Use memcpy instead of per-pixel copy loop for rgb lcl format
[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
64c2f20a 212@item SUN AU format @tab X @tab X
c6b2dc34 213@item THP @tab @tab X
d698c5d3 214 @tab Used on the Nintendo GameCube.
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215@item Tiertex Limited SEQ @tab @tab X
216 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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217@item True Audio @tab @tab X
218@item VC-1 test bitstream @tab X @tab X
c6b2dc34 219@item WAV @tab X @tab X
39271be4 220@item WavPack @tab @tab X
913c3e2c 221@item Wing Commander III movie @tab @tab X
d698c5d3 222 @tab Multimedia format used in Origin's Wing Commander III computer game.
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223@item Westwood Studios audio @tab @tab X
224 @tab Multimedia format used in Westwood Studios games.
225@item Westwood Studios VQA @tab @tab X
226 @tab Multimedia format used in Westwood Studios games.
39271be4 227@item YUV4MPEG pipe @tab X @tab X
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228@end multitable
229
230@code{X} means that encoding (resp. decoding) is supported.
231
232@section Image Formats
233
234FFmpeg can read and write images for each frame of a video sequence. The
235following image formats are supported:
236
237@multitable @columnfractions .4 .1 .1 .4
b3de4544 238@item Name @tab Encoding @tab Decoding @tab Comments
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239@item .Y.U.V @tab X @tab X
240 @tab one raw file per component
241@item animated GIF @tab X @tab X
242 @tab Only uncompressed GIFs are generated.
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243@item BMP @tab X @tab X
244 @tab Microsoft BMP image
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245@item JPEG @tab X @tab X
246 @tab Progressive JPEG is not supported.
247@item JPEG 2000 @tab @tab E
248 @tab decoding supported through external library libopenjpeg
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249@item JPEG-LS @tab X @tab X
250@item LJPEG @tab X @tab
251 @tab Lossless JPEG
ddea12a6 252@item PAM @tab X @tab X
9db80acb 253 @tab PAM is a PNM extension with alpha support.
ddea12a6 254@item PBM @tab X @tab X
f2937cc6 255 @tab Portable BitMap image
effcedf7 256@item PCX @tab X @tab X
9db80acb 257 @tab PC Paintbrush
ddea12a6 258@item PGM @tab X @tab X
314511ab 259 @tab Portable GrayMap image
ddea12a6 260@item PGMYUV @tab X @tab X
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261 @tab PGM with U and V components in YUV 4:2:0
262@item PNG @tab X @tab X
263 @tab 2/4 bpp not supported yet
ddea12a6 264@item PPM @tab X @tab X
314511ab 265 @tab Portable PixelMap image
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266@item PTX @tab @tab X
267 @tab V.Flash PTX format
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268@item SGI @tab X @tab X
269 @tab SGI RGB image format
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270@item Sun Rasterfile @tab @tab X
271 @tab Sun RAS image format
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272@item TIFF @tab X @tab X
273 @tab YUV, JPEG and some extension is not supported yet.
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274@item Truevision Targa @tab X @tab X
275 @tab Targa (.TGA) image format
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276@end multitable
277
278@code{X} means that encoding (resp. decoding) is supported.
279
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280@code{E} means that support is provided through an external library.
281
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282@section Video Codecs
283
284@multitable @columnfractions .4 .1 .1 .4
b3de4544 285@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 286@item 4X Movie @tab @tab X
d698c5d3 287 @tab Used in certain computer games.
f0b19bd3 288@item 8088flex TMV @tab @tab X
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289@item 8SVX exponential @tab @tab X
290@item 8SVX fibonacci @tab @tab X
913c3e2c 291@item American Laser Games MM @tab @tab X
d698c5d3 292 @tab Used in games like Mad Dog McCree.
a1c5b6ec 293@item AMV Video @tab @tab X
d698c5d3 294 @tab Used in Chinese MP3 players.
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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 Asus v1 @tab X @tab X
d698c5d3 299 @tab fourcc: ASV1
d66d8b83 300@item Asus v2 @tab X @tab X
d698c5d3 301 @tab fourcc: ASV2
d66d8b83 302@item ATI VCR1 @tab @tab X
d698c5d3 303 @tab fourcc: VCR1
d66d8b83 304@item ATI VCR2 @tab @tab X
d698c5d3 305 @tab fourcc: VCR2
dd2d651d 306@item Autodesk Animator Flic video @tab @tab X
d66d8b83 307@item Autodesk RLE @tab @tab X
d698c5d3 308 @tab fourcc: AASC
9510f59a 309@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 310 @tab Video encoding used by the Creature Shock game.
68dddf53 311@item Beam Software VB @tab @tab X
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
68dddf53 332@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 333 @tab fourcc: DUCK
68dddf53 334@item Duck TrueMotion 2.0 @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.
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341@item Electronic Arts TGV video @tab @tab X
342@item Electronic Arts TGQ video @tab @tab X
343@item Electronic Arts TQI video @tab @tab X
344@item Escape 124 @tab @tab X
345@item FFmpeg codec #1 @tab X @tab X
d698c5d3 346 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 347@item Flash Screen Video v1 @tab X @tab X
d698c5d3 348 @tab fourcc: FSV1
dd2d651d 349@item Flash Video (FLV) @tab X @tab X
d698c5d3 350 @tab Sorenson H.263 used in Flash
dd2d651d 351@item Fraps @tab @tab X
d66d8b83 352@item H.261 @tab X @tab X
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353@item H.263 / H.263-1996 @tab X @tab X
354@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
355@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 356 @tab encoding supported through external library libx264
dd2d651d 357@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 358@item HuffYUV @tab X @tab X
dd2d651d 359@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 360@item IBM Ultimotion @tab @tab X
d698c5d3 361 @tab fourcc: ULTI
bac4c85c 362@item id Cinematic video @tab @tab X
d698c5d3 363 @tab Used in Quake II.
a1c5b6ec 364@item id RoQ video @tab X @tab X
d698c5d3 365 @tab Used in Quake III, Jedi Knight 2, other computer games.
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366@item Intel H.263 @tab @tab X
367@item Intel Indeo 2 @tab @tab X
d66d8b83 368@item Intel Indeo 3 @tab @tab X
dd2d651d 369@item Interplay C93 @tab @tab X
9510f59a 370 @tab Used in the game Cyberia from Interplay.
dd2d651d 371@item Interplay MVE video @tab @tab X
d698c5d3 372 @tab Used in Interplay .MVE files.
dd2d651d 373@item Karl Morton's video codec @tab @tab X
d698c5d3 374 @tab Codec used in Worms games.
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375@item LCL (LossLess Codec Library) MSZH @tab @tab X
376@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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377@item LOCO @tab @tab X
378@item lossless MJPEG @tab X @tab X
379@item Microsoft RLE @tab @tab X
dd2d651d 380@item Microsoft Video 1 @tab @tab X
d66d8b83 381@item Mimic @tab @tab X
d698c5d3 382 @tab Used in MSN Messenger Webcam streams.
d66d8b83 383@item Miro VideoXL @tab @tab X
d698c5d3 384 @tab fourcc: VIXL
eacf8613 385@item MJPEG (Motion JPEG) @tab X @tab X
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386@item Motion Pixels video @tab @tab X
387@item MPEG-1 video @tab X @tab X
388@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
389@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
390@item MPEG-2 video @tab X @tab X
391@item MPEG-4 part 2 @tab X @tab X
392 @ libxvidcore can be used alternatively for encoding.
393@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
394@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
395@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 396@item Nintendo Gamecube THP video @tab @tab X
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397@item NuppelVideo/RTjpeg @tab @tab X
398 @tab Video encoding used in NuppelVideo files.
d66d8b83 399@item On2 VP3 @tab @tab X
d698c5d3 400 @tab still experimental
d66d8b83 401@item On2 VP5 @tab @tab X
d698c5d3 402 @tab fourcc: VP50
d66d8b83 403@item On2 VP6 @tab @tab X
d698c5d3 404 @tab fourcc: VP60,VP61,VP62
d66d8b83 405@item planar RGB @tab @tab X
d698c5d3 406 @tab fourcc: 8BPS
a1c5b6ec 407@item Q-team QPEG @tab @tab X
d698c5d3 408 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 409@item QuickTime 8BPS video @tab @tab X
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410@item QuickTime Animation (RLE) video @tab X @tab X
411 @tab fourcc: 'rle '
412@item QuickTime Graphics (SMC) @tab @tab X
413 @tab fourcc: 'smc '
414@item QuickTime video (RPZA) @tab @tab X
415 @tab fourcc: rpza
416@item Raw Video @tab X @tab X
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417@item RealVideo 1.0 @tab X @tab X
418@item RealVideo 2.0 @tab X @tab X
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419@item RealVideo 3.0 @tab @tab X
420 @tab still far from ideal
11c0f9ec 421@item RealVideo 4.0 @tab @tab X
68dddf53 422@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 423 @tab Texture dictionaries used by the Renderware Engine.
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424@item RL2 video @tab @tab X
425 @tab used in some games by Entertainment Software Partners
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426@item Sierra VMD video @tab @tab X
427 @tab Used in Sierra VMD files.
bac4c85c 428@item Smacker video @tab @tab X
d698c5d3 429 @tab Video encoding used in Smacker.
68dddf53 430@item SMPTE VC-1 @tab @tab X
d66d8b83 431@item Snow @tab X @tab X
d698c5d3 432 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 433@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 434@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 435 @tab fourcc: SVQ1
a1c5b6ec 436@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 437 @tab fourcc: SVQ3
a1c5b6ec 438@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 439 @tab fourcc: SP5X
68dddf53 440@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 441 @tab fourcc: TSCC
82ced5a9 442@item Theora @tab E @tab X
360f980b 443 @tab encoding supported through external library libtheora
a1c5b6ec 444@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 445 @tab Codec used in DOS CD-ROM FlashBack game.
ca0bb1c4 446@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
eacf8613 447@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 448 @tab Codec used in videos captured by VMware.
eacf8613 449@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 450@item Windows Media Video 7 @tab X @tab X
eacf8613 451@item Windows Media Video 8 @tab X @tab X
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452@item Windows Media Video 9 @tab @tab X
453 @tab not completely working
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454@item Wing Commander III / Xan @tab @tab X
455 @tab Used in Wing Commander III .MVE files.
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456@item Winnov WNV1 @tab @tab X
457@item WMV7 @tab X @tab X
39271be4 458@item YAMAHA SMAF @tab X @tab X
d66d8b83 459@item ZLIB @tab X @tab X
d698c5d3 460 @tab part of LCL, encoder experimental
eacf8613 461@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 462 @tab Encoder works only in PAL8.
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463@end multitable
464
465@code{X} means that encoding (resp. decoding) is supported.
466
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467@code{E} means that support is provided through an external library.
468
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469@section Audio Codecs
470
485ec4f1 471@multitable @columnfractions .4 .1 .1 .4
b3de4544 472@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 473@item 8SVX audio @tab @tab X
82ced5a9 474@item AAC @tab E @tab X
360f980b 475 @tab encoding supported through external library libfaac
c76d1bb2 476@item AC-3 @tab IX @tab X
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477@item ADPCM 4X Movie @tab @tab X
478@item ADPCM CDROM XA @tab @tab X
479@item ADPCM Creative Technology @tab @tab X
480 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
481@item ADPCM Electronic Arts @tab @tab X
482 @tab Used in various EA titles.
483@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
484 @tab Used in Sim City 3000.
485@item ADPCM Electronic Arts R1 @tab @tab X
486@item ADPCM Electronic Arts R2 @tab @tab X
487@item ADPCM Electronic Arts R3 @tab @tab X
488@item ADPCM Electronic Arts XAS @tab @tab X
489@item ADPCM G.726 @tab X @tab X
490@item ADPCM IMA AMV @tab @tab X
491 @tab Used in AMV files
492@item ADPCM IMA Electronic Arts EACS @tab @tab X
493@item ADPCM IMA Electronic Arts SEAD @tab @tab X
494@item ADPCM IMA Funcom @tab @tab X
495@item ADPCM IMA QuickTime @tab X @tab X
496@item ADPCM IMA Loki SDL MJPEG @tab @tab X
497@item ADPCM IMA WAV @tab X @tab X
498@item ADPCM IMA Westwood @tab @tab X
499@item ADPCM ISS IMA @tab @tab X
500 @tab Used in FunCom games.
501@item ADPCM IMA Duck DK3 @tab @tab X
502 @tab Used in some Sega Saturn console games.
503@item ADPCM IMA Duck DK4 @tab @tab X
504 @tab Used in some Sega Saturn console games.
505@item ADPCM Microsoft @tab X @tab X
506@item ADPCM MS IMA @tab X @tab X
507@item ADPCM Nintendo Gamecube THP @tab @tab X
508@item ADPCM QT IMA @tab X @tab X
509@item ADPCM SEGA CRI ADX @tab X @tab X
510 @tab Used in Sega Dreamcast games.
511@item ADPCM Shockwave Flash @tab X @tab X
512@item ADPCM SMJPEG IMA @tab @tab X
513 @tab Used in certain Loki game ports.
514@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
515@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
516@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
517@item ADPCM Westwood Studios IMA @tab @tab X
518 @tab Used in Westwood Studios games like Command and Conquer.
519@item ADPCM Yamaha @tab X @tab X
82ced5a9 520@item AMR-NB @tab E @tab E
360f980b 521 @tab supported through external library libamrnb
82ced5a9 522@item AMR-WB @tab E @tab E
360f980b 523 @tab supported through external library libamrwb
833e90dd 524@item Apple lossless audio @tab X @tab X
d698c5d3 525 @tab QuickTime fourcc 'alac'
9510f59a 526@item Atrac 3 @tab @tab X
9510f59a 527@item Delphine Software International CIN audio @tab @tab X
d698c5d3 528 @tab Codec used in Delphine Software International games.
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529@item COOK @tab @tab X
530 @tab All versions except 5.1 are supported.
9510f59a 531@item DCA (DTS Coherent Acoustics) @tab @tab X
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532@item DPCM id RoQ @tab X @tab X
533 @tab Used in Quake III, Jedi Knight 2, other computer games.
534@item DPCM Interplay @tab @tab X
535 @tab Used in various Interplay computer games.
536@item DPCM Sierra Online @tab @tab X
537 @tab Used in Sierra Online game audio files.
538@item DPCM Sol @tab @tab X
539@item DPCM Xan @tab @tab X
16d81b27 540@item DSP Group TrueSpeech @tab @tab X
16d81b27 541@item DV audio @tab @tab X
44723c84 542@item Enhanced AC-3 @tab @tab X
dd2d651d 543@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 544@item G.729 @tab @tab X
82ced5a9 545@item GSM @tab E @tab E
3f33271a 546 @tab supported through external library libgsm
dd2d651d 547@item GSM Microsoft variant @tab E @tab E
3f33271a 548 @tab supported through external library libgsm
dd2d651d 549@item IMC (Intel Music Coder) @tab @tab X
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550@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
551@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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552@item MLP (Meridian Lossless Packing) @tab @tab X
553 @tab Used in DVD-Audio discs.
16d81b27 554@item Monkey's Audio @tab @tab X
d698c5d3 555 @tab Only versions 3.97-3.99 are supported.
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556@item MP1 (MPEG audio layer 1) @tab @tab IX
557@item MP2 (MPEG audio layer 2) @tab IX @tab IX
558@item MP3 (MPEG audio layer 3) @tab E @tab IX
559 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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560@item Musepack SV7 @tab @tab X
561@item Musepack SV8 @tab @tab X
641992de 562@item Nellymoser Asao @tab X @tab X
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563@item PCM A-law @tab X @tab X
564@item PCM mu-law @tab X @tab X
565@item PCM 16-bit little-endian planar @tab @tab X
566@item PCM 32-bit floating point big-endian @tab X @tab X
567@item PCM 32-bit floating point little-endian @tab X @tab X
568@item PCM 64-bit floating point big-endian @tab X @tab X
569@item PCM 64-bit floating point little-endian @tab X @tab X
570@item PCM D-Cinema audio signed 24-bit @tab X @tab X
571@item PCM signed 8-bit @tab X @tab X
572@item PCM signed 16-bit big-endian @tab X @tab X
573@item PCM signed 16-bit little-endian @tab X @tab X
574@item PCM signed 24-bit big-endian @tab X @tab X
575@item PCM signed 24-bit little-endian @tab X @tab X
576@item PCM signed 32-bit big-endian @tab X @tab X
577@item PCM signed 32-bit little-endian @tab X @tab X
578@item PCM unsigned 8-bit @tab X @tab X
579@item PCM unsigned 16-bit big-endian @tab X @tab X
580@item PCM unsigned 16-bit little-endian @tab X @tab X
581@item PCM unsigned 24-bit big-endian @tab X @tab X
582@item PCM unsigned 24-bit little-endian @tab X @tab X
583@item PCM unsigned 32-bit big-endian @tab X @tab X
584@item PCM unsigned 32-bit little-endian @tab X @tab X
585@item PCM Zork @tab X @tab X
73b458e3 586@item QCELP / PureVoice @tab @tab X
a1c5b6ec 587@item QDesign Music Codec 2 @tab @tab X
d698c5d3 588 @tab There are still some distortions.
a1c5b6ec 589@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 590 @tab Real 14400 bit/s codec
a1c5b6ec 591@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 592 @tab Real 28800 bit/s codec
a1c5b6ec 593@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 594 @tab Real low bitrate AC-3 codec
bac4c85c 595@item Shorten @tab @tab X
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596@item Sierra VMD audio @tab @tab X
597 @tab Used in Sierra VMD files.
bac4c85c 598@item Smacker audio @tab @tab X
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599@item Sonic @tab X @tab X
600 @tab experimental codec
601@item Sonic lossless @tab X @tab X
602 @tab experimental codec
82ced5a9 603@item Speex @tab @tab E
360f980b 604 @tab supported through external library libspeex
16d81b27 605@item True Audio (TTA) @tab @tab X
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606@item TrueHD @tab @tab X
607 @tab Used in HD-DVD and Blu-Ray discs.
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608@item Vorbis @tab E @tab X
609 @ A native but very primitive encoder exists.
bac4c85c 610@item WavPack @tab @tab X
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611@item Westwood Audio (SND1) @tab @tab X
612@item Windows Media Audio 1 @tab X @tab X
613@item Windows Media Audio 2 @tab X @tab X
d698c5d3 614 @tab Used in Origin's Wing Commander IV AVI files.
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615@end multitable
616
617@code{X} means that encoding (resp. decoding) is supported.
618
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619@code{E} means that support is provided through an external library.
620
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621@code{I} means that an integer-only version is available, too (ensures high
622performance on systems without hardware floating point support).
623
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624@section Subtitle Formats
625
000bbebb 626@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 627@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 628@item SSA/ASS @tab X @tab X
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629@item DVB @tab X @tab X @tab X @tab X
630@item DVD @tab X @tab X @tab X @tab X
631@item XSUB @tab @tab @tab @tab X
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632@end multitable
633
634@code{X} means that the feature is supported.
635
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636@section Network Protocols
637
000bbebb 638@multitable @columnfractions .4 .1
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639@item Name @tab Support
640@item file @tab X
641@item Gopher @tab X
642@item HTTP @tab X
643@item pipe @tab X
644@item RTP @tab X
645@item TCP @tab X
646@item UDP @tab X
647@end multitable
648
649@code{X} means that the protocol is supported.
650
651
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652@section Input/Output Devices
653
654@multitable @columnfractions .4 .1 .1
655@item Name @tab Input @tab Output
656@item ALSA @tab X @tab X
657@item BEOS audio @tab X @tab X
658@item BKTR @tab X @tab
659@item DV1394 @tab X @tab
80ff8a16 660@item JACK @tab X @tab
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661@item LIBDC1394 @tab X @tab
662@item OSS @tab X @tab X
663@item Video4Linux @tab X @tab
664@item Video4Linux2 @tab X @tab
665@item VfW capture @tab X @tab
666@item X11 grabbing @tab X @tab
667@end multitable
668
23869b4a 669@code{X} means that input/output is supported.
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670
671
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672@chapter Platform Specific information
673
674@section BSD
675
676BSD make will not build FFmpeg, you need to install and use GNU Make
677(@file{gmake}).
678
679@section Windows
680
46a845d0 681To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 682the FFmpeg Windows Help Forum at
ab5ce4ae 683@url{http://ffmpeg.arrozcru.org/}.
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684
685@subsection Native Windows compilation
686
c1989552 687FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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688the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
689You can find detailed installation
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690instructions in the download section and the FAQ.
691
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692FFmpeg does not build out-of-the-box with the packages the automated MinGW
693installer provides. It also requires coreutils to be installed and many other
694packages updated to the latest version. The minimum version for some packages
695are listed below:
696
697@itemize
698@item bash 3.1
699@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 700@item w32api 3.13
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701@item mingw-runtime 3.15
702@end itemize
703
44be8d42 704FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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705a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
706
c1989552 707Within the MSYS shell, configure and make with:
d0e1cd3d 708
c1989552 709@example
0f898714 710./configure --enable-memalign-hack --extra-cflags=-fno-common
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711make
712make install
713@end example
d0e1cd3d 714
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715This will install @file{ffmpeg.exe} along with many other development files
716to @file{/usr/local}. You may specify another install path using the
717@code{--prefix} option in @file{configure}.
d0e1cd3d 718
c1989552 719Notes:
d0e1cd3d 720
c1989552 721@itemize
d0e1cd3d 722
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723@item In order to compile FFplay, you must have the MinGW development library
724of SDL. Get it from @url{http://www.libsdl.org}.
725Edit the @file{bin/sdl-config} script so that it points to the correct prefix
726where SDL was installed. Verify that @file{sdl-config} can be launched from
727the MSYS command line.
d0e1cd3d 728
d0e1cd3d 729@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 730you can build libavutil, libavcodec and libavformat as DLLs.
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731
732@end itemize
733
c1989552 734@subsection Microsoft Visual C++ compatibility
d0e1cd3d 735
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736As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
737want to use the libav* libraries in your own applications, you can still
738compile those applications using MSVC++. But the libav* libraries you link
739to @emph{must} be built with MinGW. However, you will not be able to debug
740inside the libav* libraries, since MSVC++ does not recognize the debug
741symbols generated by GCC.
742We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 743
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744This description of how to use the FFmpeg libraries with MSVC++ is based on
745Microsoft Visual C++ 2005 Express Edition. If you have a different version,
746you might have to modify the procedures slightly.
d0e1cd3d 747
c1989552 748@subsubsection Using static libraries
d0e1cd3d 749
c1989552 750Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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751
752@enumerate
753
754@item Create a new console application ("File / New / Project") and then
755select "Win32 Console Application". On the appropriate page of the
756Application Wizard, uncheck the "Precompiled headers" option.
757
758@item Write the source code for your application, or, for testing, just
759copy the code from an existing sample application into the source file
c1989552 760that MSVC++ has already created for you. For example, you can copy
d95a0c67 761@file{libavformat/output-example.c} from the FFmpeg distribution.
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762
763@item Open the "Project / Properties" dialog box. In the "Configuration"
764combo box, select "All Configurations" so that the changes you make will
765affect both debug and release builds. In the tree view on the left hand
766side, select "C/C++ / General", then edit the "Additional Include
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767Directories" setting to contain the path where the FFmpeg includes were
768installed (i.e. @file{c:\msys\1.0\local\include}).
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769Do not add MinGW's include directory here, or the include files will
770conflict with MSVC's.
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771
772@item Still in the "Project / Properties" dialog box, select
773"Linker / General" from the tree view and edit the
774"Additional Library Directories" setting to contain the @file{lib}
775directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
776the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
777and the directory where MinGW's GCC libs are installed
778(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
779"Linker / Input" from the tree view, and add the files @file{libavformat.a},
780@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
781@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
782to the end of "Additional Dependencies".
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783
784@item Now, select "C/C++ / Code Generation" from the tree view. Select
785"Debug" in the "Configuration" combo box. Make sure that "Runtime
786Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
787the "Configuration" combo box and make sure that "Runtime Library" is
788set to "Multi-threaded DLL".
789
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790@item Click "OK" to close the "Project / Properties" dialog box.
791
792@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
793Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
794and install it in MSVC++'s include directory
795(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
796
797@item MSVC++ also does not understand the @code{inline} keyword used by
798FFmpeg, so you must add this line before @code{#include}ing libav*:
799@example
800#define inline _inline
801@end example
802
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803@item Build your application, everything should work.
804
805@end enumerate
806
807@subsubsection Using shared libraries
808
809This is how to create DLL and LIB files that are compatible with MSVC++:
810
811@enumerate
812
813@item Add a call to @file{vcvars32.bat} (which sets up the environment
814variables for the Visual C++ tools) as the first line of @file{msys.bat}.
815The standard location for @file{vcvars32.bat} is
816@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
817and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
818If this corresponds to your setup, add the following line as the first line
819of @file{msys.bat}:
820
821@example
822call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
823@end example
824
825Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
826and run @file{c:\msys\1.0\msys.bat} from there.
827
828@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
829from @file{Microsoft (R) Library Manager}, this means your environment
830variables are set up correctly, the @file{Microsoft (R) Library Manager}
831is on the path and will be used by FFmpeg to create
832MSVC++-compatible import libraries.
833
834@item Build FFmpeg with
835
836@example
837./configure --enable-shared --enable-memalign-hack
838make
839make install
840@end example
841
842Your install path (@file{/usr/local/} by default) should now have the
843necessary DLL and LIB files under the @file{bin} directory.
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844
845@end enumerate
846
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847To use those files with MSVC++, do the same as you would do with
848the static libraries, as described above. But in Step 4,
849you should only need to add the directory where the LIB files are installed
850(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
851installed in the @file{bin} directory. And instead of adding @file{libxx.a}
852files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
853@file{avutil.lib}. There should be no need for @file{libmingwex.a},
854@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
855statically linked into the DLLs. The @file{bin} directory contains a bunch
856of DLL files, but the ones that are actually used to run your application
857are the ones with a major version number in their filenames
858(i.e. @file{avcodec-51.dll}).
859
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860@subsection Cross compilation for Windows with Linux
861
862You must use the MinGW cross compilation tools available at
863@url{http://www.mingw.org/}.
864
865Then configure FFmpeg with the following options:
866@example
867./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
868@end example
869(you can change the cross-prefix according to the prefix chosen for the
870MinGW tools).
871
872Then you can easily test FFmpeg with Wine
873(@url{http://www.winehq.com/}).
874
875@subsection Compilation under Cygwin
876
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877The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
878does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
879or leverage the implementation in MinGW (as explained below).
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880
881Just install your Cygwin with all the "Base" packages, plus the
882following "Devel" ones:
883@example
f496ab12 884binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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885@end example
886
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887The experimental gcc4 package is still buggy, hence please
888use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
889
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890Install the current binutils-20080624-2 as they work fine (the old
891binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 892
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893Then create a small library that just contains llrint():
894
895@example
896ar x /usr/lib/mingw/libmingwex.a llrint.o
897ar cq /usr/local/lib/libllrint.a llrint.o
898@end example
899
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900Then run
901
902@example
29c3d42b 903./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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904@end example
905
906to make a static build or
907
908@example
29c3d42b 909./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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910@end example
911
912to build shared libraries.
913
914If you want to build FFmpeg with additional libraries, download Cygwin
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915"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
916@example
917libogg-devel, libvorbis-devel
918@end example
919
920These library packages are only available from Cygwin Ports
be8497b0 921(@url{http://sourceware.org/cygwinports/}) :
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922
923@example
924yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
925libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
926libxvidcore-devel
927@end example
928
929The recommendation for libnut and x264 is to build them from source by
930yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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932Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
933of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
934
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935@subsection Crosscompilation for Windows under Cygwin
936
937With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
938
939Just install your Cygwin as explained before, plus these additional
940"Devel" packages:
941@example
942gcc-mingw-core, mingw-runtime, mingw-zlib
943@end example
944
945and add some special flags to your configure invocation.
946
947For a static build run
948@example
949./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
950@end example
951
952and for a build with shared libraries
953@example
954./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
955@end example
956
957@section BeOS
958
5f757b85 959BeOS support is broken in mysterious ways.
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961@section OS/2
962
963For information about compiling FFmpeg on OS/2 see
964@url{http://www.edm2.com/index.php/FFmpeg}.
965
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966@chapter Developers Guide
967
968@section API
969@itemize @bullet
970@item libavcodec is the library containing the codecs (both encoding and
971decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
972
973@item libavformat is the library containing the file format handling (mux and
974demux code for several formats). Look at @file{ffplay.c} to use it in a
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975player. See @file{libavformat/output-example.c} to use it to generate
976audio or video streams.
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977
978@end itemize
979
980@section Integrating libavcodec or libavformat in your program
981
982You can integrate all the source code of the libraries to link them
983statically to avoid any version problem. All you need is to provide a
984'config.mak' and a 'config.h' in the parent directory. See the defines
985generated by ./configure to understand what is needed.
986
987You can use libavcodec or libavformat in your commercial program, but
988@emph{any patch you make must be published}. The best way to proceed is
989to send your patches to the FFmpeg mailing list.
990
991@node Coding Rules
992@section Coding Rules
993
994FFmpeg is programmed in the ISO C90 language with a few additional
995features from ISO C99, namely:
996@itemize @bullet
997@item
998the @samp{inline} keyword;
999@item
1000@samp{//} comments;
1001@item
1002designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
1003@item
1004compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1005@end itemize
1006
1007These features are supported by all compilers we care about, so we will not
1008accept patches to remove their use unless they absolutely do not impair
1009clarity and performance.
1010
1011All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1012compiles with several other compilers, such as the Compaq ccc compiler
1013or Sun Studio 9, and we would like to keep it that way unless it would
1014be exceedingly involved. To ensure compatibility, please do not use any
1015additional C99 features or GCC extensions. Especially watch out for:
1016@itemize @bullet
1017@item
1018mixing statements and declarations;
1019@item
1020@samp{long long} (use @samp{int64_t} instead);
1021@item
1022@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1023@item
1024GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1025@end itemize
1026
1027Indent size is 4.
1028The presentation is the one specified by 'indent -i4 -kr -nut'.
1029The TAB character is forbidden outside of Makefiles as is any
1030form of trailing whitespace. Commits containing either will be
1031rejected by the Subversion repository.
1032
1033The main priority in FFmpeg is simplicity and small code size in order to
1034minimize the bug count.
1035
1036Comments: Use the JavaDoc/Doxygen
1037format (see examples below) so that code documentation
1038can be generated automatically. All nontrivial functions should have a comment
1039above them explaining what the function does, even if it is just one sentence.
1040All structures and their member variables should be documented, too.
1041@example
1042/**
1043 * @@file mpeg.c
1044 * MPEG codec.
1045 * @@author ...
1046 */
1047
1048/**
1049 * Summary sentence.
1050 * more text ...
1051 * ...
1052 */
1053typedef struct Foobar@{
1054 int var1; /**< var1 description */
1055 int var2; ///< var2 description
1056 /** var3 description */
1057 int var3;
1058@} Foobar;
1059
1060/**
1061 * Summary sentence.
1062 * more text ...
1063 * ...
1064 * @@param my_parameter description of my_parameter
1065 * @@return return value description
1066 */
1067int myfunc(int my_parameter)
1068...
1069@end example
1070
1071fprintf and printf are forbidden in libavformat and libavcodec,
1072please use av_log() instead.
1073
1074Casts should be used only when necessary. Unneeded parentheses
1075should also be avoided if they don't make the code easier to understand.
1076
1077@section Development Policy
1078
1079@enumerate
1080@item
1081 Contributions should be licensed under the LGPL 2.1, including an
1082 "or any later version" clause, or the MIT license. GPL 2 including
1083 an "or any later version" clause is also acceptable, but LGPL is
1084 preferred.
1085@item
1086 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1087 enabled code which breaks compilation or compiles but does not work or
1088 breaks the regression tests)
1089 You can commit unfinished stuff (for testing etc), but it must be disabled
1090 (#ifdef etc) by default so it does not interfere with other developers'
1091 work.
1092@item
1093 You do not have to over-test things. If it works for you, and you think it
1094 should work for others, then commit. If your code has problems
1095 (portability, triggers compiler bugs, unusual environment etc) they will be
1096 reported and eventually fixed.
1097@item
1098 Do not commit unrelated changes together, split them into self-contained
1099 pieces. Also do not forget that if part B depends on part A, but A does not
1100 depend on B, then A can and should be committed first and separate from B.
1101 Keeping changes well split into self-contained parts makes reviewing and
1102 understanding them on the commit log mailing list easier. This also helps
1103 in case of debugging later on.
1104 Also if you have doubts about splitting or not splitting, do not hesitate to
1105 ask/discuss it on the developer mailing list.
1106@item
1107 Do not change behavior of the program (renaming options etc) without
1108 first discussing it on the ffmpeg-devel mailing list. Do not remove
1109 functionality from the code. Just improve!
1110
1111 Note: Redundant code can be removed.
1112@item
1113 Do not commit changes to the build system (Makefiles, configure script)
1114 which change behavior, defaults etc, without asking first. The same
1115 applies to compiler warning fixes, trivial looking fixes and to code
1116 maintained by other developers. We usually have a reason for doing things
1117 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1118 list, and if the code maintainers say OK, you may commit. This does not
1119 apply to files you wrote and/or maintain.
1120@item
1121 We refuse source indentation and other cosmetic changes if they are mixed
1122 with functional changes, such commits will be rejected and removed. Every
1123 developer has his own indentation style, you should not change it. Of course
1124 if you (re)write something, you can use your own style, even though we would
1125 prefer if the indentation throughout FFmpeg was consistent (Many projects
1126 force a given indentation style - we do not.). If you really need to make
1127 indentation changes (try to avoid this), separate them strictly from real
1128 changes.
1129
1130 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1131 then either do NOT change the indentation of the inner part within (do not
1132 move it to the right)! or do so in a separate commit
1133@item
1134 Always fill out the commit log message. Describe in a few lines what you
1135 changed and why. You can refer to mailing list postings if you fix a
1136 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1137@item
1138 If you apply a patch by someone else, include the name and email address in
1139 the log message. Since the ffmpeg-cvslog mailing list is publicly
1140 archived you should add some SPAM protection to the email address. Send an
1141 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1142 you applied the patch.
1143@item
1144 When applying patches that have been discussed (at length) on the mailing
1145 list, reference the thread in the log message.
1146@item
1147 Do NOT commit to code actively maintained by others without permission.
1148 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1149 timeframe (12h for build failures and security fixes, 3 days small changes,
1150 1 week for big patches) then commit your patch if you think it is OK.
1151 Also note, the maintainer can simply ask for more time to review!
1152@item
1153 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1154 are sent there and reviewed by all the other developers. Bugs and possible
1155 improvements or general questions regarding commits are discussed there. We
1156 expect you to react if problems with your code are uncovered.
1157@item
1158 Update the documentation if you change behavior or add features. If you are
1159 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1160 maintainer(s) will review and commit your stuff.
1161@item
1162 Try to keep important discussions and requests (also) on the public
1163 developer mailing list, so that all developers can benefit from them.
1164@item
1165 Never write to unallocated memory, never write over the end of arrays,
1166 always check values read from some untrusted source before using them
1167 as array index or other risky things.
1168@item
1169 Remember to check if you need to bump versions for the specific libav
1170 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1171 to change the version integer.
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1172 Incrementing the first component means no backward compatibility to
1173 previous versions (e.g. removal of a function from the public API).
1174 Incrementing the second component means backward compatible change
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1175 (e.g. addition of a function to the public API or extension of an
1176 existing data structure).
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1177 Incrementing the third component means a noteworthy binary compatible
1178 change (e.g. encoder bug fix that matters for the decoder).
1179@item
53407b64 1180 Compiler warnings indicate potential bugs or code with bad style. If a type of
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1181 warning always points to correct and clean code, that warning should
1182 be disabled, not the code changed.
1183 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1184 If it is a bug, the bug has to be fixed. If it is not, the code should
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1185 be changed to not generate a warning unless that causes a slowdown
1186 or obfuscates the code.
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1187@item
1188 If you add a new file, give it a proper license header. Do not copy and
1189 paste it from a random place, use an existing file as template.
1190@end enumerate
1191
1192We think our rules are not too hard. If you have comments, contact us.
1193
1194Note, these rules are mostly borrowed from the MPlayer project.
1195
1196@section Submitting patches
1197
1198First, (@pxref{Coding Rules}) above if you did not yet.
1199
1200When you submit your patch, try to send a unified diff (diff '-up'
1201option). We cannot read other diffs :-)
1202
1203Also please do not submit a patch which contains several unrelated changes.
1204Split it into separate, self-contained pieces. This does not mean splitting
1205file by file. Instead, make the patch as small as possible while still
1206keeping it as a logical unit that contains an individual change, even
1207if it spans multiple files. This makes reviewing your patches much easier
1208for us and greatly increases your chances of getting your patch applied.
1209
1210Run the regression tests before submitting a patch so that you can
1211verify that there are no big problems.
1212
1213Patches should be posted as base64 encoded attachments (or any other
1214encoding which ensures that the patch will not be trashed during
1215transmission) to the ffmpeg-devel mailing list, see
1216@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1217
1218It also helps quite a bit if you tell us what the patch does (for example
1219'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1220and has no lrint()')
1221
1222Also please if you send several patches, send each patch as a separate mail,
1223do not attach several unrelated patches to the same mail.
1224
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1225@section New codecs or formats checklist
1226
1227@enumerate
1228@item
1229 Did you use av_cold for codec initialization and close functions?
1230@item
1231 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1232 AVInputFormat/AVOutputFormat struct?
1233@item
1234 Did you bump the minor version number in @file{avcodec.h} or
1235 @file{avformat.h}?
1236@item
1237 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1238@item
1239 Did you add the CodecID to @file{avcodec.h}?
1240@item
1241 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1242 even if it is only a decoder?
1243@item
1244 Did you add a rule to compile the appropriate files in the Makefile?
1245 Remember to do this even if you're just adding a format to a file that is
1246 already being compiled by some other rule, like a raw demuxer.
1247@item
1248 Did you add an entry to the table of supported formats or codecs in the
1249 documentation?
1250@item
1251 Did you add an entry in the Changelog?
1252@item
1253 If it depends on a parser or a library, did you add that dependency in
1254 configure?
1255@item
1256 Did you "svn add" the appropriate files before commiting?
1257@end enumerate
1258
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1259@section patch submission checklist
1260
1261@enumerate
1262@item
1263 Do the regression tests pass with the patch applied?
1264@item
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1265 Does @code{make checkheaders} pass with the patch applied?
1266@item
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1267 Is the patch a unified diff?
1268@item
1269 Is the patch against latest FFmpeg SVN?
1270@item
1271 Are you subscribed to ffmpeg-dev?
1272 (the list is subscribers only due to spam)
1273@item
1274 Have you checked that the changes are minimal, so that the same cannot be
1275 achieved with a smaller patch and/or simpler final code?
1276@item
1277 If the change is to speed critical code, did you benchmark it?
1278@item
1279 If you did any benchmarks, did you provide them in the mail?
1280@item
1281 Have you checked that the patch does not introduce buffer overflows or
1282 other security issues?
1283@item
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1284 Did you test your decoder or demuxer against damaged data? If no, see
1285 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1286 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1287@item
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1288 Is the patch created from the root of the source tree, so it can be
1289 applied with @code{patch -p0}?
1290@item
1291 Does the patch not mix functional and cosmetic changes?
1292@item
1293 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1294@item
1295 Is the patch attached to the email you send?
1296@item
1297 Is the mime type of the patch correct? It should be text/x-diff or
1298 text/x-patch or at least text/plain and not application/octet-stream.
1299@item
1300 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1301@item
1302 If the patch fixes a bug, did you provide enough information, including
1303 a sample, so the bug can be reproduced and the fix can be verified?
1304 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1305 URL, you can upload to ftp://upload.ffmpeg.org
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1306@item
1307 Did you provide a verbose summary about what the patch does change?
1308@item
1309 Did you provide a verbose explanation why it changes things like it does?
1310@item
1311 Did you provide a verbose summary of the user visible advantages and
1312 disadvantages if the patch is applied?
1313@item
1314 Did you provide an example so we can verify the new feature added by the
1315 patch easily?
1316@item
1317 If you added a new file, did you insert a license header? It should be
1318 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1319@item
1320 You should maintain alphabetical order in alphabetically ordered lists as
1321 long as doing so does not break API/ABI compatibility.
1322@item
1323 Lines with similar content should be aligned vertically when doing so
1324 improves readability.
1325@item
1326 Did you provide a suggestion for a clear commit log message?
1327@end enumerate
1328
1329@section Patch review process
1330
1331All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1332clear note that the patch is not for SVN.
1333Reviews and comments will be posted as replies to the patch on the
1334mailing list. The patch submitter then has to take care of every comment,
1335that can be by resubmitting a changed patch or by discussion. Resubmitted
1336patches will themselves be reviewed like any other patch. If at some point
1337a patch passes review with no comments then it is approved, that can for
1338simple and small patches happen immediately while large patches will generally
1339have to be changed and reviewed many times before they are approved.
1340After a patch is approved it will be committed to the repository.
1341
1342We will review all submitted patches, but sometimes we are quite busy so
1343especially for large patches this can take several weeks.
1344
1345When resubmitting patches, please do not make any significant changes
1346not related to the comments received during review. Such patches will
1347be rejected. Instead, submit significant changes or new features as
1348separate patches.
1349
1350@section Regression tests
1351
1352Before submitting a patch (or committing to the repository), you should at least
1353test that you did not break anything.
1354
1355The regression tests build a synthetic video stream and a synthetic
1356audio stream. These are then encoded and decoded with all codecs or
1357formats. The CRC (or MD5) of each generated file is recorded in a
1358result file. A 'diff' is launched to compare the reference results and
1359the result file.
1360
1361The regression tests then go on to test the FFserver code with a
1362limited set of streams. It is important that this step runs correctly
1363as well.
1364
1365Run 'make test' to test all the codecs and formats.
1366
1367Run 'make fulltest' to test all the codecs, formats and FFserver.
1368
1369[Of course, some patches may change the results of the regression tests. In
1370this case, the reference results of the regression tests shall be modified
1371accordingly].
1372
1373@bye