @tab Used in DVD-Audio discs.
16d81b27 555@item Monkey's Audio @tab @tab X
d698c5d3 556 @tab Only versions 3.97-3.99 are supported.
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557@item MP1 (MPEG audio layer 1) @tab @tab IX
558@item MP2 (MPEG audio layer 2) @tab IX @tab IX
559@item MP3 (MPEG audio layer 3) @tab E @tab IX
560 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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561@item Musepack SV7 @tab @tab X
562@item Musepack SV8 @tab @tab X
641992de 563@item Nellymoser Asao @tab X @tab X
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564@item PCM A-law @tab X @tab X
565@item PCM mu-law @tab X @tab X
566@item PCM 16-bit little-endian planar @tab @tab X
567@item PCM 32-bit floating point big-endian @tab X @tab X
568@item PCM 32-bit floating point little-endian @tab X @tab X
569@item PCM 64-bit floating point big-endian @tab X @tab X
570@item PCM 64-bit floating point little-endian @tab X @tab X
571@item PCM D-Cinema audio signed 24-bit @tab X @tab X
572@item PCM signed 8-bit @tab X @tab X
573@item PCM signed 16-bit big-endian @tab X @tab X
574@item PCM signed 16-bit little-endian @tab X @tab X
575@item PCM signed 24-bit big-endian @tab X @tab X
576@item PCM signed 24-bit little-endian @tab X @tab X
577@item PCM signed 32-bit big-endian @tab X @tab X
578@item PCM signed 32-bit little-endian @tab X @tab X
579@item PCM unsigned 8-bit @tab X @tab X
580@item PCM unsigned 16-bit big-endian @tab X @tab X
581@item PCM unsigned 16-bit little-endian @tab X @tab X
582@item PCM unsigned 24-bit big-endian @tab X @tab X
583@item PCM unsigned 24-bit little-endian @tab X @tab X
584@item PCM unsigned 32-bit big-endian @tab X @tab X
585@item PCM unsigned 32-bit little-endian @tab X @tab X
586@item PCM Zork @tab X @tab X
73b458e3 587@item QCELP / PureVoice @tab @tab X
a1c5b6ec 588@item QDesign Music Codec 2 @tab @tab X
d698c5d3 589 @tab There are still some distortions.
a1c5b6ec 590@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 591 @tab Real 14400 bit/s codec
a1c5b6ec 592@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 593 @tab Real 28800 bit/s codec
a1c5b6ec 594@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 595 @tab Real low bitrate AC-3 codec
bac4c85c 596@item Shorten @tab @tab X
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597@item Sierra VMD audio @tab @tab X
598 @tab Used in Sierra VMD files.
bac4c85c 599@item Smacker audio @tab @tab X
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600@item Sonic @tab X @tab X
601 @tab experimental codec
602@item Sonic lossless @tab X @tab X
603 @tab experimental codec
82ced5a9 604@item Speex @tab @tab E
360f980b 605 @tab supported through external library libspeex
16d81b27 606@item True Audio (TTA) @tab @tab X
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607@item TrueHD @tab @tab X
608 @tab Used in HD-DVD and Blu-Ray discs.
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609@item Vorbis @tab E @tab X
610 @ A native but very primitive encoder exists.
bac4c85c 611@item WavPack @tab @tab X
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612@item Westwood Audio (SND1) @tab @tab X
613@item Windows Media Audio 1 @tab X @tab X
614@item Windows Media Audio 2 @tab X @tab X
d698c5d3 615 @tab Used in Origin's Wing Commander IV AVI files.
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616@end multitable
617
618@code{X} means that encoding (resp. decoding) is supported.
619
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620@code{E} means that support is provided through an external library.
621
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622@code{I} means that an integer-only version is available, too (ensures high
623performance on systems without hardware floating point support).
624
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625@section Subtitle Formats
626
000bbebb 627@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 628@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 629@item SSA/ASS @tab X @tab X
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630@item DVB @tab X @tab X @tab X @tab X
631@item DVD @tab X @tab X @tab X @tab X
632@item XSUB @tab @tab @tab @tab X
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633@end multitable
634
635@code{X} means that the feature is supported.
636
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637@section Network Protocols
638
000bbebb 639@multitable @columnfractions .4 .1
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640@item Name @tab Support
641@item file @tab X
642@item Gopher @tab X
643@item HTTP @tab X
644@item pipe @tab X
645@item RTP @tab X
646@item TCP @tab X
647@item UDP @tab X
648@end multitable
649
650@code{X} means that the protocol is supported.
651
652
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653@section Input/Output Devices
654
655@multitable @columnfractions .4 .1 .1
656@item Name @tab Input @tab Output
657@item ALSA @tab X @tab X
658@item BEOS audio @tab X @tab X
659@item BKTR @tab X @tab
660@item DV1394 @tab X @tab
80ff8a16 661@item JACK @tab X @tab
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662@item LIBDC1394 @tab X @tab
663@item OSS @tab X @tab X
664@item Video4Linux @tab X @tab
665@item Video4Linux2 @tab X @tab
666@item VfW capture @tab X @tab
667@item X11 grabbing @tab X @tab
668@end multitable
669
23869b4a 670@code{X} means that input/output is supported.
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671
672
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673@chapter Platform Specific information
674
675@section BSD
676
677BSD make will not build FFmpeg, you need to install and use GNU Make
678(@file{gmake}).
679
680@section Windows
681
46a845d0 682To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 683the FFmpeg Windows Help Forum at
ab5ce4ae 684@url{http://ffmpeg.arrozcru.org/}.
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685
686@subsection Native Windows compilation
687
c1989552 688FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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689the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
690You can find detailed installation
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691instructions in the download section and the FAQ.
692
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693FFmpeg does not build out-of-the-box with the packages the automated MinGW
694installer provides. It also requires coreutils to be installed and many other
695packages updated to the latest version. The minimum version for some packages
696are listed below:
697
698@itemize
699@item bash 3.1
700@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 701@item w32api 3.13
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702@item mingw-runtime 3.15
703@end itemize
704
44be8d42 705FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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706a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
707
c1989552 708Within the MSYS shell, configure and make with:
d0e1cd3d 709
c1989552 710@example
0f898714 711./configure --enable-memalign-hack --extra-cflags=-fno-common
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712make
713make install
714@end example
d0e1cd3d 715
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716This will install @file{ffmpeg.exe} along with many other development files
717to @file{/usr/local}. You may specify another install path using the
718@code{--prefix} option in @file{configure}.
d0e1cd3d 719
c1989552 720Notes:
d0e1cd3d 721
c1989552 722@itemize
d0e1cd3d 723
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724@item In order to compile FFplay, you must have the MinGW development library
725of SDL. Get it from @url{http://www.libsdl.org}.
726Edit the @file{bin/sdl-config} script so that it points to the correct prefix
727where SDL was installed. Verify that @file{sdl-config} can be launched from
728the MSYS command line.
d0e1cd3d 729
d0e1cd3d 730@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 731you can build libavutil, libavcodec and libavformat as DLLs.
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732
733@end itemize
734
c1989552 735@subsection Microsoft Visual C++ compatibility
d0e1cd3d 736
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737As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
738want to use the libav* libraries in your own applications, you can still
739compile those applications using MSVC++. But the libav* libraries you link
740to @emph{must} be built with MinGW. However, you will not be able to debug
741inside the libav* libraries, since MSVC++ does not recognize the debug
742symbols generated by GCC.
743We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 744
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745This description of how to use the FFmpeg libraries with MSVC++ is based on
746Microsoft Visual C++ 2005 Express Edition. If you have a different version,
747you might have to modify the procedures slightly.
d0e1cd3d 748
c1989552 749@subsubsection Using static libraries
d0e1cd3d 750
c1989552 751Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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752
753@enumerate
754
755@item Create a new console application ("File / New / Project") and then
756select "Win32 Console Application". On the appropriate page of the
757Application Wizard, uncheck the "Precompiled headers" option.
758
759@item Write the source code for your application, or, for testing, just
760copy the code from an existing sample application into the source file
c1989552 761that MSVC++ has already created for you. For example, you can copy
d95a0c67 762@file{libavformat/output-example.c} from the FFmpeg distribution.
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763
764@item Open the "Project / Properties" dialog box. In the "Configuration"
765combo box, select "All Configurations" so that the changes you make will
766affect both debug and release builds. In the tree view on the left hand
767side, select "C/C++ / General", then edit the "Additional Include
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768Directories" setting to contain the path where the FFmpeg includes were
769installed (i.e. @file{c:\msys\1.0\local\include}).
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770Do not add MinGW's include directory here, or the include files will
771conflict with MSVC's.
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772
773@item Still in the "Project / Properties" dialog box, select
774"Linker / General" from the tree view and edit the
775"Additional Library Directories" setting to contain the @file{lib}
776directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
777the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
778and the directory where MinGW's GCC libs are installed
779(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
780"Linker / Input" from the tree view, and add the files @file{libavformat.a},
781@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
782@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
783to the end of "Additional Dependencies".
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784
785@item Now, select "C/C++ / Code Generation" from the tree view. Select
786"Debug" in the "Configuration" combo box. Make sure that "Runtime
787Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
788the "Configuration" combo box and make sure that "Runtime Library" is
789set to "Multi-threaded DLL".
790
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791@item Click "OK" to close the "Project / Properties" dialog box.
792
793@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
794Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
795and install it in MSVC++'s include directory
796(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
797
798@item MSVC++ also does not understand the @code{inline} keyword used by
799FFmpeg, so you must add this line before @code{#include}ing libav*:
800@example
801#define inline _inline
802@end example
803
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804@item Build your application, everything should work.
805
806@end enumerate
807
808@subsubsection Using shared libraries
809
810This is how to create DLL and LIB files that are compatible with MSVC++:
811
812@enumerate
813
814@item Add a call to @file{vcvars32.bat} (which sets up the environment
815variables for the Visual C++ tools) as the first line of @file{msys.bat}.
816The standard location for @file{vcvars32.bat} is
817@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
818and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
819If this corresponds to your setup, add the following line as the first line
820of @file{msys.bat}:
821
822@example
823call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
824@end example
825
826Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
827and run @file{c:\msys\1.0\msys.bat} from there.
828
829@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
830from @file{Microsoft (R) Library Manager}, this means your environment
831variables are set up correctly, the @file{Microsoft (R) Library Manager}
832is on the path and will be used by FFmpeg to create
833MSVC++-compatible import libraries.
834
835@item Build FFmpeg with
836
837@example
838./configure --enable-shared --enable-memalign-hack
839make
840make install
841@end example
842
843Your install path (@file{/usr/local/} by default) should now have the
844necessary DLL and LIB files under the @file{bin} directory.
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845
846@end enumerate
847
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848To use those files with MSVC++, do the same as you would do with
849the static libraries, as described above. But in Step 4,
850you should only need to add the directory where the LIB files are installed
851(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
852installed in the @file{bin} directory. And instead of adding @file{libxx.a}
853files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
854@file{avutil.lib}. There should be no need for @file{libmingwex.a},
855@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
856statically linked into the DLLs. The @file{bin} directory contains a bunch
857of DLL files, but the ones that are actually used to run your application
858are the ones with a major version number in their filenames
859(i.e. @file{avcodec-51.dll}).
860
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861@subsection Cross compilation for Windows with Linux
862
863You must use the MinGW cross compilation tools available at
864@url{http://www.mingw.org/}.
865
866Then configure FFmpeg with the following options:
867@example
868./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
869@end example
870(you can change the cross-prefix according to the prefix chosen for the
871MinGW tools).
872
873Then you can easily test FFmpeg with Wine
874(@url{http://www.winehq.com/}).
875
876@subsection Compilation under Cygwin
877
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878The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
879does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
880or leverage the implementation in MinGW (as explained below).
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881
882Just install your Cygwin with all the "Base" packages, plus the
883following "Devel" ones:
884@example
f496ab12 885binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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886@end example
887
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888The experimental gcc4 package is still buggy, hence please
889use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
890
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891Install the current binutils-20080624-2 as they work fine (the old
892binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 893
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894Then create a small library that just contains llrint():
895
896@example
897ar x /usr/lib/mingw/libmingwex.a llrint.o
898ar cq /usr/local/lib/libllrint.a llrint.o
899@end example
900
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901Then run
902
903@example
29c3d42b 904./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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905@end example
906
907to make a static build or
908
909@example
29c3d42b 910./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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911@end example
912
913to build shared libraries.
914
915If you want to build FFmpeg with additional libraries, download Cygwin
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916"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
917@example
918libogg-devel, libvorbis-devel
919@end example
920
921These library packages are only available from Cygwin Ports
be8497b0 922(@url{http://sourceware.org/cygwinports/}) :
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923
924@example
925yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
926libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
927libxvidcore-devel
928@end example
929
930The recommendation for libnut and x264 is to build them from source by
931yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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933Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
934of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
935
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936@subsection Crosscompilation for Windows under Cygwin
937
938With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
939
940Just install your Cygwin as explained before, plus these additional
941"Devel" packages:
942@example
943gcc-mingw-core, mingw-runtime, mingw-zlib
944@end example
945
946and add some special flags to your configure invocation.
947
948For a static build run
949@example
950./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
951@end example
952
953and for a build with shared libraries
954@example
955./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
956@end example
957
958@section BeOS
959
5f757b85 960BeOS support is broken in mysterious ways.
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962@section OS/2
963
964For information about compiling FFmpeg on OS/2 see
965@url{http://www.edm2.com/index.php/FFmpeg}.
966
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967@chapter Developers Guide
968
969@section API
970@itemize @bullet
971@item libavcodec is the library containing the codecs (both encoding and
972decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
973
974@item libavformat is the library containing the file format handling (mux and
975demux code for several formats). Look at @file{ffplay.c} to use it in a
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976player. See @file{libavformat/output-example.c} to use it to generate
977audio or video streams.
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978
979@end itemize
980
981@section Integrating libavcodec or libavformat in your program
982
983You can integrate all the source code of the libraries to link them
984statically to avoid any version problem. All you need is to provide a
985'config.mak' and a 'config.h' in the parent directory. See the defines
986generated by ./configure to understand what is needed.
987
988You can use libavcodec or libavformat in your commercial program, but
989@emph{any patch you make must be published}. The best way to proceed is
990to send your patches to the FFmpeg mailing list.
991
992@node Coding Rules
993@section Coding Rules
994
995FFmpeg is programmed in the ISO C90 language with a few additional
996features from ISO C99, namely:
997@itemize @bullet
998@item
999the @samp{inline} keyword;
1000@item
1001@samp{//} comments;
1002@item
1003designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
1004@item
1005compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1006@end itemize
1007
1008These features are supported by all compilers we care about, so we will not
1009accept patches to remove their use unless they absolutely do not impair
1010clarity and performance.
1011
1012All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1013compiles with several other compilers, such as the Compaq ccc compiler
1014or Sun Studio 9, and we would like to keep it that way unless it would
1015be exceedingly involved. To ensure compatibility, please do not use any
1016additional C99 features or GCC extensions. Especially watch out for:
1017@itemize @bullet
1018@item
1019mixing statements and declarations;
1020@item
1021@samp{long long} (use @samp{int64_t} instead);
1022@item
1023@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1024@item
1025GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1026@end itemize
1027
1028Indent size is 4.
1029The presentation is the one specified by 'indent -i4 -kr -nut'.
1030The TAB character is forbidden outside of Makefiles as is any
1031form of trailing whitespace. Commits containing either will be
1032rejected by the Subversion repository.
1033
1034The main priority in FFmpeg is simplicity and small code size in order to
1035minimize the bug count.
1036
1037Comments: Use the JavaDoc/Doxygen
1038format (see examples below) so that code documentation
1039can be generated automatically. All nontrivial functions should have a comment
1040above them explaining what the function does, even if it is just one sentence.
1041All structures and their member variables should be documented, too.
1042@example
1043/**
1044 * @@file mpeg.c
1045 * MPEG codec.
1046 * @@author ...
1047 */
1048
1049/**
1050 * Summary sentence.
1051 * more text ...
1052 * ...
1053 */
1054typedef struct Foobar@{
1055 int var1; /**< var1 description */
1056 int var2; ///< var2 description
1057 /** var3 description */
1058 int var3;
1059@} Foobar;
1060
1061/**
1062 * Summary sentence.
1063 * more text ...
1064 * ...
1065 * @@param my_parameter description of my_parameter
1066 * @@return return value description
1067 */
1068int myfunc(int my_parameter)
1069...
1070@end example
1071
1072fprintf and printf are forbidden in libavformat and libavcodec,
1073please use av_log() instead.
1074
1075Casts should be used only when necessary. Unneeded parentheses
1076should also be avoided if they don't make the code easier to understand.
1077
1078@section Development Policy
1079
1080@enumerate
1081@item
1082 Contributions should be licensed under the LGPL 2.1, including an
1083 "or any later version" clause, or the MIT license. GPL 2 including
1084 an "or any later version" clause is also acceptable, but LGPL is
1085 preferred.
1086@item
1087 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1088 enabled code which breaks compilation or compiles but does not work or
1089 breaks the regression tests)
1090 You can commit unfinished stuff (for testing etc), but it must be disabled
1091 (#ifdef etc) by default so it does not interfere with other developers'
1092 work.
1093@item
1094 You do not have to over-test things. If it works for you, and you think it
1095 should work for others, then commit. If your code has problems
1096 (portability, triggers compiler bugs, unusual environment etc) they will be
1097 reported and eventually fixed.
1098@item
1099 Do not commit unrelated changes together, split them into self-contained
1100 pieces. Also do not forget that if part B depends on part A, but A does not
1101 depend on B, then A can and should be committed first and separate from B.
1102 Keeping changes well split into self-contained parts makes reviewing and
1103 understanding them on the commit log mailing list easier. This also helps
1104 in case of debugging later on.
1105 Also if you have doubts about splitting or not splitting, do not hesitate to
1106 ask/discuss it on the developer mailing list.
1107@item
1108 Do not change behavior of the program (renaming options etc) without
1109 first discussing it on the ffmpeg-devel mailing list. Do not remove
1110 functionality from the code. Just improve!
1111
1112 Note: Redundant code can be removed.
1113@item
1114 Do not commit changes to the build system (Makefiles, configure script)
1115 which change behavior, defaults etc, without asking first. The same
1116 applies to compiler warning fixes, trivial looking fixes and to code
1117 maintained by other developers. We usually have a reason for doing things
1118 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1119 list, and if the code maintainers say OK, you may commit. This does not
1120 apply to files you wrote and/or maintain.
1121@item
1122 We refuse source indentation and other cosmetic changes if they are mixed
1123 with functional changes, such commits will be rejected and removed. Every
1124 developer has his own indentation style, you should not change it. Of course
1125 if you (re)write something, you can use your own style, even though we would
1126 prefer if the indentation throughout FFmpeg was consistent (Many projects
1127 force a given indentation style - we do not.). If you really need to make
1128 indentation changes (try to avoid this), separate them strictly from real
1129 changes.
1130
1131 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1132 then either do NOT change the indentation of the inner part within (do not
1133 move it to the right)! or do so in a separate commit
1134@item
1135 Always fill out the commit log message. Describe in a few lines what you
1136 changed and why. You can refer to mailing list postings if you fix a
1137 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1138@item
1139 If you apply a patch by someone else, include the name and email address in
1140 the log message. Since the ffmpeg-cvslog mailing list is publicly
1141 archived you should add some SPAM protection to the email address. Send an
1142 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1143 you applied the patch.
1144@item
1145 When applying patches that have been discussed (at length) on the mailing
1146 list, reference the thread in the log message.
1147@item
1148 Do NOT commit to code actively maintained by others without permission.
1149 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1150 timeframe (12h for build failures and security fixes, 3 days small changes,
1151 1 week for big patches) then commit your patch if you think it is OK.
1152 Also note, the maintainer can simply ask for more time to review!
1153@item
1154 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1155 are sent there and reviewed by all the other developers. Bugs and possible
1156 improvements or general questions regarding commits are discussed there. We
1157 expect you to react if problems with your code are uncovered.
1158@item
1159 Update the documentation if you change behavior or add features. If you are
1160 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1161 maintainer(s) will review and commit your stuff.
1162@item
1163 Try to keep important discussions and requests (also) on the public
1164 developer mailing list, so that all developers can benefit from them.
1165@item
1166 Never write to unallocated memory, never write over the end of arrays,
1167 always check values read from some untrusted source before using them
1168 as array index or other risky things.
1169@item
1170 Remember to check if you need to bump versions for the specific libav
1171 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1172 to change the version integer.
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1173 Incrementing the first component means no backward compatibility to
1174 previous versions (e.g. removal of a function from the public API).
1175 Incrementing the second component means backward compatible change
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1176 (e.g. addition of a function to the public API or extension of an
1177 existing data structure).
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1178 Incrementing the third component means a noteworthy binary compatible
1179 change (e.g. encoder bug fix that matters for the decoder).
1180@item
53407b64 1181 Compiler warnings indicate potential bugs or code with bad style. If a type of
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1182 warning always points to correct and clean code, that warning should
1183 be disabled, not the code changed.
1184 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1185 If it is a bug, the bug has to be fixed. If it is not, the code should
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1186 be changed to not generate a warning unless that causes a slowdown
1187 or obfuscates the code.
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1188@item
1189 If you add a new file, give it a proper license header. Do not copy and
1190 paste it from a random place, use an existing file as template.
1191@end enumerate
1192
1193We think our rules are not too hard. If you have comments, contact us.
1194
1195Note, these rules are mostly borrowed from the MPlayer project.
1196
1197@section Submitting patches
1198
1199First, (@pxref{Coding Rules}) above if you did not yet.
1200
1201When you submit your patch, try to send a unified diff (diff '-up'
1202option). We cannot read other diffs :-)
1203
1204Also please do not submit a patch which contains several unrelated changes.
1205Split it into separate, self-contained pieces. This does not mean splitting
1206file by file. Instead, make the patch as small as possible while still
1207keeping it as a logical unit that contains an individual change, even
1208if it spans multiple files. This makes reviewing your patches much easier
1209for us and greatly increases your chances of getting your patch applied.
1210
1211Run the regression tests before submitting a patch so that you can
1212verify that there are no big problems.
1213
1214Patches should be posted as base64 encoded attachments (or any other
1215encoding which ensures that the patch will not be trashed during
1216transmission) to the ffmpeg-devel mailing list, see
1217@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1218
1219It also helps quite a bit if you tell us what the patch does (for example
1220'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1221and has no lrint()')
1222
1223Also please if you send several patches, send each patch as a separate mail,
1224do not attach several unrelated patches to the same mail.
1225
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1226@section New codecs or formats checklist
1227
1228@enumerate
1229@item
1230 Did you use av_cold for codec initialization and close functions?
1231@item
1232 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1233 AVInputFormat/AVOutputFormat struct?
1234@item
1235 Did you bump the minor version number in @file{avcodec.h} or
1236 @file{avformat.h}?
1237@item
1238 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1239@item
1240 Did you add the CodecID to @file{avcodec.h}?
1241@item
1242 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1243 even if it is only a decoder?
1244@item
1245 Did you add a rule to compile the appropriate files in the Makefile?
1246 Remember to do this even if you're just adding a format to a file that is
1247 already being compiled by some other rule, like a raw demuxer.
1248@item
1249 Did you add an entry to the table of supported formats or codecs in the
1250 documentation?
1251@item
1252 Did you add an entry in the Changelog?
1253@item
1254 If it depends on a parser or a library, did you add that dependency in
1255 configure?
1256@item
1257 Did you "svn add" the appropriate files before commiting?
1258@end enumerate
1259
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1260@section patch submission checklist
1261
1262@enumerate
1263@item
1264 Do the regression tests pass with the patch applied?
1265@item
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1266 Does @code{make checkheaders} pass with the patch applied?
1267@item
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1268 Is the patch a unified diff?
1269@item
1270 Is the patch against latest FFmpeg SVN?
1271@item
1272 Are you subscribed to ffmpeg-dev?
1273 (the list is subscribers only due to spam)
1274@item
1275 Have you checked that the changes are minimal, so that the same cannot be
1276 achieved with a smaller patch and/or simpler final code?
1277@item
1278 If the change is to speed critical code, did you benchmark it?
1279@item
1280 If you did any benchmarks, did you provide them in the mail?
1281@item
1282 Have you checked that the patch does not introduce buffer overflows or
1283 other security issues?
1284@item
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1285 Did you test your decoder or demuxer against damaged data? If no, see
1286 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1287 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1288@item
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1289 Is the patch created from the root of the source tree, so it can be
1290 applied with @code{patch -p0}?
1291@item
1292 Does the patch not mix functional and cosmetic changes?
1293@item
1294 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1295@item
1296 Is the patch attached to the email you send?
1297@item
1298 Is the mime type of the patch correct? It should be text/x-diff or
1299 text/x-patch or at least text/plain and not application/octet-stream.
1300@item
1301 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1302@item
1303 If the patch fixes a bug, did you provide enough information, including
1304 a sample, so the bug can be reproduced and the fix can be verified?
1305 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1306 URL, you can upload to ftp://upload.ffmpeg.org
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1307@item
1308 Did you provide a verbose summary about what the patch does change?
1309@item
1310 Did you provide a verbose explanation why it changes things like it does?
1311@item
1312 Did you provide a verbose summary of the user visible advantages and
1313 disadvantages if the patch is applied?
1314@item
1315 Did you provide an example so we can verify the new feature added by the
1316 patch easily?
1317@item
1318 If you added a new file, did you insert a license header? It should be
1319 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1320@item
1321 You should maintain alphabetical order in alphabetically ordered lists as
1322 long as doing so does not break API/ABI compatibility.
1323@item
1324 Lines with similar content should be aligned vertically when doing so
1325 improves readability.
1326@item
1327 Did you provide a suggestion for a clear commit log message?
1328@end enumerate
1329
1330@section Patch review process
1331
1332All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1333clear note that the patch is not for SVN.
1334Reviews and comments will be posted as replies to the patch on the
1335mailing list. The patch submitter then has to take care of every comment,
1336that can be by resubmitting a changed patch or by discussion. Resubmitted
1337patches will themselves be reviewed like any other patch. If at some point
1338a patch passes review with no comments then it is approved, that can for
1339simple and small patches happen immediately while large patches will generally
1340have to be changed and reviewed many times before they are approved.
1341After a patch is approved it will be committed to the repository.
1342
1343We will review all submitted patches, but sometimes we are quite busy so
1344especially for large patches this can take several weeks.
1345
1346When resubmitting patches, please do not make any significant changes
1347not related to the comments received during review. Such patches will
1348be rejected. Instead, submit significant changes or new features as
1349separate patches.
1350
1351@section Regression tests
1352
1353Before submitting a patch (or committing to the repository), you should at least
1354test that you did not break anything.
1355
1356The regression tests build a synthetic video stream and a synthetic
1357audio stream. These are then encoded and decoded with all codecs or
1358formats. The CRC (or MD5) of each generated file is recorded in a
1359result file. A 'diff' is launched to compare the reference results and
1360the result file.
1361
1362The regression tests then go on to test the FFserver code with a
1363limited set of streams. It is important that this step runs correctly
1364as well.
1365
1366Run 'make test' to test all the codecs and formats.
1367
1368Run 'make fulltest' to test all the codecs, formats and FFserver.
1369
1370[Of course, some patches may change the results of the regression tests. In
1371this case, the reference results of the regression tests shall be modified
1372accordingly].
1373
1374@bye