Sort and prettyprint the file formats table.
[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
43@item Supported File Format @tab Encoding @tab Decoding @tab Comments
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44@item 4xm @tab @tab X
45 @tab 4X Technologies format, used in some games.
46@item ADTS AAC audio @tab X @tab X
47@item ASF @tab X @tab X
48@item AVI @tab X @tab X
49@item AVM2 (Flash 9) @tab X @tab X
50 @tab Only embedded audio is decoded.
51@item AVS @tab @tab X
52 @tab Multimedia format used by the Creature Shock game.
53@item American Laser Games MM @tab @tab X
54 @tab Multimedia format used in games like Mad Dog McCree.
55@item BFI @tab @tab X
56 @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
57@item Bethsoft VID @tab @tab X
58 @tab Used in some games from Bethesda Softworks.
59@item C93 @tab @tab X
60 @tab Used in the game Cyberia from Interplay.
61@item CIN @tab @tab X
62 @tab Multimedia format used by Delphine Software games.
63@item CRYO APC @tab @tab X
64 @tab Audio format used in some games by CRYO Interactive Entertainment.
65@item Creative VOC @tab X @tab X
66 @tab Created for the Sound Blaster Pro.
67@item DV @tab X @tab X
68@item DXA @tab @tab X
69 @tab This format is used in the non-Windows version of the Feeble Files
70 game and different game cutscenes repacked for use with ScummVM.
71@item Electronic Arts Multimedia @tab @tab X
72 @tab Used in various EA games; files have extensions like WVE and UV2.
73@item FLIC @tab @tab X
74 @tab .fli/.flc files
75@item FLV @tab X @tab X
76 @tab Macromedia Flash video files
77@item GXF @tab X @tab X
78 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
79 playout servers.
80@item IFF @tab @tab X
81 @tab Interchange File Format
82@item Interplay MVE @tab @tab X
83 @tab Format used in various Interplay computer games.
84@item LMLM4 @tab @tab X
85 @tab Used by Linux Media Labs MPEG-4 PCI boards
86@item MAXIS EA XA @tab @tab X
87 @tab Used in Sim City 3000; file extension .xa.
88@item MPEG audio @tab X @tab X
89@item MPEG-1 systems @tab X @tab X
90 @tab muxed audio and video
91@item MPEG-2 PS @tab X @tab X
92 @tab also known as @code{VOB} file
93@item MPEG-2 TS @tab @tab X
94 @tab also known as DVB Transport Stream
95@item MPEG-4 @tab X @tab X
96 @tab MPEG-4 is a variant of QuickTime.
97@item MSN TCP Webcam @tab @tab X
98 @tab Used by MSN Messenger Webcam streams.
99@item MXF @tab @tab X
100 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
101@item Macromedia Flash @tab X @tab X
102@item Matroska @tab X @tab X
103@item Monkey's Audio @tab @tab X
104@item NUT @tab X @tab X
105 @tab NUT Open Container Format
106@item Nullsoft Video @tab @tab X
107@item OMA @tab @tab X
108 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
109@item PVA @tab @tab X
110 @tab Used by TechnoTrend DVB PCI boards.
111@item PlayStation STR @tab @tab X
112@item QuickTime @tab X @tab X
113@item RL2 @tab @tab X
114 @tab Audio and video format used in some games by Entertainment Software Partners.
115@item RealMedia @tab X @tab X
116@item SEQ @tab @tab X
117 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
118@item SIFF @tab @tab X
119 @tab Audio and video format used in some games by Beam Software.
120@item SUN AU format @tab X @tab X
121@item Sega FILM/CPK @tab @tab X
122 @tab Used in many Sega Saturn console games.
123@item Sierra Online @tab @tab X
124 @tab .sol files used in Sierra Online games.
125@item Sierra VMD @tab @tab X
126 @tab Used in Sierra CD-ROM games.
127@item Smacker @tab @tab X
128 @tab Multimedia format used by many games.
129@item THP @tab @tab X
130 @tab Used on the Nintendo GameCube.
131@item WAV @tab X @tab X
132@item WC3 Movie @tab @tab X
133 @tab Multimedia format used in Origin's Wing Commander III computer game.
134@item Westwood Studios VQA/AUD @tab @tab X
135 @tab Multimedia formats used in Westwood Studios games.
136@item id Cinematic @tab @tab X
137 @tab Used in Quake II.
138@item id RoQ @tab X @tab X
139 @tab Used in Quake III, Jedi Knight 2, other computer games.
140@item raw AC-3 @tab X @tab X
141@item raw CRI ADX audio @tab X @tab X
142@item raw MJPEG @tab X @tab X
143@item raw MPEG video @tab X @tab X
144@item raw MPEG-4 video @tab X @tab X
a590faeb 145@item raw PCM 8/16 bits, mu-law/A-law @tab X @tab X
c6b2dc34 146@item raw Shorten audio @tab @tab X
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147@end multitable
148
149@code{X} means that encoding (resp. decoding) is supported.
150
151@section Image Formats
152
153FFmpeg can read and write images for each frame of a video sequence. The
154following image formats are supported:
155
156@multitable @columnfractions .4 .1 .1 .4
157@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
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158@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
159@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 160@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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161@item PCX @tab @tab X @tab PC Paintbrush
162@item PGM, PPM @tab X @tab X
d0e1cd3d 163@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 164@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 165@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 166@item RAS @tab @tab X @tab Sun Rasterfile
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167@item SGI @tab X @tab X @tab SGI RGB image format
168@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
169@item Targa @tab @tab X @tab Targa (.TGA) image format
170@item .Y.U.V @tab X @tab X @tab one raw file per component
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171@end multitable
172
173@code{X} means that encoding (resp. decoding) is supported.
174
175@section Video Codecs
176
177@multitable @columnfractions .4 .1 .1 .4
178@item Supported Codec @tab Encoding @tab Decoding @tab Comments
179@item MPEG-1 video @tab X @tab X
180@item MPEG-2 video @tab X @tab X
181@item MPEG-4 @tab X @tab X
182@item MSMPEG4 V1 @tab X @tab X
183@item MSMPEG4 V2 @tab X @tab X
184@item MSMPEG4 V3 @tab X @tab X
185@item WMV7 @tab X @tab X
69cec4e3 186@item WMV8 @tab X @tab X
d0e1cd3d 187@item WMV9 @tab @tab X @tab not completely working
a590faeb 188@item VC-1 @tab @tab X
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189@item H.261 @tab X @tab X
190@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
191@item H.264 @tab @tab X
192@item RealVideo 1.0 @tab X @tab X
193@item RealVideo 2.0 @tab X @tab X
194@item MJPEG @tab X @tab X
195@item lossless MJPEG @tab X @tab X
0a91f4ee 196@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported.
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197@item Apple MJPEG-B @tab @tab X
198@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
199@item DV @tab X @tab X
200@item HuffYUV @tab X @tab X
201@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
a590faeb 202@item Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
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203@item Asus v1 @tab X @tab X @tab fourcc: ASV1
204@item Asus v2 @tab X @tab X @tab fourcc: ASV2
205@item Creative YUV @tab @tab X @tab fourcc: CYUV
206@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
207@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
208@item On2 VP3 @tab @tab X @tab still experimental
209@item On2 VP5 @tab @tab X @tab fourcc: VP50
210@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
211@item Theora @tab X @tab X @tab still experimental
212@item Intel Indeo 3 @tab @tab X
213@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
214@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
215@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
216@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
217@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
218@item 4X Video @tab @tab X @tab Used in certain computer games.
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219@item Sony PlayStation MDEC @tab @tab X
220@item id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
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221@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
222@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
223@item Apple Animation @tab X @tab X @tab fourcc: 'rle '
224@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
225@item Apple Video @tab @tab X @tab fourcc: rpza
226@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
227@item Cinepak @tab @tab X
228@item Microsoft RLE @tab @tab X
229@item Microsoft Video-1 @tab @tab X
230@item Westwood VQA @tab @tab X
831ec935 231@item id Cinematic Video @tab @tab X @tab Used in Quake II.
a590faeb 232@item planar RGB @tab @tab X @tab fourcc: 8BPS
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233@item FLIC video @tab @tab X
234@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
235@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
236@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
237@item MSZH @tab @tab X @tab Part of LCL
238@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
239@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
240@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
241@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
242@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
243@item LOCO @tab @tab X @tab
244@item Winnov WNV1 @tab @tab X @tab
a590faeb 245@item Autodesk RLE @tab @tab X @tab fourcc: AASC
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246@item Fraps FPS1 @tab @tab X @tab
247@item CamStudio @tab @tab X @tab fourcc: CSCD
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248@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree.
249@item ZMBV @tab X @tab X @tab Encoder works only in PAL8.
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250@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
251@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
252@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
253@item KMVC @tab @tab X @tab Codec used in Worms games.
254@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
255@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
831ec935 256@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CD-ROM FlashBack game.
d0e1cd3d 257@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
fc4cbc16 258@item AVID DNxHD @tab X @tab X @tab aka SMPTE VC3
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259@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
260@item THP @tab @tab X @tab Used on the Nintendo GameCube.
261@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
262@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
03b8e292 263@item AMV @tab @tab X @tab Used in Chinese MP3 players.
10cac9f9 264@item Mimic @tab @tab X @tab Used in MSN Messenger Webcam streams.
6ef82274 265@item Electronic Arts CMV @tab @tab X @tab Used in NHL 95 game.
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266@end multitable
267
268@code{X} means that encoding (resp. decoding) is supported.
269
270@section Audio Codecs
271
272@multitable @columnfractions .4 .1 .1 .1 .7
273@item Supported Codec @tab Encoding @tab Decoding @tab Comments
274@item MPEG audio layer 2 @tab IX @tab IX
cd15bbc9 275@item MPEG audio layer 1/3 @tab X @tab IX
d0e1cd3d 276@tab MP3 encoding is supported through the external library LAME.
0a91f4ee 277@item AC-3 @tab IX @tab IX
159f799d 278@tab liba52 can be used alternatively for decoding.
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279@item Vorbis @tab X @tab X
280@item WMA V1/V2 @tab X @tab X
281@item AAC @tab X @tab X
282@tab Supported through the external library libfaac/libfaad.
283@item Microsoft ADPCM @tab X @tab X
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284@item AMV IMA ADPCM @tab @tab X
285@tab Used in AMV files
d0e1cd3d 286@item MS IMA ADPCM @tab X @tab X
9dc92a38 287@item QT IMA ADPCM @tab X @tab X
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288@item 4X IMA ADPCM @tab @tab X
289@item G.726 ADPCM @tab X @tab X
290@item Duck DK3 IMA ADPCM @tab @tab X
291@tab Used in some Sega Saturn console games.
292@item Duck DK4 IMA ADPCM @tab @tab X
293@tab Used in some Sega Saturn console games.
294@item Westwood Studios IMA ADPCM @tab @tab X
295@tab Used in Westwood Studios games like Command and Conquer.
296@item SMJPEG IMA ADPCM @tab @tab X
297@tab Used in certain Loki game ports.
298@item CD-ROM XA ADPCM @tab @tab X
299@item CRI ADX ADPCM @tab X @tab X
300@tab Used in Sega Dreamcast games.
301@item Electronic Arts ADPCM @tab @tab X
302@tab Used in various EA titles.
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303@item MAXIS EA ADPCM @tab @tab X
304@tab Used in Sim City 3000.
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305@item Creative ADPCM @tab @tab X
306@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
307@item THP ADPCM @tab @tab X
308@tab Used on the Nintendo GameCube.
309@item RA144 @tab @tab X
310@tab Real 14400 bit/s codec
311@item RA288 @tab @tab X
312@tab Real 28800 bit/s codec
313@item RADnet @tab X @tab IX
38b5b28e 314@tab real low bitrate AC-3 codec
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315@item AMR-NB @tab X @tab X
316@tab Supported through an external library.
317@item AMR-WB @tab X @tab X
318@tab Supported through an external library.
319@item DV audio @tab @tab X
831ec935 320@item id RoQ DPCM @tab X @tab X
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321@tab Used in Quake III, Jedi Knight 2, other computer games.
322@item Interplay MVE DPCM @tab @tab X
323@tab Used in various Interplay computer games.
324@item Xan DPCM @tab @tab X
325@tab Used in Origin's Wing Commander IV AVI files.
326@item Sierra Online DPCM @tab @tab X
327@tab Used in Sierra Online game audio files.
328@item Apple MACE 3 @tab @tab X
329@item Apple MACE 6 @tab @tab X
330@item FLAC lossless audio @tab X @tab X
331@item Shorten lossless audio @tab @tab X
332@item Apple lossless audio @tab @tab X
333@tab QuickTime fourcc 'alac'
334@item FFmpeg Sonic @tab X @tab X
335@tab experimental lossy/lossless codec
336@item Qdesign QDM2 @tab @tab X
0a91f4ee 337@tab There are still some distortions.
d0e1cd3d 338@item Real COOK @tab @tab X
0a91f4ee 339@tab All versions except 5.1 are supported.
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340@item DSP Group TrueSpeech @tab @tab X
341@item True Audio (TTA) @tab @tab X
342@item Smacker Audio @tab @tab X
343@item WavPack Audio @tab @tab X
344@item Cin Audio @tab @tab X
345@tab Codec used in Delphine Software games.
346@item Intel Music Coder @tab @tab X
347@item Musepack @tab @tab X
0a91f4ee 348@tab SV7 and SV8 are supported.
831ec935 349@item DTS Coherent Audio @tab @tab X
d0e1cd3d 350@item ATRAC 3 @tab @tab X
0a91f4ee 351@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported.
636b13c5 352@item Nellymoser ASAO @tab @tab X
d299be08 353@item 8SVX Audio @tab @tab X
f67c1f4d 354@item MLP/TrueHD @tab @tab X @tab Used in DVD-Audio and Blu-Ray discs.
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355@end multitable
356
357@code{X} means that encoding (resp. decoding) is supported.
358
359@code{I} means that an integer-only version is available, too (ensures high
360performance on systems without hardware floating point support).
361
362@chapter Platform Specific information
363
364@section BSD
365
366BSD make will not build FFmpeg, you need to install and use GNU Make
367(@file{gmake}).
368
369@section Windows
370
46a845d0 371To get help and instructions for building FFmpeg under Windows, check out
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372the FFmpeg Windows Help Forum at
373@url{http://arrozcru.no-ip.org/ffmpeg/}.
374
375@subsection Native Windows compilation
376
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377FFmpeg can be built to run natively on Windows using the MinGW tools. Install
378the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
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379install the coreutils package, and update to the latest MSYS make (note: not
380mingw32-make). You can find detailed installation
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381instructions in the download section and the FAQ.
382
c1989552 383Within the MSYS shell, configure and make with:
d0e1cd3d 384
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385@example
386./configure --enable-memalign-hack
387make
388make install
389@end example
d0e1cd3d 390
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391This will install @file{ffmpeg.exe} along with many other development files
392to @file{/usr/local}. You may specify another install path using the
393@code{--prefix} option in @file{configure}.
d0e1cd3d 394
c1989552 395Notes:
d0e1cd3d 396
c1989552 397@itemize
d0e1cd3d 398
751a6493 399@item Use at least bash 3.1. Older versions are known to fail on the
c1989552 400configure script.
d0e1cd3d 401
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402@item In order to compile vhooks, you must have a POSIX-compliant libdl in
403your MinGW system. Get dlfcn-win32 from
404@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 405
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406@item In order to compile FFplay, you must have the MinGW development library
407of SDL. Get it from @url{http://www.libsdl.org}.
408Edit the @file{bin/sdl-config} script so that it points to the correct prefix
409where SDL was installed. Verify that @file{sdl-config} can be launched from
410the MSYS command line.
d0e1cd3d 411
d0e1cd3d 412@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 413you can build libavutil, libavcodec and libavformat as DLLs.
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414
415@end itemize
416
c1989552 417@subsection Microsoft Visual C++ compatibility
d0e1cd3d 418
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419As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
420want to use the libav* libraries in your own applications, you can still
421compile those applications using MSVC++. But the libav* libraries you link
422to @emph{must} be built with MinGW. However, you will not be able to debug
423inside the libav* libraries, since MSVC++ does not recognize the debug
424symbols generated by GCC.
425We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 426
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427This description of how to use the FFmpeg libraries with MSVC++ is based on
428Microsoft Visual C++ 2005 Express Edition. If you have a different version,
429you might have to modify the procedures slightly.
d0e1cd3d 430
c1989552 431@subsubsection Using static libraries
d0e1cd3d 432
c1989552 433Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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434
435@enumerate
436
437@item Create a new console application ("File / New / Project") and then
438select "Win32 Console Application". On the appropriate page of the
439Application Wizard, uncheck the "Precompiled headers" option.
440
441@item Write the source code for your application, or, for testing, just
442copy the code from an existing sample application into the source file
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443that MSVC++ has already created for you. For example, you can copy
444@file{output_example.c} from the FFmpeg distribution.
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445
446@item Open the "Project / Properties" dialog box. In the "Configuration"
447combo box, select "All Configurations" so that the changes you make will
448affect both debug and release builds. In the tree view on the left hand
449side, select "C/C++ / General", then edit the "Additional Include
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450Directories" setting to contain the path where the FFmpeg includes were
451installed (i.e. @file{c:\msys\1.0\local\include}).
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452Do not add MinGW's include directory here, or the include files will
453conflict with MSVC's.
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454
455@item Still in the "Project / Properties" dialog box, select
456"Linker / General" from the tree view and edit the
457"Additional Library Directories" setting to contain the @file{lib}
458directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
459the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
460and the directory where MinGW's GCC libs are installed
461(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
462"Linker / Input" from the tree view, and add the files @file{libavformat.a},
463@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
464@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
465to the end of "Additional Dependencies".
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466
467@item Now, select "C/C++ / Code Generation" from the tree view. Select
468"Debug" in the "Configuration" combo box. Make sure that "Runtime
469Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
470the "Configuration" combo box and make sure that "Runtime Library" is
471set to "Multi-threaded DLL".
472
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473@item Click "OK" to close the "Project / Properties" dialog box.
474
475@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
476Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
477and install it in MSVC++'s include directory
478(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
479
480@item MSVC++ also does not understand the @code{inline} keyword used by
481FFmpeg, so you must add this line before @code{#include}ing libav*:
482@example
483#define inline _inline
484@end example
485
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486@item Build your application, everything should work.
487
488@end enumerate
489
490@subsubsection Using shared libraries
491
492This is how to create DLL and LIB files that are compatible with MSVC++:
493
494@enumerate
495
496@item Add a call to @file{vcvars32.bat} (which sets up the environment
497variables for the Visual C++ tools) as the first line of @file{msys.bat}.
498The standard location for @file{vcvars32.bat} is
499@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
500and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
501If this corresponds to your setup, add the following line as the first line
502of @file{msys.bat}:
503
504@example
505call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
506@end example
507
508Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
509and run @file{c:\msys\1.0\msys.bat} from there.
510
511@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
512from @file{Microsoft (R) Library Manager}, this means your environment
513variables are set up correctly, the @file{Microsoft (R) Library Manager}
514is on the path and will be used by FFmpeg to create
515MSVC++-compatible import libraries.
516
517@item Build FFmpeg with
518
519@example
520./configure --enable-shared --enable-memalign-hack
521make
522make install
523@end example
524
525Your install path (@file{/usr/local/} by default) should now have the
526necessary DLL and LIB files under the @file{bin} directory.
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527
528@end enumerate
529
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530To use those files with MSVC++, do the same as you would do with
531the static libraries, as described above. But in Step 4,
532you should only need to add the directory where the LIB files are installed
533(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
534installed in the @file{bin} directory. And instead of adding @file{libxx.a}
535files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
536@file{avutil.lib}. There should be no need for @file{libmingwex.a},
537@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
538statically linked into the DLLs. The @file{bin} directory contains a bunch
539of DLL files, but the ones that are actually used to run your application
540are the ones with a major version number in their filenames
541(i.e. @file{avcodec-51.dll}).
542
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543@subsection Cross compilation for Windows with Linux
544
545You must use the MinGW cross compilation tools available at
546@url{http://www.mingw.org/}.
547
548Then configure FFmpeg with the following options:
549@example
550./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
551@end example
552(you can change the cross-prefix according to the prefix chosen for the
553MinGW tools).
554
555Then you can easily test FFmpeg with Wine
556(@url{http://www.winehq.com/}).
557
558@subsection Compilation under Cygwin
559
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560The main issue with Cygwin is that newlib, its C library, does not
561contain llrint(). However, it is possible to leverage the
562implementation in MinGW.
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563
564Just install your Cygwin with all the "Base" packages, plus the
565following "Devel" ones:
566@example
29c3d42b 567binutils, gcc-core, make, subversion, mingw-runtime
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568@end example
569
570Do not install binutils-20060709-1 (they are buggy on shared builds);
571use binutils-20050610-1 instead.
572
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573Then create a small library that just contains llrint():
574
575@example
576ar x /usr/lib/mingw/libmingwex.a llrint.o
577ar cq /usr/local/lib/libllrint.a llrint.o
578@end example
579
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580Then run
581
582@example
29c3d42b 583./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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584@end example
585
586to make a static build or
587
588@example
29c3d42b 589./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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590@end example
591
592to build shared libraries.
593
594If you want to build FFmpeg with additional libraries, download Cygwin
595"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
596and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
597(@url{http://cygwinports.dotsrc.org/}).
598
599@subsection Crosscompilation for Windows under Cygwin
600
601With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
602
603Just install your Cygwin as explained before, plus these additional
604"Devel" packages:
605@example
606gcc-mingw-core, mingw-runtime, mingw-zlib
607@end example
608
609and add some special flags to your configure invocation.
610
611For a static build run
612@example
613./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
614@end example
615
616and for a build with shared libraries
617@example
618./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
619@end example
620
621@section BeOS
622
5f757b85 623BeOS support is broken in mysterious ways.
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625@section OS/2
626
627For information about compiling FFmpeg on OS/2 see
628@url{http://www.edm2.com/index.php/FFmpeg}.
629
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630@chapter Developers Guide
631
632@section API
633@itemize @bullet
634@item libavcodec is the library containing the codecs (both encoding and
635decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
636
637@item libavformat is the library containing the file format handling (mux and
638demux code for several formats). Look at @file{ffplay.c} to use it in a
639player. See @file{output_example.c} to use it to generate audio or video
640streams.
641
642@end itemize
643
644@section Integrating libavcodec or libavformat in your program
645
646You can integrate all the source code of the libraries to link them
647statically to avoid any version problem. All you need is to provide a
648'config.mak' and a 'config.h' in the parent directory. See the defines
649generated by ./configure to understand what is needed.
650
651You can use libavcodec or libavformat in your commercial program, but
652@emph{any patch you make must be published}. The best way to proceed is
653to send your patches to the FFmpeg mailing list.
654
655@node Coding Rules
656@section Coding Rules
657
658FFmpeg is programmed in the ISO C90 language with a few additional
659features from ISO C99, namely:
660@itemize @bullet
661@item
662the @samp{inline} keyword;
663@item
664@samp{//} comments;
665@item
666designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
667@item
668compound literals (@samp{x = (struct s) @{ 17, 23 @};})
669@end itemize
670
671These features are supported by all compilers we care about, so we will not
672accept patches to remove their use unless they absolutely do not impair
673clarity and performance.
674
675All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
676compiles with several other compilers, such as the Compaq ccc compiler
677or Sun Studio 9, and we would like to keep it that way unless it would
678be exceedingly involved. To ensure compatibility, please do not use any
679additional C99 features or GCC extensions. Especially watch out for:
680@itemize @bullet
681@item
682mixing statements and declarations;
683@item
684@samp{long long} (use @samp{int64_t} instead);
685@item
686@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
687@item
688GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
689@end itemize
690
691Indent size is 4.
692The presentation is the one specified by 'indent -i4 -kr -nut'.
693The TAB character is forbidden outside of Makefiles as is any
694form of trailing whitespace. Commits containing either will be
695rejected by the Subversion repository.
696
697The main priority in FFmpeg is simplicity and small code size in order to
698minimize the bug count.
699
700Comments: Use the JavaDoc/Doxygen
701format (see examples below) so that code documentation
702can be generated automatically. All nontrivial functions should have a comment
703above them explaining what the function does, even if it is just one sentence.
704All structures and their member variables should be documented, too.
705@example
706/**
707 * @@file mpeg.c
708 * MPEG codec.
709 * @@author ...
710 */
711
712/**
713 * Summary sentence.
714 * more text ...
715 * ...
716 */
717typedef struct Foobar@{
718 int var1; /**< var1 description */
719 int var2; ///< var2 description
720 /** var3 description */
721 int var3;
722@} Foobar;
723
724/**
725 * Summary sentence.
726 * more text ...
727 * ...
728 * @@param my_parameter description of my_parameter
729 * @@return return value description
730 */
731int myfunc(int my_parameter)
732...
733@end example
734
735fprintf and printf are forbidden in libavformat and libavcodec,
736please use av_log() instead.
737
738Casts should be used only when necessary. Unneeded parentheses
739should also be avoided if they don't make the code easier to understand.
740
741@section Development Policy
742
743@enumerate
744@item
745 Contributions should be licensed under the LGPL 2.1, including an
746 "or any later version" clause, or the MIT license. GPL 2 including
747 an "or any later version" clause is also acceptable, but LGPL is
748 preferred.
749@item
750 You must not commit code which breaks FFmpeg! (Meaning unfinished but
751 enabled code which breaks compilation or compiles but does not work or
752 breaks the regression tests)
753 You can commit unfinished stuff (for testing etc), but it must be disabled
754 (#ifdef etc) by default so it does not interfere with other developers'
755 work.
756@item
757 You do not have to over-test things. If it works for you, and you think it
758 should work for others, then commit. If your code has problems
759 (portability, triggers compiler bugs, unusual environment etc) they will be
760 reported and eventually fixed.
761@item
762 Do not commit unrelated changes together, split them into self-contained
763 pieces. Also do not forget that if part B depends on part A, but A does not
764 depend on B, then A can and should be committed first and separate from B.
765 Keeping changes well split into self-contained parts makes reviewing and
766 understanding them on the commit log mailing list easier. This also helps
767 in case of debugging later on.
768 Also if you have doubts about splitting or not splitting, do not hesitate to
769 ask/discuss it on the developer mailing list.
770@item
771 Do not change behavior of the program (renaming options etc) without
772 first discussing it on the ffmpeg-devel mailing list. Do not remove
773 functionality from the code. Just improve!
774
775 Note: Redundant code can be removed.
776@item
777 Do not commit changes to the build system (Makefiles, configure script)
778 which change behavior, defaults etc, without asking first. The same
779 applies to compiler warning fixes, trivial looking fixes and to code
780 maintained by other developers. We usually have a reason for doing things
781 the way we do. Send your changes as patches to the ffmpeg-devel mailing
782 list, and if the code maintainers say OK, you may commit. This does not
783 apply to files you wrote and/or maintain.
784@item
785 We refuse source indentation and other cosmetic changes if they are mixed
786 with functional changes, such commits will be rejected and removed. Every
787 developer has his own indentation style, you should not change it. Of course
788 if you (re)write something, you can use your own style, even though we would
789 prefer if the indentation throughout FFmpeg was consistent (Many projects
790 force a given indentation style - we do not.). If you really need to make
791 indentation changes (try to avoid this), separate them strictly from real
792 changes.
793
794 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
795 then either do NOT change the indentation of the inner part within (do not
796 move it to the right)! or do so in a separate commit
797@item
798 Always fill out the commit log message. Describe in a few lines what you
799 changed and why. You can refer to mailing list postings if you fix a
800 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
801@item
802 If you apply a patch by someone else, include the name and email address in
803 the log message. Since the ffmpeg-cvslog mailing list is publicly
804 archived you should add some SPAM protection to the email address. Send an
805 answer to ffmpeg-devel (or wherever you got the patch from) saying that
806 you applied the patch.
807@item
808 When applying patches that have been discussed (at length) on the mailing
809 list, reference the thread in the log message.
810@item
811 Do NOT commit to code actively maintained by others without permission.
812 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
813 timeframe (12h for build failures and security fixes, 3 days small changes,
814 1 week for big patches) then commit your patch if you think it is OK.
815 Also note, the maintainer can simply ask for more time to review!
816@item
817 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
818 are sent there and reviewed by all the other developers. Bugs and possible
819 improvements or general questions regarding commits are discussed there. We
820 expect you to react if problems with your code are uncovered.
821@item
822 Update the documentation if you change behavior or add features. If you are
823 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
824 maintainer(s) will review and commit your stuff.
825@item
826 Try to keep important discussions and requests (also) on the public
827 developer mailing list, so that all developers can benefit from them.
828@item
829 Never write to unallocated memory, never write over the end of arrays,
830 always check values read from some untrusted source before using them
831 as array index or other risky things.
832@item
833 Remember to check if you need to bump versions for the specific libav
834 parts (libavutil, libavcodec, libavformat) you are changing. You need
835 to change the version integer and the version string.
836 Incrementing the first component means no backward compatibility to
837 previous versions (e.g. removal of a function from the public API).
838 Incrementing the second component means backward compatible change
839 (e.g. addition of a function to the public API).
840 Incrementing the third component means a noteworthy binary compatible
841 change (e.g. encoder bug fix that matters for the decoder).
842@item
843 If you add a new codec, remember to update the changelog, add it to
844 the supported codecs table in the documentation and bump the second
845 component of the @file{libavcodec} version number appropriately. If
74a926ff 846 it has a fourcc, add it to @file{libavformat/riff.c}, even if it
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847 is only a decoder.
848@item
53407b64 849 Compiler warnings indicate potential bugs or code with bad style. If a type of
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850 warning always points to correct and clean code, that warning should
851 be disabled, not the code changed.
852 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 853 If it is a bug, the bug has to be fixed. If it is not, the code should
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854 be changed to not generate a warning unless that causes a slowdown
855 or obfuscates the code.
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856@item
857 If you add a new file, give it a proper license header. Do not copy and
858 paste it from a random place, use an existing file as template.
859@end enumerate
860
861We think our rules are not too hard. If you have comments, contact us.
862
863Note, these rules are mostly borrowed from the MPlayer project.
864
865@section Submitting patches
866
867First, (@pxref{Coding Rules}) above if you did not yet.
868
869When you submit your patch, try to send a unified diff (diff '-up'
870option). We cannot read other diffs :-)
871
872Also please do not submit a patch which contains several unrelated changes.
873Split it into separate, self-contained pieces. This does not mean splitting
874file by file. Instead, make the patch as small as possible while still
875keeping it as a logical unit that contains an individual change, even
876if it spans multiple files. This makes reviewing your patches much easier
877for us and greatly increases your chances of getting your patch applied.
878
879Run the regression tests before submitting a patch so that you can
880verify that there are no big problems.
881
882Patches should be posted as base64 encoded attachments (or any other
883encoding which ensures that the patch will not be trashed during
884transmission) to the ffmpeg-devel mailing list, see
885@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
886
887It also helps quite a bit if you tell us what the patch does (for example
888'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
889and has no lrint()')
890
891Also please if you send several patches, send each patch as a separate mail,
892do not attach several unrelated patches to the same mail.
893
894@section patch submission checklist
895
896@enumerate
897@item
898 Do the regression tests pass with the patch applied?
899@item
900 Is the patch a unified diff?
901@item
902 Is the patch against latest FFmpeg SVN?
903@item
904 Are you subscribed to ffmpeg-dev?
905 (the list is subscribers only due to spam)
906@item
907 Have you checked that the changes are minimal, so that the same cannot be
908 achieved with a smaller patch and/or simpler final code?
909@item
910 If the change is to speed critical code, did you benchmark it?
911@item
912 If you did any benchmarks, did you provide them in the mail?
913@item
914 Have you checked that the patch does not introduce buffer overflows or
915 other security issues?
916@item
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917 If you add a new demuxer or decoder, have you checked that it does not
918 crash with damaged input (see tools/trasher)?
919@item
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920 Is the patch created from the root of the source tree, so it can be
921 applied with @code{patch -p0}?
922@item
923 Does the patch not mix functional and cosmetic changes?
924@item
925 Did you add tabs or trailing whitespace to the code? Both are forbidden.
926@item
927 Is the patch attached to the email you send?
928@item
929 Is the mime type of the patch correct? It should be text/x-diff or
930 text/x-patch or at least text/plain and not application/octet-stream.
931@item
932 If the patch fixes a bug, did you provide a verbose analysis of the bug?
933@item
934 If the patch fixes a bug, did you provide enough information, including
935 a sample, so the bug can be reproduced and the fix can be verified?
936 Note please do not attach samples >100k to mails but rather provide a
937 URL, you can upload to ftp://upload.mplayerhq.hu
938@item
939 Did you provide a verbose summary about what the patch does change?
940@item
941 Did you provide a verbose explanation why it changes things like it does?
942@item
943 Did you provide a verbose summary of the user visible advantages and
944 disadvantages if the patch is applied?
945@item
946 Did you provide an example so we can verify the new feature added by the
947 patch easily?
948@item
949 If you added a new file, did you insert a license header? It should be
950 taken from FFmpeg, not randomly copied and pasted from somewhere else.
951@item
952 You should maintain alphabetical order in alphabetically ordered lists as
953 long as doing so does not break API/ABI compatibility.
954@item
955 Lines with similar content should be aligned vertically when doing so
956 improves readability.
957@item
958 Did you provide a suggestion for a clear commit log message?
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959@item
960 Did you test your decoder or demuxer against damaged data? If no, see
961 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 962 should not crash or end in a (near) infinite loop when fed damaged data.
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963@end enumerate
964
965@section Patch review process
966
967All patches posted to ffmpeg-devel will be reviewed, unless they contain a
968clear note that the patch is not for SVN.
969Reviews and comments will be posted as replies to the patch on the
970mailing list. The patch submitter then has to take care of every comment,
971that can be by resubmitting a changed patch or by discussion. Resubmitted
972patches will themselves be reviewed like any other patch. If at some point
973a patch passes review with no comments then it is approved, that can for
974simple and small patches happen immediately while large patches will generally
975have to be changed and reviewed many times before they are approved.
976After a patch is approved it will be committed to the repository.
977
978We will review all submitted patches, but sometimes we are quite busy so
979especially for large patches this can take several weeks.
980
981When resubmitting patches, please do not make any significant changes
982not related to the comments received during review. Such patches will
983be rejected. Instead, submit significant changes or new features as
984separate patches.
985
986@section Regression tests
987
988Before submitting a patch (or committing to the repository), you should at least
989test that you did not break anything.
990
991The regression tests build a synthetic video stream and a synthetic
992audio stream. These are then encoded and decoded with all codecs or
993formats. The CRC (or MD5) of each generated file is recorded in a
994result file. A 'diff' is launched to compare the reference results and
995the result file.
996
997The regression tests then go on to test the FFserver code with a
998limited set of streams. It is important that this step runs correctly
999as well.
1000
1001Run 'make test' to test all the codecs and formats.
1002
1003Run 'make fulltest' to test all the codecs, formats and FFserver.
1004
1005[Of course, some patches may change the results of the regression tests. In
1006this case, the reference results of the regression tests shall be modified
1007accordingly].
1008
1009@bye