Sort and prettyprint video codecs 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
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179@item 4X Video @tab @tab X
180 @tab Used in certain computer games.
181@item American Laser Games Video @tab @tab X
182 @tab Used in games like Mad Dog McCree.
183@item AMV @tab @tab X
184 @tab Used in Chinese MP3 players.
185@item Apple Animation @tab X @tab X
186 @tab fourcc: 'rle '
187@item Apple Graphics @tab @tab X
188 @tab fourcc: 'smc '
189@item Apple MJPEG-B @tab @tab X
190@item Apple QuickDraw @tab @tab X
191 @tab fourcc: qdrw
192@item Apple Video @tab @tab X
193 @tab fourcc: rpza
194@item Asus v1 @tab X @tab X
195 @tab fourcc: ASV1
196@item Asus v2 @tab X @tab X
197 @tab fourcc: ASV2
198@item ATI VCR1 @tab @tab X
199 @tab fourcc: VCR1
200@item ATI VCR2 @tab @tab X
201 @tab fourcc: VCR2
202@item Autodesk RLE @tab @tab X
203 @tab fourcc: AASC
204@item AVID DNxHD @tab X @tab X
205 @tab aka SMPTE VC3
206@item AVS Video @tab @tab X
207 @tab Video encoding used by the Creature Shock game.
208@item Bethsoft VID @tab @tab X
209 @tab Used in some games from Bethesda Softworks.
210@item C93 Video @tab @tab X
211 @tab Codec used in Cyberia game.
212@item CamStudio @tab @tab X
213 @tab fourcc: CSCD
214@item Cin Video @tab @tab X
215 @tab Codec used in Delphine Software games.
216@item Cinepak @tab @tab X
217@item Cirrus Logic AccuPak @tab @tab X
218 @tab fourcc: CLJR
219@item Creative YUV @tab @tab X
220 @tab fourcc: CYUV
221@item Duck TrueMotion v1 @tab @tab X
222 @tab fourcc: DUCK
223@item Duck TrueMotion v2 @tab @tab X
224 @tab fourcc: TM20
225@item DV @tab X @tab X
226@item DXA Video @tab @tab X
227 @tab Codec originally used in Feeble Files game.
228@item Electronic Arts CMV @tab @tab X
229 @tab Used in NHL 95 game.
230@item FFmpeg Video 1 @tab X @tab X
231 @tab experimental lossless codec (fourcc: FFV1)
232@item Flash Screen Video @tab X @tab X
233 @tab fourcc: FSV1
234@item FLIC video @tab @tab X
235@item FLV @tab X @tab X
236 @tab Sorenson H.263 used in Flash
237@item Fraps FPS1 @tab @tab X
238@item H.261 @tab X @tab X
239@item H.263(+) @tab X @tab X
240 @tab also known as RealVideo 1.0
241@item H.264 @tab @tab X
242@item HuffYUV @tab X @tab X
243@item IBM Ultimotion @tab @tab X
244 @tab fourcc: ULTI
245@item id Cinematic Video @tab @tab X
246 @tab Used in Quake II.
247@item id RoQ @tab X @tab X
248 @tab Used in Quake III, Jedi Knight 2, other computer games.
249@item Intel Indeo 3 @tab @tab X
250@item Interplay Video @tab @tab X
251 @tab Used in Interplay .MVE files.
252@item JPEG-LS @tab X @tab X
253 @tab fourcc: MJLS, lossless and near-lossless is supported.
254@item KMVC @tab @tab X
255 @tab Codec used in Worms games.
256@item LOCO @tab @tab X
257@item lossless MJPEG @tab X @tab X
258@item Microsoft RLE @tab @tab X
259@item Microsoft Video-1 @tab @tab X
260@item Mimic @tab @tab X
261 @tab Used in MSN Messenger Webcam streams.
262@item Miro VideoXL @tab @tab X
263 @tab fourcc: VIXL
264@item MJPEG @tab X @tab X
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265@item MPEG-1 video @tab X @tab X
266@item MPEG-2 video @tab X @tab X
267@item MPEG-4 @tab X @tab X
268@item MSMPEG4 V1 @tab X @tab X
269@item MSMPEG4 V2 @tab X @tab X
270@item MSMPEG4 V3 @tab X @tab X
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271@item MSZH @tab @tab X
272 @tab Part of LCL
273@item On2 VP3 @tab @tab X
274 @tab still experimental
275@item On2 VP5 @tab @tab X
276 @tab fourcc: VP50
277@item On2 VP6 @tab @tab X
278 @tab fourcc: VP60,VP61,VP62
279@item planar RGB @tab @tab X
280 @tab fourcc: 8BPS
281@item QPEG @tab @tab X
282 @tab fourccs: QPEG, Q1.0, Q1.1
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283@item RealVideo 1.0 @tab X @tab X
284@item RealVideo 2.0 @tab X @tab X
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285@item Renderware TXD @tab @tab X
286 @tab Texture dictionaries used by the Renderware Engine.
287@item RTjpeg @tab @tab X
288 @tab Video encoding used in NuppelVideo files.
289@item Smacker Video @tab @tab X
290 @tab Video encoding used in Smacker.
291@item Snow @tab X @tab X
292 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 293@item Sony PlayStation MDEC @tab @tab X
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294@item Sorenson Video 1 @tab X @tab X
295 @tab fourcc: SVQ1
296@item Sorenson Video 3 @tab @tab X
297 @tab fourcc: SVQ3
298@item Sunplus MJPEG @tab @tab X
299 @tab fourcc: SP5X
300@item TechSmith Camtasia @tab @tab X
301 @tab fourcc: TSCC
302@item Theora @tab X @tab X
303 @tab still experimental
304@item THP @tab @tab X
305 @tab Used on the Nintendo GameCube.
306@item Tiertex Seq Video @tab @tab X
307 @tab Codec used in DOS CD-ROM FlashBack game.
308@item VC-1 @tab @tab X
309@item VMD Video @tab @tab X
310 @tab Used in Sierra VMD files.
311@item VMware Video @tab @tab X
312 @tab Codec used in videos captured by VMware.
d0e1cd3d 313@item Westwood VQA @tab @tab X
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314@item Winnov WNV1 @tab @tab X
315@item WMV7 @tab X @tab X
316@item WMV8 @tab X @tab X
317@item WMV9 @tab @tab X
318 @tab not completely working
319@item Xan/WC3 @tab @tab X
320 @tab Used in Wing Commander III .MVE files.
321@item ZLIB @tab X @tab X
322 @tab part of LCL, encoder experimental
323@item ZMBV @tab X @tab X
324 @tab Encoder works only in PAL8.
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325@end multitable
326
327@code{X} means that encoding (resp. decoding) is supported.
328
329@section Audio Codecs
330
331@multitable @columnfractions .4 .1 .1 .1 .7
332@item Supported Codec @tab Encoding @tab Decoding @tab Comments
333@item MPEG audio layer 2 @tab IX @tab IX
cd15bbc9 334@item MPEG audio layer 1/3 @tab X @tab IX
d0e1cd3d 335@tab MP3 encoding is supported through the external library LAME.
0a91f4ee 336@item AC-3 @tab IX @tab IX
159f799d 337@tab liba52 can be used alternatively for decoding.
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338@item Vorbis @tab X @tab X
339@item WMA V1/V2 @tab X @tab X
340@item AAC @tab X @tab X
341@tab Supported through the external library libfaac/libfaad.
342@item Microsoft ADPCM @tab X @tab X
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343@item AMV IMA ADPCM @tab @tab X
344@tab Used in AMV files
d0e1cd3d 345@item MS IMA ADPCM @tab X @tab X
9dc92a38 346@item QT IMA ADPCM @tab X @tab X
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347@item 4X IMA ADPCM @tab @tab X
348@item G.726 ADPCM @tab X @tab X
349@item Duck DK3 IMA ADPCM @tab @tab X
350@tab Used in some Sega Saturn console games.
351@item Duck DK4 IMA ADPCM @tab @tab X
352@tab Used in some Sega Saturn console games.
353@item Westwood Studios IMA ADPCM @tab @tab X
354@tab Used in Westwood Studios games like Command and Conquer.
355@item SMJPEG IMA ADPCM @tab @tab X
356@tab Used in certain Loki game ports.
357@item CD-ROM XA ADPCM @tab @tab X
358@item CRI ADX ADPCM @tab X @tab X
359@tab Used in Sega Dreamcast games.
360@item Electronic Arts ADPCM @tab @tab X
361@tab Used in various EA titles.
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362@item MAXIS EA ADPCM @tab @tab X
363@tab Used in Sim City 3000.
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364@item Creative ADPCM @tab @tab X
365@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
366@item THP ADPCM @tab @tab X
367@tab Used on the Nintendo GameCube.
368@item RA144 @tab @tab X
369@tab Real 14400 bit/s codec
370@item RA288 @tab @tab X
371@tab Real 28800 bit/s codec
372@item RADnet @tab X @tab IX
38b5b28e 373@tab real low bitrate AC-3 codec
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374@item AMR-NB @tab X @tab X
375@tab Supported through an external library.
376@item AMR-WB @tab X @tab X
377@tab Supported through an external library.
378@item DV audio @tab @tab X
831ec935 379@item id RoQ DPCM @tab X @tab X
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380@tab Used in Quake III, Jedi Knight 2, other computer games.
381@item Interplay MVE DPCM @tab @tab X
382@tab Used in various Interplay computer games.
383@item Xan DPCM @tab @tab X
384@tab Used in Origin's Wing Commander IV AVI files.
385@item Sierra Online DPCM @tab @tab X
386@tab Used in Sierra Online game audio files.
387@item Apple MACE 3 @tab @tab X
388@item Apple MACE 6 @tab @tab X
389@item FLAC lossless audio @tab X @tab X
390@item Shorten lossless audio @tab @tab X
391@item Apple lossless audio @tab @tab X
392@tab QuickTime fourcc 'alac'
393@item FFmpeg Sonic @tab X @tab X
394@tab experimental lossy/lossless codec
395@item Qdesign QDM2 @tab @tab X
0a91f4ee 396@tab There are still some distortions.
d0e1cd3d 397@item Real COOK @tab @tab X
0a91f4ee 398@tab All versions except 5.1 are supported.
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399@item DSP Group TrueSpeech @tab @tab X
400@item True Audio (TTA) @tab @tab X
401@item Smacker Audio @tab @tab X
402@item WavPack Audio @tab @tab X
403@item Cin Audio @tab @tab X
404@tab Codec used in Delphine Software games.
405@item Intel Music Coder @tab @tab X
406@item Musepack @tab @tab X
0a91f4ee 407@tab SV7 and SV8 are supported.
831ec935 408@item DTS Coherent Audio @tab @tab X
d0e1cd3d 409@item ATRAC 3 @tab @tab X
0a91f4ee 410@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported.
636b13c5 411@item Nellymoser ASAO @tab @tab X
d299be08 412@item 8SVX Audio @tab @tab X
f67c1f4d 413@item MLP/TrueHD @tab @tab X @tab Used in DVD-Audio and Blu-Ray discs.
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414@end multitable
415
416@code{X} means that encoding (resp. decoding) is supported.
417
418@code{I} means that an integer-only version is available, too (ensures high
419performance on systems without hardware floating point support).
420
421@chapter Platform Specific information
422
423@section BSD
424
425BSD make will not build FFmpeg, you need to install and use GNU Make
426(@file{gmake}).
427
428@section Windows
429
46a845d0 430To get help and instructions for building FFmpeg under Windows, check out
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431the FFmpeg Windows Help Forum at
432@url{http://arrozcru.no-ip.org/ffmpeg/}.
433
434@subsection Native Windows compilation
435
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436FFmpeg can be built to run natively on Windows using the MinGW tools. Install
437the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
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438install the coreutils package, and update to the latest MSYS make (note: not
439mingw32-make). You can find detailed installation
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440instructions in the download section and the FAQ.
441
c1989552 442Within the MSYS shell, configure and make with:
d0e1cd3d 443
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444@example
445./configure --enable-memalign-hack
446make
447make install
448@end example
d0e1cd3d 449
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450This will install @file{ffmpeg.exe} along with many other development files
451to @file{/usr/local}. You may specify another install path using the
452@code{--prefix} option in @file{configure}.
d0e1cd3d 453
c1989552 454Notes:
d0e1cd3d 455
c1989552 456@itemize
d0e1cd3d 457
751a6493 458@item Use at least bash 3.1. Older versions are known to fail on the
c1989552 459configure script.
d0e1cd3d 460
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461@item In order to compile vhooks, you must have a POSIX-compliant libdl in
462your MinGW system. Get dlfcn-win32 from
463@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 464
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465@item In order to compile FFplay, you must have the MinGW development library
466of SDL. Get it from @url{http://www.libsdl.org}.
467Edit the @file{bin/sdl-config} script so that it points to the correct prefix
468where SDL was installed. Verify that @file{sdl-config} can be launched from
469the MSYS command line.
d0e1cd3d 470
d0e1cd3d 471@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 472you can build libavutil, libavcodec and libavformat as DLLs.
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473
474@end itemize
475
c1989552 476@subsection Microsoft Visual C++ compatibility
d0e1cd3d 477
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478As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
479want to use the libav* libraries in your own applications, you can still
480compile those applications using MSVC++. But the libav* libraries you link
481to @emph{must} be built with MinGW. However, you will not be able to debug
482inside the libav* libraries, since MSVC++ does not recognize the debug
483symbols generated by GCC.
484We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 485
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486This description of how to use the FFmpeg libraries with MSVC++ is based on
487Microsoft Visual C++ 2005 Express Edition. If you have a different version,
488you might have to modify the procedures slightly.
d0e1cd3d 489
c1989552 490@subsubsection Using static libraries
d0e1cd3d 491
c1989552 492Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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493
494@enumerate
495
496@item Create a new console application ("File / New / Project") and then
497select "Win32 Console Application". On the appropriate page of the
498Application Wizard, uncheck the "Precompiled headers" option.
499
500@item Write the source code for your application, or, for testing, just
501copy the code from an existing sample application into the source file
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502that MSVC++ has already created for you. For example, you can copy
503@file{output_example.c} from the FFmpeg distribution.
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504
505@item Open the "Project / Properties" dialog box. In the "Configuration"
506combo box, select "All Configurations" so that the changes you make will
507affect both debug and release builds. In the tree view on the left hand
508side, select "C/C++ / General", then edit the "Additional Include
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509Directories" setting to contain the path where the FFmpeg includes were
510installed (i.e. @file{c:\msys\1.0\local\include}).
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511Do not add MinGW's include directory here, or the include files will
512conflict with MSVC's.
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513
514@item Still in the "Project / Properties" dialog box, select
515"Linker / General" from the tree view and edit the
516"Additional Library Directories" setting to contain the @file{lib}
517directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
518the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
519and the directory where MinGW's GCC libs are installed
520(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
521"Linker / Input" from the tree view, and add the files @file{libavformat.a},
522@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
523@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
524to the end of "Additional Dependencies".
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525
526@item Now, select "C/C++ / Code Generation" from the tree view. Select
527"Debug" in the "Configuration" combo box. Make sure that "Runtime
528Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
529the "Configuration" combo box and make sure that "Runtime Library" is
530set to "Multi-threaded DLL".
531
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532@item Click "OK" to close the "Project / Properties" dialog box.
533
534@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
535Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
536and install it in MSVC++'s include directory
537(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
538
539@item MSVC++ also does not understand the @code{inline} keyword used by
540FFmpeg, so you must add this line before @code{#include}ing libav*:
541@example
542#define inline _inline
543@end example
544
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545@item Build your application, everything should work.
546
547@end enumerate
548
549@subsubsection Using shared libraries
550
551This is how to create DLL and LIB files that are compatible with MSVC++:
552
553@enumerate
554
555@item Add a call to @file{vcvars32.bat} (which sets up the environment
556variables for the Visual C++ tools) as the first line of @file{msys.bat}.
557The standard location for @file{vcvars32.bat} is
558@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
559and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
560If this corresponds to your setup, add the following line as the first line
561of @file{msys.bat}:
562
563@example
564call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
565@end example
566
567Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
568and run @file{c:\msys\1.0\msys.bat} from there.
569
570@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
571from @file{Microsoft (R) Library Manager}, this means your environment
572variables are set up correctly, the @file{Microsoft (R) Library Manager}
573is on the path and will be used by FFmpeg to create
574MSVC++-compatible import libraries.
575
576@item Build FFmpeg with
577
578@example
579./configure --enable-shared --enable-memalign-hack
580make
581make install
582@end example
583
584Your install path (@file{/usr/local/} by default) should now have the
585necessary DLL and LIB files under the @file{bin} directory.
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586
587@end enumerate
588
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589To use those files with MSVC++, do the same as you would do with
590the static libraries, as described above. But in Step 4,
591you should only need to add the directory where the LIB files are installed
592(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
593installed in the @file{bin} directory. And instead of adding @file{libxx.a}
594files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
595@file{avutil.lib}. There should be no need for @file{libmingwex.a},
596@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
597statically linked into the DLLs. The @file{bin} directory contains a bunch
598of DLL files, but the ones that are actually used to run your application
599are the ones with a major version number in their filenames
600(i.e. @file{avcodec-51.dll}).
601
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602@subsection Cross compilation for Windows with Linux
603
604You must use the MinGW cross compilation tools available at
605@url{http://www.mingw.org/}.
606
607Then configure FFmpeg with the following options:
608@example
609./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
610@end example
611(you can change the cross-prefix according to the prefix chosen for the
612MinGW tools).
613
614Then you can easily test FFmpeg with Wine
615(@url{http://www.winehq.com/}).
616
617@subsection Compilation under Cygwin
618
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619The main issue with Cygwin is that newlib, its C library, does not
620contain llrint(). However, it is possible to leverage the
621implementation in MinGW.
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622
623Just install your Cygwin with all the "Base" packages, plus the
624following "Devel" ones:
625@example
29c3d42b 626binutils, gcc-core, make, subversion, mingw-runtime
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627@end example
628
629Do not install binutils-20060709-1 (they are buggy on shared builds);
630use binutils-20050610-1 instead.
631
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632Then create a small library that just contains llrint():
633
634@example
635ar x /usr/lib/mingw/libmingwex.a llrint.o
636ar cq /usr/local/lib/libllrint.a llrint.o
637@end example
638
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639Then run
640
641@example
29c3d42b 642./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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643@end example
644
645to make a static build or
646
647@example
29c3d42b 648./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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649@end example
650
651to build shared libraries.
652
653If you want to build FFmpeg with additional libraries, download Cygwin
654"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
655and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
656(@url{http://cygwinports.dotsrc.org/}).
657
658@subsection Crosscompilation for Windows under Cygwin
659
660With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
661
662Just install your Cygwin as explained before, plus these additional
663"Devel" packages:
664@example
665gcc-mingw-core, mingw-runtime, mingw-zlib
666@end example
667
668and add some special flags to your configure invocation.
669
670For a static build run
671@example
672./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
673@end example
674
675and for a build with shared libraries
676@example
677./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
678@end example
679
680@section BeOS
681
5f757b85 682BeOS support is broken in mysterious ways.
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684@section OS/2
685
686For information about compiling FFmpeg on OS/2 see
687@url{http://www.edm2.com/index.php/FFmpeg}.
688
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689@chapter Developers Guide
690
691@section API
692@itemize @bullet
693@item libavcodec is the library containing the codecs (both encoding and
694decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
695
696@item libavformat is the library containing the file format handling (mux and
697demux code for several formats). Look at @file{ffplay.c} to use it in a
698player. See @file{output_example.c} to use it to generate audio or video
699streams.
700
701@end itemize
702
703@section Integrating libavcodec or libavformat in your program
704
705You can integrate all the source code of the libraries to link them
706statically to avoid any version problem. All you need is to provide a
707'config.mak' and a 'config.h' in the parent directory. See the defines
708generated by ./configure to understand what is needed.
709
710You can use libavcodec or libavformat in your commercial program, but
711@emph{any patch you make must be published}. The best way to proceed is
712to send your patches to the FFmpeg mailing list.
713
714@node Coding Rules
715@section Coding Rules
716
717FFmpeg is programmed in the ISO C90 language with a few additional
718features from ISO C99, namely:
719@itemize @bullet
720@item
721the @samp{inline} keyword;
722@item
723@samp{//} comments;
724@item
725designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
726@item
727compound literals (@samp{x = (struct s) @{ 17, 23 @};})
728@end itemize
729
730These features are supported by all compilers we care about, so we will not
731accept patches to remove their use unless they absolutely do not impair
732clarity and performance.
733
734All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
735compiles with several other compilers, such as the Compaq ccc compiler
736or Sun Studio 9, and we would like to keep it that way unless it would
737be exceedingly involved. To ensure compatibility, please do not use any
738additional C99 features or GCC extensions. Especially watch out for:
739@itemize @bullet
740@item
741mixing statements and declarations;
742@item
743@samp{long long} (use @samp{int64_t} instead);
744@item
745@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
746@item
747GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
748@end itemize
749
750Indent size is 4.
751The presentation is the one specified by 'indent -i4 -kr -nut'.
752The TAB character is forbidden outside of Makefiles as is any
753form of trailing whitespace. Commits containing either will be
754rejected by the Subversion repository.
755
756The main priority in FFmpeg is simplicity and small code size in order to
757minimize the bug count.
758
759Comments: Use the JavaDoc/Doxygen
760format (see examples below) so that code documentation
761can be generated automatically. All nontrivial functions should have a comment
762above them explaining what the function does, even if it is just one sentence.
763All structures and their member variables should be documented, too.
764@example
765/**
766 * @@file mpeg.c
767 * MPEG codec.
768 * @@author ...
769 */
770
771/**
772 * Summary sentence.
773 * more text ...
774 * ...
775 */
776typedef struct Foobar@{
777 int var1; /**< var1 description */
778 int var2; ///< var2 description
779 /** var3 description */
780 int var3;
781@} Foobar;
782
783/**
784 * Summary sentence.
785 * more text ...
786 * ...
787 * @@param my_parameter description of my_parameter
788 * @@return return value description
789 */
790int myfunc(int my_parameter)
791...
792@end example
793
794fprintf and printf are forbidden in libavformat and libavcodec,
795please use av_log() instead.
796
797Casts should be used only when necessary. Unneeded parentheses
798should also be avoided if they don't make the code easier to understand.
799
800@section Development Policy
801
802@enumerate
803@item
804 Contributions should be licensed under the LGPL 2.1, including an
805 "or any later version" clause, or the MIT license. GPL 2 including
806 an "or any later version" clause is also acceptable, but LGPL is
807 preferred.
808@item
809 You must not commit code which breaks FFmpeg! (Meaning unfinished but
810 enabled code which breaks compilation or compiles but does not work or
811 breaks the regression tests)
812 You can commit unfinished stuff (for testing etc), but it must be disabled
813 (#ifdef etc) by default so it does not interfere with other developers'
814 work.
815@item
816 You do not have to over-test things. If it works for you, and you think it
817 should work for others, then commit. If your code has problems
818 (portability, triggers compiler bugs, unusual environment etc) they will be
819 reported and eventually fixed.
820@item
821 Do not commit unrelated changes together, split them into self-contained
822 pieces. Also do not forget that if part B depends on part A, but A does not
823 depend on B, then A can and should be committed first and separate from B.
824 Keeping changes well split into self-contained parts makes reviewing and
825 understanding them on the commit log mailing list easier. This also helps
826 in case of debugging later on.
827 Also if you have doubts about splitting or not splitting, do not hesitate to
828 ask/discuss it on the developer mailing list.
829@item
830 Do not change behavior of the program (renaming options etc) without
831 first discussing it on the ffmpeg-devel mailing list. Do not remove
832 functionality from the code. Just improve!
833
834 Note: Redundant code can be removed.
835@item
836 Do not commit changes to the build system (Makefiles, configure script)
837 which change behavior, defaults etc, without asking first. The same
838 applies to compiler warning fixes, trivial looking fixes and to code
839 maintained by other developers. We usually have a reason for doing things
840 the way we do. Send your changes as patches to the ffmpeg-devel mailing
841 list, and if the code maintainers say OK, you may commit. This does not
842 apply to files you wrote and/or maintain.
843@item
844 We refuse source indentation and other cosmetic changes if they are mixed
845 with functional changes, such commits will be rejected and removed. Every
846 developer has his own indentation style, you should not change it. Of course
847 if you (re)write something, you can use your own style, even though we would
848 prefer if the indentation throughout FFmpeg was consistent (Many projects
849 force a given indentation style - we do not.). If you really need to make
850 indentation changes (try to avoid this), separate them strictly from real
851 changes.
852
853 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
854 then either do NOT change the indentation of the inner part within (do not
855 move it to the right)! or do so in a separate commit
856@item
857 Always fill out the commit log message. Describe in a few lines what you
858 changed and why. You can refer to mailing list postings if you fix a
859 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
860@item
861 If you apply a patch by someone else, include the name and email address in
862 the log message. Since the ffmpeg-cvslog mailing list is publicly
863 archived you should add some SPAM protection to the email address. Send an
864 answer to ffmpeg-devel (or wherever you got the patch from) saying that
865 you applied the patch.
866@item
867 When applying patches that have been discussed (at length) on the mailing
868 list, reference the thread in the log message.
869@item
870 Do NOT commit to code actively maintained by others without permission.
871 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
872 timeframe (12h for build failures and security fixes, 3 days small changes,
873 1 week for big patches) then commit your patch if you think it is OK.
874 Also note, the maintainer can simply ask for more time to review!
875@item
876 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
877 are sent there and reviewed by all the other developers. Bugs and possible
878 improvements or general questions regarding commits are discussed there. We
879 expect you to react if problems with your code are uncovered.
880@item
881 Update the documentation if you change behavior or add features. If you are
882 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
883 maintainer(s) will review and commit your stuff.
884@item
885 Try to keep important discussions and requests (also) on the public
886 developer mailing list, so that all developers can benefit from them.
887@item
888 Never write to unallocated memory, never write over the end of arrays,
889 always check values read from some untrusted source before using them
890 as array index or other risky things.
891@item
892 Remember to check if you need to bump versions for the specific libav
893 parts (libavutil, libavcodec, libavformat) you are changing. You need
894 to change the version integer and the version string.
895 Incrementing the first component means no backward compatibility to
896 previous versions (e.g. removal of a function from the public API).
897 Incrementing the second component means backward compatible change
898 (e.g. addition of a function to the public API).
899 Incrementing the third component means a noteworthy binary compatible
900 change (e.g. encoder bug fix that matters for the decoder).
901@item
902 If you add a new codec, remember to update the changelog, add it to
903 the supported codecs table in the documentation and bump the second
904 component of the @file{libavcodec} version number appropriately. If
74a926ff 905 it has a fourcc, add it to @file{libavformat/riff.c}, even if it
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906 is only a decoder.
907@item
53407b64 908 Compiler warnings indicate potential bugs or code with bad style. If a type of
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909 warning always points to correct and clean code, that warning should
910 be disabled, not the code changed.
911 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 912 If it is a bug, the bug has to be fixed. If it is not, the code should
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913 be changed to not generate a warning unless that causes a slowdown
914 or obfuscates the code.
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915@item
916 If you add a new file, give it a proper license header. Do not copy and
917 paste it from a random place, use an existing file as template.
918@end enumerate
919
920We think our rules are not too hard. If you have comments, contact us.
921
922Note, these rules are mostly borrowed from the MPlayer project.
923
924@section Submitting patches
925
926First, (@pxref{Coding Rules}) above if you did not yet.
927
928When you submit your patch, try to send a unified diff (diff '-up'
929option). We cannot read other diffs :-)
930
931Also please do not submit a patch which contains several unrelated changes.
932Split it into separate, self-contained pieces. This does not mean splitting
933file by file. Instead, make the patch as small as possible while still
934keeping it as a logical unit that contains an individual change, even
935if it spans multiple files. This makes reviewing your patches much easier
936for us and greatly increases your chances of getting your patch applied.
937
938Run the regression tests before submitting a patch so that you can
939verify that there are no big problems.
940
941Patches should be posted as base64 encoded attachments (or any other
942encoding which ensures that the patch will not be trashed during
943transmission) to the ffmpeg-devel mailing list, see
944@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
945
946It also helps quite a bit if you tell us what the patch does (for example
947'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
948and has no lrint()')
949
950Also please if you send several patches, send each patch as a separate mail,
951do not attach several unrelated patches to the same mail.
952
953@section patch submission checklist
954
955@enumerate
956@item
957 Do the regression tests pass with the patch applied?
958@item
959 Is the patch a unified diff?
960@item
961 Is the patch against latest FFmpeg SVN?
962@item
963 Are you subscribed to ffmpeg-dev?
964 (the list is subscribers only due to spam)
965@item
966 Have you checked that the changes are minimal, so that the same cannot be
967 achieved with a smaller patch and/or simpler final code?
968@item
969 If the change is to speed critical code, did you benchmark it?
970@item
971 If you did any benchmarks, did you provide them in the mail?
972@item
973 Have you checked that the patch does not introduce buffer overflows or
974 other security issues?
975@item
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976 If you add a new demuxer or decoder, have you checked that it does not
977 crash with damaged input (see tools/trasher)?
978@item
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979 Is the patch created from the root of the source tree, so it can be
980 applied with @code{patch -p0}?
981@item
982 Does the patch not mix functional and cosmetic changes?
983@item
984 Did you add tabs or trailing whitespace to the code? Both are forbidden.
985@item
986 Is the patch attached to the email you send?
987@item
988 Is the mime type of the patch correct? It should be text/x-diff or
989 text/x-patch or at least text/plain and not application/octet-stream.
990@item
991 If the patch fixes a bug, did you provide a verbose analysis of the bug?
992@item
993 If the patch fixes a bug, did you provide enough information, including
994 a sample, so the bug can be reproduced and the fix can be verified?
995 Note please do not attach samples >100k to mails but rather provide a
996 URL, you can upload to ftp://upload.mplayerhq.hu
997@item
998 Did you provide a verbose summary about what the patch does change?
999@item
1000 Did you provide a verbose explanation why it changes things like it does?
1001@item
1002 Did you provide a verbose summary of the user visible advantages and
1003 disadvantages if the patch is applied?
1004@item
1005 Did you provide an example so we can verify the new feature added by the
1006 patch easily?
1007@item
1008 If you added a new file, did you insert a license header? It should be
1009 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1010@item
1011 You should maintain alphabetical order in alphabetically ordered lists as
1012 long as doing so does not break API/ABI compatibility.
1013@item
1014 Lines with similar content should be aligned vertically when doing so
1015 improves readability.
1016@item
1017 Did you provide a suggestion for a clear commit log message?
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1018@item
1019 Did you test your decoder or demuxer against damaged data? If no, see
1020 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 1021 should not crash or end in a (near) infinite loop when fed damaged data.
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1022@end enumerate
1023
1024@section Patch review process
1025
1026All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1027clear note that the patch is not for SVN.
1028Reviews and comments will be posted as replies to the patch on the
1029mailing list. The patch submitter then has to take care of every comment,
1030that can be by resubmitting a changed patch or by discussion. Resubmitted
1031patches will themselves be reviewed like any other patch. If at some point
1032a patch passes review with no comments then it is approved, that can for
1033simple and small patches happen immediately while large patches will generally
1034have to be changed and reviewed many times before they are approved.
1035After a patch is approved it will be committed to the repository.
1036
1037We will review all submitted patches, but sometimes we are quite busy so
1038especially for large patches this can take several weeks.
1039
1040When resubmitting patches, please do not make any significant changes
1041not related to the comments received during review. Such patches will
1042be rejected. Instead, submit significant changes or new features as
1043separate patches.
1044
1045@section Regression tests
1046
1047Before submitting a patch (or committing to the repository), you should at least
1048test that you did not break anything.
1049
1050The regression tests build a synthetic video stream and a synthetic
1051audio stream. These are then encoded and decoded with all codecs or
1052formats. The CRC (or MD5) of each generated file is recorded in a
1053result file. A 'diff' is launched to compare the reference results and
1054the result file.
1055
1056The regression tests then go on to test the FFserver code with a
1057limited set of streams. It is important that this step runs correctly
1058as well.
1059
1060Run 'make test' to test all the codecs and formats.
1061
1062Run 'make fulltest' to test all the codecs, formats and FFserver.
1063
1064[Of course, some patches may change the results of the regression tests. In
1065this case, the reference results of the regression tests shall be modified
1066accordingly].
1067
1068@bye