vorbis and flac ogg muxer only
[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
b3de4544 43@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 44@item 4xm @tab @tab X
c6b2dc34 45 @tab 4X Technologies format, used in some games.
39271be4 46@item Audio IFF (AIFF) @tab X @tab X
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47@item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 49@item 3GPP AMR @tab X @tab X
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50@item ASF @tab X @tab X
51@item AVI @tab X @tab X
39271be4 52@item AVISynth @tab @tab X
c6b2dc34 53@item AVS @tab @tab X
d698c5d3 54 @tab Multimedia format used by the Creature Shock game.
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55@item Beam Software SIFF @tab @tab X
56 @tab Audio and video format used in some games by Beam Software.
57@item Bethesda Softworks VID @tab @tab X
d698c5d3 58 @tab Used in some games from Bethesda Softworks.
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59@item Brute Force & Ignorance @tab @tab X
60 @tab Used in the game Flash Traffic: City of Angels.
61@item Interplay C93 @tab @tab X
d698c5d3 62 @tab Used in the game Cyberia from Interplay.
913c3e2c 63@item Delphine Software International CIN @tab @tab X
d698c5d3 64 @tab Multimedia format used by Delphine Software games.
39271be4 65@item CRC testing format @tab X @tab
913c3e2c 66@item Creative Voice @tab X @tab X
d698c5d3 67 @tab Created for the Sound Blaster Pro.
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68@item CRYO APC @tab @tab X
69 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 70@item D-Cinema audio @tab X @tab X
913c3e2c 71@item DV video @tab X @tab X
c6b2dc34 72@item DXA @tab @tab X
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73 @tab This format is used in the non-Windows version of the Feeble Files
74 game and different game cutscenes repacked for use with ScummVM.
39271be4 75@item Electronic Arts cdata @tab @tab X
c6b2dc34 76@item Electronic Arts Multimedia @tab @tab X
d698c5d3 77 @tab Used in various EA games; files have extensions like WVE and UV2.
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78@item FFM (FFserver live feed) @tab X @tab X
79@item Flash (SWF) @tab X @tab X
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80@item Flash 9 (AVM2) @tab X @tab X
81 @tab Only embedded audio is decoded.
82@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 83 @tab .fli/.flc files
c6b2dc34 84@item FLV @tab X @tab X
d698c5d3 85 @tab Macromedia Flash video files
39271be4 86@item framecrc testing format @tab X @tab
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87@item FunCom ISS @tab @tab X
88 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 89@item GIF Animation @tab X @tab
c6b2dc34 90@item GXF @tab X @tab X
d698c5d3 91 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 92 playout servers.
76ec3939 93@item id Cinematic @tab @tab X
d698c5d3 94 @tab Used in Quake II.
76ec3939 95@item id RoQ @tab X @tab X
d698c5d3 96 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 97@item IFF @tab @tab X
d698c5d3 98 @tab Interchange File Format
c6b2dc34 99@item Interplay MVE @tab @tab X
d698c5d3 100 @tab Format used in various Interplay computer games.
c6b2dc34 101@item LMLM4 @tab @tab X
d698c5d3 102 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 103@item Matroska @tab X @tab X
39271be4 104@item Matroska audio @tab X @tab
913c3e2c 105@item MAXIS XA @tab @tab X
d698c5d3 106 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 107@item Monkey's Audio @tab @tab X
822cc8f7 108@item Motion Pixels MVI @tab @tab X
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109@item MOV/QuickTime/MP4 @tab X @tab X
110 @tab 3GP, 3GP2, PSP, iPod variants supported
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111@item MP2 @tab X @tab
112@item MP3 @tab X @tab
c6b2dc34 113@item MPEG audio @tab X @tab X
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114@item MPEG-1 System @tab X @tab X
115 @tab muxed audio and video, VCD format supported
116@item MPEG-PS (program stream) @tab X @tab X
117 @tab also known as @code{VOB} file, SVCD and DVD format supported
118@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 119 @tab also known as DVB Transport Stream
c6b2dc34 120@item MPEG-4 @tab X @tab X
d698c5d3 121 @tab MPEG-4 is a variant of QuickTime.
39271be4 122@item MIME multipart JPEG @tab X @tab
bac4c85c 123@item MSN TCP webcam @tab @tab X
d698c5d3 124 @tab Used by MSN Messenger webcam streams.
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125@item MTV @tab @tab X
126@item Musepack @tab @tab X
127@item Musepack SV8 @tab @tab X
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128@item Material eXchange Format (MXF) @tab X @tab X
129 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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130@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
131 @tab SMPTE 386M, D-10/IMX Mapping.
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132@item NC camera feed @tab @tab X
133 @tab NC (AVIP NC4600) camera streams
134@item Nullsoft Streaming Video @tab @tab X
39271be4 135@item NuppelVideo @tab @tab X
c6b2dc34 136@item NUT @tab X @tab X
d698c5d3 137 @tab NUT Open Container Format
39271be4 138@item Ogg @tab X @tab X
913c3e2c 139@item TechnoTrend PVA @tab @tab X
d698c5d3 140 @tab Used by TechnoTrend DVB PCI boards.
43dedc1e 141@item raw ADTS (AAC) @tab X @tab X
76ec3939 142@item raw AC-3 @tab X @tab X
adc5abf7 143@item raw Chinese AVS video @tab @tab X
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144@item raw CRI ADX @tab X @tab X
145@item raw Dirac @tab X @tab X
146@item raw DNxHD @tab X @tab X
147@item raw DTS @tab X @tab X
148@item raw E-AC-3 @tab X @tab X
149@item raw FLAC @tab X @tab X
150@item raw GSM @tab @tab X
151@item raw H.261 @tab X @tab X
152@item raw H.263 @tab X @tab X
153@item raw H.264 @tab X @tab X
154@item raw Ingenient MJPEG @tab @tab X
76ec3939 155@item raw MJPEG @tab X @tab X
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156@item raw MLP @tab @tab X
157@item raw MPEG @tab @tab X
158@item raw MPEG-1 @tab @tab X
159@item raw MPEG-2 @tab @tab X
160@item raw MPEG-4 @tab X @tab X
161@item raw NULL @tab X @tab
81b55ee5 162@item raw video @tab X @tab X
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163@item raw id RoQ @tab X @tab
164@item raw Shorten @tab @tab X
165@item raw VC-1 @tab @tab X
166@item raw PCM A-law @tab X @tab X
167@item raw PCM mu-law @tab X @tab X
168@item raw PCM signed 8 bit @tab X @tab X
169@item raw PCM signed 16 bit big-endian @tab X @tab X
170@item raw PCM signed 16 bit little-endian @tab X @tab X
171@item raw PCM signed 24 bit big-endian @tab X @tab X
172@item raw PCM signed 24 bit little-endian @tab X @tab X
173@item raw PCM signed 32 bit big-endian @tab X @tab X
174@item raw PCM signed 32 bit little-endian @tab X @tab X
175@item raw PCM unsigned 8 bit @tab X @tab X
176@item raw PCM unsigned 16 bit big-endian @tab X @tab X
177@item raw PCM unsigned 16 bit little-endian @tab X @tab X
178@item raw PCM unsigned 24 bit big-endian @tab X @tab X
179@item raw PCM unsigned 24 bit little-endian @tab X @tab X
180@item raw PCM unsigned 32 bit big-endian @tab X @tab X
181@item raw PCM unsigned 32 bit little-endian @tab X @tab X
182@item raw PCM floating-point 32 bit big-endian @tab X @tab X
183@item raw PCM floating-point 32 bit little-endian @tab X @tab X
184@item raw PCM floating-point 64 bit big-endian @tab X @tab X
185@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 186@item RDT @tab @tab X
913c3e2c 187@item REDCODE R3D @tab @tab X
7eb68edb 188 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 189@item RealMedia @tab X @tab X
39271be4 190@item Redirector @tab @tab X
913c3e2c 191@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 192@item RL2 @tab @tab X
d698c5d3 193 @tab Audio and video format used in some games by Entertainment Software Partners.
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194@item RPL/ARMovie @tab @tab X
195@item RTP @tab @tab X
196@item RTSP @tab @tab X
197@item SDP @tab @tab X
c6b2dc34 198@item Sega FILM/CPK @tab @tab X
d698c5d3 199 @tab Used in many Sega Saturn console games.
913c3e2c 200@item Sierra SOL @tab @tab X
d698c5d3 201 @tab .sol files used in Sierra Online games.
c6b2dc34 202@item Sierra VMD @tab @tab X
d698c5d3 203 @tab Used in Sierra CD-ROM games.
c6b2dc34 204@item Smacker @tab @tab X
d698c5d3 205 @tab Multimedia format used by many games.
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206@item Sony OpenMG (OMA) @tab @tab X
207 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
208@item Sony PlayStation STR @tab @tab X
64c2f20a 209@item SUN AU format @tab X @tab X
c6b2dc34 210@item THP @tab @tab X
d698c5d3 211 @tab Used on the Nintendo GameCube.
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212@item Tiertex Limited SEQ @tab @tab X
213 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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214@item True Audio @tab @tab X
215@item VC-1 test bitstream @tab X @tab X
c6b2dc34 216@item WAV @tab X @tab X
39271be4 217@item WavPack @tab @tab X
913c3e2c 218@item Wing Commander III movie @tab @tab X
d698c5d3 219 @tab Multimedia format used in Origin's Wing Commander III computer game.
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220@item Westwood Studios audio @tab @tab X
221 @tab Multimedia format used in Westwood Studios games.
222@item Westwood Studios VQA @tab @tab X
223 @tab Multimedia format used in Westwood Studios games.
39271be4 224@item YUV4MPEG pipe @tab X @tab X
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225@end multitable
226
227@code{X} means that encoding (resp. decoding) is supported.
228
229@section Image Formats
230
231FFmpeg can read and write images for each frame of a video sequence. The
232following image formats are supported:
233
234@multitable @columnfractions .4 .1 .1 .4
b3de4544 235@item Name @tab Encoding @tab Decoding @tab Comments
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236@item .Y.U.V @tab X @tab X
237 @tab one raw file per component
238@item animated GIF @tab X @tab X
239 @tab Only uncompressed GIFs are generated.
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240@item BMP @tab X @tab X
241 @tab Microsoft BMP image
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242@item JPEG @tab X @tab X
243 @tab Progressive JPEG is not supported.
244@item JPEG 2000 @tab @tab E
245 @tab decoding supported through external library libopenjpeg
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246@item JPEG-LS @tab X @tab X
247@item LJPEG @tab X @tab
248 @tab Lossless JPEG
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249@item PAM @tab X @tab X
250 @tab PAM is a PNM extension with alpha support.
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DV
251@item PBM @tab X @tab X
252 @tab Portable BitMap image
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253@item PCX @tab @tab X
254 @tab PC Paintbrush
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DV
255@item PGM @tab X @tab X
256 @tab Portable GrayMap image
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257@item PGMYUV @tab X @tab X
258 @tab PGM with U and V components in YUV 4:2:0
259@item PNG @tab X @tab X
260 @tab 2/4 bpp not supported yet
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261@item PPM @tab X @tab X
262 @tab Portable PixelMap image
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263@item PTX @tab @tab X
264 @tab V.Flash PTX format
265@item RAS @tab @tab X
266 @tab Sun Rasterfile
267@item SGI @tab X @tab X
268 @tab SGI RGB image format
21d4af5d 269@item Targa @tab X @tab X
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270 @tab Targa (.TGA) image format
271@item TIFF @tab X @tab X
272 @tab YUV, JPEG and some extension is not supported yet.
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273@end multitable
274
275@code{X} means that encoding (resp. decoding) is supported.
276
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277@code{E} means that support is provided through an external library.
278
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279@section Video Codecs
280
281@multitable @columnfractions .4 .1 .1 .4
b3de4544 282@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 283@item 4X Movie @tab @tab X
d698c5d3 284 @tab Used in certain computer games.
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285@item 8SVX exponential @tab @tab X
286@item 8SVX fibonacci @tab @tab X
913c3e2c 287@item American Laser Games MM @tab @tab X
d698c5d3 288 @tab Used in games like Mad Dog McCree.
d66d8b83 289@item AMV @tab @tab X
d698c5d3 290 @tab Used in Chinese MP3 players.
d66d8b83 291@item Apple Animation @tab X @tab X
d698c5d3 292 @tab fourcc: 'rle '
d66d8b83 293@item Apple Graphics @tab @tab X
d698c5d3 294 @tab fourcc: 'smc '
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295@item Apple MJPEG-B @tab @tab X
296@item Apple QuickDraw @tab @tab X
d698c5d3 297 @tab fourcc: qdrw
d66d8b83 298@item Apple Video @tab @tab X
d698c5d3 299 @tab fourcc: rpza
d66d8b83 300@item Asus v1 @tab X @tab X
d698c5d3 301 @tab fourcc: ASV1
d66d8b83 302@item Asus v2 @tab X @tab X
d698c5d3 303 @tab fourcc: ASV2
d66d8b83 304@item ATI VCR1 @tab @tab X
d698c5d3 305 @tab fourcc: VCR1
d66d8b83 306@item ATI VCR2 @tab @tab X
d698c5d3 307 @tab fourcc: VCR2
d66d8b83 308@item Autodesk RLE @tab @tab X
d698c5d3 309 @tab fourcc: AASC
9510f59a 310@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 311 @tab Video encoding used by the Creature Shock game.
68dddf53 312@item Beam Software VB @tab @tab X
9510f59a 313@item Bethesda VID video @tab @tab X
d698c5d3 314 @tab Used in some games from Bethesda Softworks.
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315@item Brute Force & Ignorance @tab @tab X
316 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 317@item C93 video @tab @tab X
d698c5d3 318 @tab Codec used in Cyberia game.
d66d8b83 319@item CamStudio @tab @tab X
d698c5d3 320 @tab fourcc: CSCD
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321@item Chinese AVS video @tab @tab X
322 @tab AVS1-P2, JiZhun profile
323@item Delphine Software International CIN video @tab @tab X
324 @tab Codec used in Delphine Software International games.
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325@item Cinepak @tab @tab X
326@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 327 @tab fourcc: CLJR
9510f59a 328@item Creative YUV (CYUV) @tab @tab X
82ced5a9 329@item Dirac @tab E @tab E
360f980b 330 @tab supported through external libdirac/libschroedinger libraries
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331@item DNxHD @tab X @tab X
332 @tab aka SMPTE VC3
68dddf53 333@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 334 @tab fourcc: DUCK
68dddf53 335@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 336 @tab fourcc: TM20
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337@item DV (Digital Video) @tab X @tab X
338@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 339 @tab Codec originally used in Feeble Files game.
9510f59a 340@item Electronic Arts CMV video @tab @tab X
d698c5d3 341 @tab Used in NHL 95 game.
cfc78718 342@item Electronic Arts TGV @tab @tab X
42b30357 343@item Electronic Arts TGQ @tab @tab X
d8964f3a 344@item Electronic Arts TQI @tab @tab X
d66d8b83 345@item FFmpeg Video 1 @tab X @tab X
d698c5d3 346 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 347@item Flash Screen Video @tab X @tab X
d698c5d3 348 @tab fourcc: FSV1
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349@item FLIC video @tab @tab X
350@item FLV @tab X @tab X
d698c5d3 351 @tab Sorenson H.263 used in Flash
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352@item Fraps FPS1 @tab @tab X
353@item H.261 @tab X @tab X
354@item H.263(+) @tab X @tab X
d698c5d3 355 @tab also known as RealVideo 1.0
82ced5a9 356@item H.264 @tab E @tab X
360f980b 357 @tab encoding supported through external library libx264
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358@item HuffYUV @tab X @tab X
359@item IBM Ultimotion @tab @tab X
d698c5d3 360 @tab fourcc: ULTI
bac4c85c 361@item id Cinematic video @tab @tab X
d698c5d3 362 @tab Used in Quake II.
d66d8b83 363@item id RoQ @tab X @tab X
d698c5d3 364 @tab Used in Quake III, Jedi Knight 2, other computer games.
d66d8b83 365@item Intel Indeo 3 @tab @tab X
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366@item Interplay C93 @tab @tab X
367 @tab Used in the game Cyberia from Interplay.
d66d8b83 368@item Interplay Video @tab @tab X
d698c5d3 369 @tab Used in Interplay .MVE files.
d66d8b83 370@item JPEG-LS @tab X @tab X
d698c5d3 371 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 372@item KMVC @tab @tab X
d698c5d3 373 @tab Codec used in Worms games.
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374@item LOCO @tab @tab X
375@item lossless MJPEG @tab X @tab X
376@item Microsoft RLE @tab @tab X
377@item Microsoft Video-1 @tab @tab X
378@item Mimic @tab @tab X
d698c5d3 379 @tab Used in MSN Messenger Webcam streams.
d66d8b83 380@item Miro VideoXL @tab @tab X
d698c5d3 381 @tab fourcc: VIXL
eacf8613 382@item MJPEG (Motion JPEG) @tab X @tab X
822cc8f7 383@item Motion Pixels Video @tab @tab X
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384@item MPEG-1 @tab X @tab X
385@item MPEG-2 @tab X @tab X
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386@item MPEG-4 @tab X @tab X
387@item MSMPEG4 V1 @tab X @tab X
388@item MSMPEG4 V2 @tab X @tab X
389@item MSMPEG4 V3 @tab X @tab X
d66d8b83 390@item MSZH @tab @tab X
d698c5d3 391 @tab Part of LCL
eacf8613 392@item Nintendo Gamecube THP video @tab @tab X
d66d8b83 393@item On2 VP3 @tab @tab X
d698c5d3 394 @tab still experimental
d66d8b83 395@item On2 VP5 @tab @tab X
d698c5d3 396 @tab fourcc: VP50
d66d8b83 397@item On2 VP6 @tab @tab X
d698c5d3 398 @tab fourcc: VP60,VP61,VP62
d66d8b83 399@item planar RGB @tab @tab X
d698c5d3 400 @tab fourcc: 8BPS
d66d8b83 401@item QPEG @tab @tab X
d698c5d3 402 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 403@item QuickTime 8BPS video @tab @tab X
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404@item RealVideo 1.0 @tab X @tab X
405@item RealVideo 2.0 @tab X @tab X
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406@item RealVideo 3.0 @tab @tab X
407 @tab still far from ideal
11c0f9ec 408@item RealVideo 4.0 @tab @tab X
68dddf53 409@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 410 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 411@item RTjpeg @tab @tab X
d698c5d3 412 @tab Video encoding used in NuppelVideo files.
68dddf53
JR
413@item Sierra VMD video @tab @tab X
414 @tab Used in Sierra VMD files.
bac4c85c 415@item Smacker video @tab @tab X
d698c5d3 416 @tab Video encoding used in Smacker.
68dddf53 417@item SMPTE VC-1 @tab @tab X
d66d8b83 418@item Snow @tab X @tab X
d698c5d3 419 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 420@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
d66d8b83 421@item Sorenson Video 1 @tab X @tab X
d698c5d3 422 @tab fourcc: SVQ1
d66d8b83 423@item Sorenson Video 3 @tab @tab X
d698c5d3 424 @tab fourcc: SVQ3
d66d8b83 425@item Sunplus MJPEG @tab @tab X
d698c5d3 426 @tab fourcc: SP5X
68dddf53 427@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 428 @tab fourcc: TSCC
82ced5a9 429@item Theora @tab E @tab X
360f980b 430 @tab encoding supported through external library libtheora
bac4c85c 431@item Tiertex Seq video @tab @tab X
d698c5d3 432 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 433@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 434 @tab Codec used in videos captured by VMware.
eacf8613
JR
435@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
436@item Windows Media Video 8 @tab X @tab X
68dddf53
JR
437@item Windows Media Video 9 @tab @tab X
438 @tab not completely working
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439@item Wing Commander III / Xan @tab @tab X
440 @tab Used in Wing Commander III .MVE files.
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441@item Winnov WNV1 @tab @tab X
442@item WMV7 @tab X @tab X
39271be4 443@item YAMAHA SMAF @tab X @tab X
d66d8b83 444@item ZLIB @tab X @tab X
d698c5d3 445 @tab part of LCL, encoder experimental
eacf8613 446@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 447 @tab Encoder works only in PAL8.
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448@end multitable
449
450@code{X} means that encoding (resp. decoding) is supported.
451
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452@code{E} means that support is provided through an external library.
453
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454@section Audio Codecs
455
485ec4f1 456@multitable @columnfractions .4 .1 .1 .4
b3de4544 457@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 458@item 4X Movie ADPCM @tab @tab X
16d81b27 459@item 8SVX audio @tab @tab X
82ced5a9 460@item AAC @tab E @tab X
360f980b 461 @tab encoding supported through external library libfaac
270fc177 462@item AC-3 @tab X @tab X
82ced5a9 463@item AMR-NB @tab E @tab E
360f980b 464 @tab supported through external library libamrnb
82ced5a9 465@item AMR-WB @tab E @tab E
360f980b 466 @tab supported through external library libamrwb
833e90dd 467@item Apple lossless audio @tab X @tab X
d698c5d3 468 @tab QuickTime fourcc 'alac'
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469@item Apple MACE 3 @tab @tab X
470@item Apple MACE 6 @tab @tab X
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471@item Atrac 3 @tab @tab X
472@item CDROM XA ADPCM @tab @tab X
473@item Delphine Software International CIN audio @tab @tab X
d698c5d3 474 @tab Codec used in Delphine Software International games.
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475@item COOK @tab @tab X
476 @tab All versions except 5.1 are supported.
477@item Creative Technology ADPCM @tab @tab X
d698c5d3 478 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
9510f59a 479@item DCA (DTS Coherent Acoustics) @tab @tab X
16d81b27 480@item DSP Group TrueSpeech @tab @tab X
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481@item DV audio @tab @tab X
482@item Electronic Arts ADPCM @tab @tab X
d698c5d3 483 @tab Used in various EA titles.
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484@item Electronic Arts Maxis CDROM XS ADPCM @tab @tab X
485 @tab Used in Sim City 3000.
486@item Electronic Arts R1 ADPCM @tab @tab X
487@item Electronic Arts R2 ADPCM @tab @tab X
488@item Electronic Arts R3 ADPCM @tab @tab X
489@item Electronic Arts XAS ADPCM @tab @tab X
44723c84 490@item Enhanced AC-3 @tab @tab X
9a584db4 491@item FLAC lossless audio @tab IX @tab X
16d81b27 492@item G.726 ADPCM @tab X @tab X
82ced5a9 493@item GSM @tab E @tab E
3f33271a 494 @tab supported through external library libgsm
82ced5a9 495@item GSM_MS @tab E @tab E
3f33271a 496 @tab supported through external library libgsm
16d81b27 497@item id RoQ DPCM @tab X @tab X
d698c5d3 498 @tab Used in Quake III, Jedi Knight 2, other computer games.
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499@item IMA AMV ADPCM @tab @tab X
500 @tab Used in AMV files
501@item IMA Electronic Arts EACS ADPCM @tab @tab X
502@item IMA Electronic Arts SEAD ADPCM @tab @tab X
503@item IMA Funcom ADPCM @tab @tab X
504@item IMA QuickTime ADPCM @tab X @tab X
505@item IMA Loki SDL MJPEG ADPCM @tab @tab X
506@item IMA WAV ADPCM @tab X @tab X
507@item IMA Westwood ADPCM @tab @tab X
16d81b27 508@item Intel Music Coder @tab @tab X
9510f59a 509@item Interplay DPCM @tab @tab X
d698c5d3 510 @tab Used in various Interplay computer games.
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511@item ISS IMA ADPCM @tab @tab X
512 @tab Used in FunCom games.
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513@item IMA Duck DK3 ADPCM @tab @tab X
514 @tab Used in some Sega Saturn console games.
515@item IMA Duck DK4 ADPCM @tab @tab X
516 @tab Used in some Sega Saturn console games.
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517@item Microsoft ADPCM @tab X @tab X
518@item MLP/TrueHD @tab @tab X
d698c5d3 519 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 520@item Monkey's Audio @tab @tab X
d698c5d3 521 @tab Only versions 3.97-3.99 are supported.
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522@item MPEG audio layer 3 @tab E @tab IX
523 @tab encoding supported through external library LAME
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524@item MPEG audio layer 2 @tab IX @tab IX
525@item MS IMA ADPCM @tab X @tab X
526@item Musepack @tab @tab X
d698c5d3 527 @tab SV7 and SV8 are supported.
755ba886 528@item Nellymoser ASAO @tab X @tab X
9510f59a 529@item Nintendo Gamecube THP ADPCM @tab @tab X
73b458e3 530@item QCELP / PureVoice @tab @tab X
16d81b27 531@item Qdesign QDM2 @tab @tab X
d698c5d3 532 @tab There are still some distortions.
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533@item QT IMA ADPCM @tab X @tab X
534@item RA144 @tab @tab X
d698c5d3 535 @tab Real 14400 bit/s codec
16d81b27 536@item RA288 @tab @tab X
d698c5d3 537 @tab Real 28800 bit/s codec
575a5bf2 538@item RADnet @tab IX @tab IX
a692130f 539 @tab Real low bitrate AC-3 codec
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540@item SEGA CRI ADX ADPCM @tab X @tab X
541 @tab Used in Sega Dreamcast games.
542@item Shockwave Flash ADPCM @tab X @tab X
bac4c85c 543@item Shorten @tab @tab X
16d81b27 544@item Sierra Online DPCM @tab @tab X
d698c5d3 545 @tab Used in Sierra Online game audio files.
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546@item Sierra VMD audio @tab @tab X
547 @tab Used in Sierra VMD files.
bac4c85c 548@item Smacker audio @tab @tab X
16d81b27 549@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 550 @tab Used in certain Loki game ports.
9510f59a 551@item Sol DPCM @tab @tab X
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552@item Sonic @tab X @tab X
553 @tab experimental codec
554@item Sonic lossless @tab X @tab X
555 @tab experimental codec
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556@item Sound Blaster Pro 2-bit ADPCM @tab @tab X
557@item Sound Blaster Pro 2.6-bit ADPCM @tab @tab X
558@item Sound Blaster Pro 4-bit ADPCM @tab @tab X
82ced5a9 559@item Speex @tab @tab E
360f980b 560 @tab supported through external library libspeex
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561@item True Audio (TTA) @tab @tab X
562@item Vorbis @tab X @tab X
bac4c85c 563@item WavPack @tab @tab X
16d81b27 564@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 565 @tab Used in Westwood Studios games like Command and Conquer.
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566@item Westwood Audio (SND1) @tab @tab X
567@item Windows Media Audio 1 @tab X @tab X
568@item Windows Media Audio 2 @tab X @tab X
16d81b27 569@item Xan DPCM @tab @tab X
d698c5d3 570 @tab Used in Origin's Wing Commander IV AVI files.
9510f59a 571@item Yamaha ADPCM @tab X @tab X
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572@end multitable
573
574@code{X} means that encoding (resp. decoding) is supported.
575
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576@code{E} means that support is provided through an external library.
577
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578@code{I} means that an integer-only version is available, too (ensures high
579performance on systems without hardware floating point support).
580
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581@section Subtitle Formats
582
485ec4f1 583@multitable @columnfractions .4 .1 .1 .1 .1 .1
9afc2917 584@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 585@item SSA/ASS @tab X @tab X
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586@item DVB @tab X @tab X @tab X @tab X
587@item DVD @tab X @tab X @tab X @tab X
588@item XSUB @tab @tab @tab @tab X
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589@end multitable
590
591@code{X} means that the feature is supported.
592
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593@section Network Protocols
594
595@multitable @columnfractions .4 .1 .1 .1 .1 .1
596@item Name @tab Support
597@item file @tab X
598@item Gopher @tab X
599@item HTTP @tab X
600@item pipe @tab X
601@item RTP @tab X
602@item TCP @tab X
603@item UDP @tab X
604@end multitable
605
606@code{X} means that the protocol is supported.
607
608
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609@chapter Platform Specific information
610
611@section BSD
612
613BSD make will not build FFmpeg, you need to install and use GNU Make
614(@file{gmake}).
615
616@section Windows
617
46a845d0 618To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 619the FFmpeg Windows Help Forum at
ab5ce4ae 620@url{http://ffmpeg.arrozcru.org/}.
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621
622@subsection Native Windows compilation
623
c1989552 624FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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625the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
626You can find detailed installation
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627instructions in the download section and the FAQ.
628
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629FFmpeg does not build out-of-the-box with the packages the automated MinGW
630installer provides. It also requires coreutils to be installed and many other
631packages updated to the latest version. The minimum version for some packages
632are listed below:
633
634@itemize
635@item bash 3.1
636@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 637@item w32api 3.13
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638@item mingw-runtime 3.15
639@end itemize
640
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641You will also need to pass @code{-fno-common} to the compiler to work around
642a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
643
c1989552 644Within the MSYS shell, configure and make with:
d0e1cd3d 645
c1989552 646@example
0f898714 647./configure --enable-memalign-hack --extra-cflags=-fno-common
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648make
649make install
650@end example
d0e1cd3d 651
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652This will install @file{ffmpeg.exe} along with many other development files
653to @file{/usr/local}. You may specify another install path using the
654@code{--prefix} option in @file{configure}.
d0e1cd3d 655
c1989552 656Notes:
d0e1cd3d 657
c1989552 658@itemize
d0e1cd3d 659
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660@item In order to compile vhooks, you must have a POSIX-compliant libdl in
661your MinGW system. Get dlfcn-win32 from
662@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 663
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664@item In order to compile FFplay, you must have the MinGW development library
665of SDL. Get it from @url{http://www.libsdl.org}.
666Edit the @file{bin/sdl-config} script so that it points to the correct prefix
667where SDL was installed. Verify that @file{sdl-config} can be launched from
668the MSYS command line.
d0e1cd3d 669
d0e1cd3d 670@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 671you can build libavutil, libavcodec and libavformat as DLLs.
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672
673@end itemize
674
c1989552 675@subsection Microsoft Visual C++ compatibility
d0e1cd3d 676
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677As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
678want to use the libav* libraries in your own applications, you can still
679compile those applications using MSVC++. But the libav* libraries you link
680to @emph{must} be built with MinGW. However, you will not be able to debug
681inside the libav* libraries, since MSVC++ does not recognize the debug
682symbols generated by GCC.
683We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 684
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685This description of how to use the FFmpeg libraries with MSVC++ is based on
686Microsoft Visual C++ 2005 Express Edition. If you have a different version,
687you might have to modify the procedures slightly.
d0e1cd3d 688
c1989552 689@subsubsection Using static libraries
d0e1cd3d 690
c1989552 691Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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692
693@enumerate
694
695@item Create a new console application ("File / New / Project") and then
696select "Win32 Console Application". On the appropriate page of the
697Application Wizard, uncheck the "Precompiled headers" option.
698
699@item Write the source code for your application, or, for testing, just
700copy the code from an existing sample application into the source file
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701that MSVC++ has already created for you. For example, you can copy
702@file{output_example.c} from the FFmpeg distribution.
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703
704@item Open the "Project / Properties" dialog box. In the "Configuration"
705combo box, select "All Configurations" so that the changes you make will
706affect both debug and release builds. In the tree view on the left hand
707side, select "C/C++ / General", then edit the "Additional Include
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708Directories" setting to contain the path where the FFmpeg includes were
709installed (i.e. @file{c:\msys\1.0\local\include}).
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710Do not add MinGW's include directory here, or the include files will
711conflict with MSVC's.
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712
713@item Still in the "Project / Properties" dialog box, select
714"Linker / General" from the tree view and edit the
715"Additional Library Directories" setting to contain the @file{lib}
716directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
717the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
718and the directory where MinGW's GCC libs are installed
719(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
720"Linker / Input" from the tree view, and add the files @file{libavformat.a},
721@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
722@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
723to the end of "Additional Dependencies".
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724
725@item Now, select "C/C++ / Code Generation" from the tree view. Select
726"Debug" in the "Configuration" combo box. Make sure that "Runtime
727Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
728the "Configuration" combo box and make sure that "Runtime Library" is
729set to "Multi-threaded DLL".
730
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731@item Click "OK" to close the "Project / Properties" dialog box.
732
733@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
734Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
735and install it in MSVC++'s include directory
736(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
737
738@item MSVC++ also does not understand the @code{inline} keyword used by
739FFmpeg, so you must add this line before @code{#include}ing libav*:
740@example
741#define inline _inline
742@end example
743
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744@item Build your application, everything should work.
745
746@end enumerate
747
748@subsubsection Using shared libraries
749
750This is how to create DLL and LIB files that are compatible with MSVC++:
751
752@enumerate
753
754@item Add a call to @file{vcvars32.bat} (which sets up the environment
755variables for the Visual C++ tools) as the first line of @file{msys.bat}.
756The standard location for @file{vcvars32.bat} is
757@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
758and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
759If this corresponds to your setup, add the following line as the first line
760of @file{msys.bat}:
761
762@example
763call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
764@end example
765
766Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
767and run @file{c:\msys\1.0\msys.bat} from there.
768
769@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
770from @file{Microsoft (R) Library Manager}, this means your environment
771variables are set up correctly, the @file{Microsoft (R) Library Manager}
772is on the path and will be used by FFmpeg to create
773MSVC++-compatible import libraries.
774
775@item Build FFmpeg with
776
777@example
778./configure --enable-shared --enable-memalign-hack
779make
780make install
781@end example
782
783Your install path (@file{/usr/local/} by default) should now have the
784necessary DLL and LIB files under the @file{bin} directory.
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785
786@end enumerate
787
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788To use those files with MSVC++, do the same as you would do with
789the static libraries, as described above. But in Step 4,
790you should only need to add the directory where the LIB files are installed
791(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
792installed in the @file{bin} directory. And instead of adding @file{libxx.a}
793files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
794@file{avutil.lib}. There should be no need for @file{libmingwex.a},
795@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
796statically linked into the DLLs. The @file{bin} directory contains a bunch
797of DLL files, but the ones that are actually used to run your application
798are the ones with a major version number in their filenames
799(i.e. @file{avcodec-51.dll}).
800
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801@subsection Cross compilation for Windows with Linux
802
803You must use the MinGW cross compilation tools available at
804@url{http://www.mingw.org/}.
805
806Then configure FFmpeg with the following options:
807@example
808./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
809@end example
810(you can change the cross-prefix according to the prefix chosen for the
811MinGW tools).
812
813Then you can easily test FFmpeg with Wine
814(@url{http://www.winehq.com/}).
815
816@subsection Compilation under Cygwin
817
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818The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
819does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
820or leverage the implementation in MinGW (as explained below).
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821
822Just install your Cygwin with all the "Base" packages, plus the
823following "Devel" ones:
824@example
f496ab12 825binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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826@end example
827
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828The experimental gcc4 package is still buggy, hence please
829use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
830
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831Install the current binutils-20080624-2 as they work fine (the old
832binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 833
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834Then create a small library that just contains llrint():
835
836@example
837ar x /usr/lib/mingw/libmingwex.a llrint.o
838ar cq /usr/local/lib/libllrint.a llrint.o
839@end example
840
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841Then run
842
843@example
29c3d42b 844./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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845@end example
846
847to make a static build or
848
849@example
29c3d42b 850./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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851@end example
852
853to build shared libraries.
854
855If you want to build FFmpeg with additional libraries, download Cygwin
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856"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
857@example
858libogg-devel, libvorbis-devel
859@end example
860
861These library packages are only available from Cygwin Ports
be8497b0 862(@url{http://sourceware.org/cygwinports/}) :
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863
864@example
865yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
866libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
867libxvidcore-devel
868@end example
869
870The recommendation for libnut and x264 is to build them from source by
871yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 872
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873Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
874of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
875
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876@subsection Crosscompilation for Windows under Cygwin
877
878With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
879
880Just install your Cygwin as explained before, plus these additional
881"Devel" packages:
882@example
883gcc-mingw-core, mingw-runtime, mingw-zlib
884@end example
885
886and add some special flags to your configure invocation.
887
888For a static build run
889@example
890./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
891@end example
892
893and for a build with shared libraries
894@example
895./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
896@end example
897
898@section BeOS
899
5f757b85 900BeOS support is broken in mysterious ways.
d0e1cd3d 901
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902@section OS/2
903
904For information about compiling FFmpeg on OS/2 see
905@url{http://www.edm2.com/index.php/FFmpeg}.
906
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907@chapter Developers Guide
908
909@section API
910@itemize @bullet
911@item libavcodec is the library containing the codecs (both encoding and
912decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
913
914@item libavformat is the library containing the file format handling (mux and
915demux code for several formats). Look at @file{ffplay.c} to use it in a
916player. See @file{output_example.c} to use it to generate audio or video
917streams.
918
919@end itemize
920
921@section Integrating libavcodec or libavformat in your program
922
923You can integrate all the source code of the libraries to link them
924statically to avoid any version problem. All you need is to provide a
925'config.mak' and a 'config.h' in the parent directory. See the defines
926generated by ./configure to understand what is needed.
927
928You can use libavcodec or libavformat in your commercial program, but
929@emph{any patch you make must be published}. The best way to proceed is
930to send your patches to the FFmpeg mailing list.
931
932@node Coding Rules
933@section Coding Rules
934
935FFmpeg is programmed in the ISO C90 language with a few additional
936features from ISO C99, namely:
937@itemize @bullet
938@item
939the @samp{inline} keyword;
940@item
941@samp{//} comments;
942@item
943designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
944@item
945compound literals (@samp{x = (struct s) @{ 17, 23 @};})
946@end itemize
947
948These features are supported by all compilers we care about, so we will not
949accept patches to remove their use unless they absolutely do not impair
950clarity and performance.
951
952All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
953compiles with several other compilers, such as the Compaq ccc compiler
954or Sun Studio 9, and we would like to keep it that way unless it would
955be exceedingly involved. To ensure compatibility, please do not use any
956additional C99 features or GCC extensions. Especially watch out for:
957@itemize @bullet
958@item
959mixing statements and declarations;
960@item
961@samp{long long} (use @samp{int64_t} instead);
962@item
963@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
964@item
965GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
966@end itemize
967
968Indent size is 4.
969The presentation is the one specified by 'indent -i4 -kr -nut'.
970The TAB character is forbidden outside of Makefiles as is any
971form of trailing whitespace. Commits containing either will be
972rejected by the Subversion repository.
973
974The main priority in FFmpeg is simplicity and small code size in order to
975minimize the bug count.
976
977Comments: Use the JavaDoc/Doxygen
978format (see examples below) so that code documentation
979can be generated automatically. All nontrivial functions should have a comment
980above them explaining what the function does, even if it is just one sentence.
981All structures and their member variables should be documented, too.
982@example
983/**
984 * @@file mpeg.c
985 * MPEG codec.
986 * @@author ...
987 */
988
989/**
990 * Summary sentence.
991 * more text ...
992 * ...
993 */
994typedef struct Foobar@{
995 int var1; /**< var1 description */
996 int var2; ///< var2 description
997 /** var3 description */
998 int var3;
999@} Foobar;
1000
1001/**
1002 * Summary sentence.
1003 * more text ...
1004 * ...
1005 * @@param my_parameter description of my_parameter
1006 * @@return return value description
1007 */
1008int myfunc(int my_parameter)
1009...
1010@end example
1011
1012fprintf and printf are forbidden in libavformat and libavcodec,
1013please use av_log() instead.
1014
1015Casts should be used only when necessary. Unneeded parentheses
1016should also be avoided if they don't make the code easier to understand.
1017
1018@section Development Policy
1019
1020@enumerate
1021@item
1022 Contributions should be licensed under the LGPL 2.1, including an
1023 "or any later version" clause, or the MIT license. GPL 2 including
1024 an "or any later version" clause is also acceptable, but LGPL is
1025 preferred.
1026@item
1027 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1028 enabled code which breaks compilation or compiles but does not work or
1029 breaks the regression tests)
1030 You can commit unfinished stuff (for testing etc), but it must be disabled
1031 (#ifdef etc) by default so it does not interfere with other developers'
1032 work.
1033@item
1034 You do not have to over-test things. If it works for you, and you think it
1035 should work for others, then commit. If your code has problems
1036 (portability, triggers compiler bugs, unusual environment etc) they will be
1037 reported and eventually fixed.
1038@item
1039 Do not commit unrelated changes together, split them into self-contained
1040 pieces. Also do not forget that if part B depends on part A, but A does not
1041 depend on B, then A can and should be committed first and separate from B.
1042 Keeping changes well split into self-contained parts makes reviewing and
1043 understanding them on the commit log mailing list easier. This also helps
1044 in case of debugging later on.
1045 Also if you have doubts about splitting or not splitting, do not hesitate to
1046 ask/discuss it on the developer mailing list.
1047@item
1048 Do not change behavior of the program (renaming options etc) without
1049 first discussing it on the ffmpeg-devel mailing list. Do not remove
1050 functionality from the code. Just improve!
1051
1052 Note: Redundant code can be removed.
1053@item
1054 Do not commit changes to the build system (Makefiles, configure script)
1055 which change behavior, defaults etc, without asking first. The same
1056 applies to compiler warning fixes, trivial looking fixes and to code
1057 maintained by other developers. We usually have a reason for doing things
1058 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1059 list, and if the code maintainers say OK, you may commit. This does not
1060 apply to files you wrote and/or maintain.
1061@item
1062 We refuse source indentation and other cosmetic changes if they are mixed
1063 with functional changes, such commits will be rejected and removed. Every
1064 developer has his own indentation style, you should not change it. Of course
1065 if you (re)write something, you can use your own style, even though we would
1066 prefer if the indentation throughout FFmpeg was consistent (Many projects
1067 force a given indentation style - we do not.). If you really need to make
1068 indentation changes (try to avoid this), separate them strictly from real
1069 changes.
1070
1071 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1072 then either do NOT change the indentation of the inner part within (do not
1073 move it to the right)! or do so in a separate commit
1074@item
1075 Always fill out the commit log message. Describe in a few lines what you
1076 changed and why. You can refer to mailing list postings if you fix a
1077 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1078@item
1079 If you apply a patch by someone else, include the name and email address in
1080 the log message. Since the ffmpeg-cvslog mailing list is publicly
1081 archived you should add some SPAM protection to the email address. Send an
1082 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1083 you applied the patch.
1084@item
1085 When applying patches that have been discussed (at length) on the mailing
1086 list, reference the thread in the log message.
1087@item
1088 Do NOT commit to code actively maintained by others without permission.
1089 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1090 timeframe (12h for build failures and security fixes, 3 days small changes,
1091 1 week for big patches) then commit your patch if you think it is OK.
1092 Also note, the maintainer can simply ask for more time to review!
1093@item
1094 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1095 are sent there and reviewed by all the other developers. Bugs and possible
1096 improvements or general questions regarding commits are discussed there. We
1097 expect you to react if problems with your code are uncovered.
1098@item
1099 Update the documentation if you change behavior or add features. If you are
1100 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1101 maintainer(s) will review and commit your stuff.
1102@item
1103 Try to keep important discussions and requests (also) on the public
1104 developer mailing list, so that all developers can benefit from them.
1105@item
1106 Never write to unallocated memory, never write over the end of arrays,
1107 always check values read from some untrusted source before using them
1108 as array index or other risky things.
1109@item
1110 Remember to check if you need to bump versions for the specific libav
1111 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1112 to change the version integer.
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DB
1113 Incrementing the first component means no backward compatibility to
1114 previous versions (e.g. removal of a function from the public API).
1115 Incrementing the second component means backward compatible change
b98052d5
PR
1116 (e.g. addition of a function to the public API or extension of an
1117 existing data structure).
d0e1cd3d
DB
1118 Incrementing the third component means a noteworthy binary compatible
1119 change (e.g. encoder bug fix that matters for the decoder).
1120@item
53407b64 1121 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1122 warning always points to correct and clean code, that warning should
1123 be disabled, not the code changed.
1124 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1125 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1126 be changed to not generate a warning unless that causes a slowdown
1127 or obfuscates the code.
d0e1cd3d
DB
1128@item
1129 If you add a new file, give it a proper license header. Do not copy and
1130 paste it from a random place, use an existing file as template.
1131@end enumerate
1132
1133We think our rules are not too hard. If you have comments, contact us.
1134
1135Note, these rules are mostly borrowed from the MPlayer project.
1136
1137@section Submitting patches
1138
1139First, (@pxref{Coding Rules}) above if you did not yet.
1140
1141When you submit your patch, try to send a unified diff (diff '-up'
1142option). We cannot read other diffs :-)
1143
1144Also please do not submit a patch which contains several unrelated changes.
1145Split it into separate, self-contained pieces. This does not mean splitting
1146file by file. Instead, make the patch as small as possible while still
1147keeping it as a logical unit that contains an individual change, even
1148if it spans multiple files. This makes reviewing your patches much easier
1149for us and greatly increases your chances of getting your patch applied.
1150
1151Run the regression tests before submitting a patch so that you can
1152verify that there are no big problems.
1153
1154Patches should be posted as base64 encoded attachments (or any other
1155encoding which ensures that the patch will not be trashed during
1156transmission) to the ffmpeg-devel mailing list, see
1157@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1158
1159It also helps quite a bit if you tell us what the patch does (for example
1160'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1161and has no lrint()')
1162
1163Also please if you send several patches, send each patch as a separate mail,
1164do not attach several unrelated patches to the same mail.
1165
28ce1839
RP
1166@section New codecs or formats checklist
1167
1168@enumerate
1169@item
1170 Did you use av_cold for codec initialization and close functions?
1171@item
1172 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1173 AVInputFormat/AVOutputFormat struct?
1174@item
1175 Did you bump the minor version number in @file{avcodec.h} or
1176 @file{avformat.h}?
1177@item
1178 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1179@item
1180 Did you add the CodecID to @file{avcodec.h}?
1181@item
1182 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1183 even if it is only a decoder?
1184@item
1185 Did you add a rule to compile the appropriate files in the Makefile?
1186 Remember to do this even if you're just adding a format to a file that is
1187 already being compiled by some other rule, like a raw demuxer.
1188@item
1189 Did you add an entry to the table of supported formats or codecs in the
1190 documentation?
1191@item
1192 Did you add an entry in the Changelog?
1193@item
1194 If it depends on a parser or a library, did you add that dependency in
1195 configure?
1196@item
1197 Did you "svn add" the appropriate files before commiting?
1198@end enumerate
1199
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1200@section patch submission checklist
1201
1202@enumerate
1203@item
1204 Do the regression tests pass with the patch applied?
1205@item
2cdba8bf
DB
1206 Does @code{make checkheaders} pass with the patch applied?
1207@item
d0e1cd3d
DB
1208 Is the patch a unified diff?
1209@item
1210 Is the patch against latest FFmpeg SVN?
1211@item
1212 Are you subscribed to ffmpeg-dev?
1213 (the list is subscribers only due to spam)
1214@item
1215 Have you checked that the changes are minimal, so that the same cannot be
1216 achieved with a smaller patch and/or simpler final code?
1217@item
1218 If the change is to speed critical code, did you benchmark it?
1219@item
1220 If you did any benchmarks, did you provide them in the mail?
1221@item
1222 Have you checked that the patch does not introduce buffer overflows or
1223 other security issues?
1224@item
63d247ea
DB
1225 Did you test your decoder or demuxer against damaged data? If no, see
1226 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1227 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1228@item
d0e1cd3d
DB
1229 Is the patch created from the root of the source tree, so it can be
1230 applied with @code{patch -p0}?
1231@item
1232 Does the patch not mix functional and cosmetic changes?
1233@item
1234 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1235@item
1236 Is the patch attached to the email you send?
1237@item
1238 Is the mime type of the patch correct? It should be text/x-diff or
1239 text/x-patch or at least text/plain and not application/octet-stream.
1240@item
1241 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1242@item
1243 If the patch fixes a bug, did you provide enough information, including
1244 a sample, so the bug can be reproduced and the fix can be verified?
1245 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1246 URL, you can upload to ftp://upload.ffmpeg.org
d0e1cd3d
DB
1247@item
1248 Did you provide a verbose summary about what the patch does change?
1249@item
1250 Did you provide a verbose explanation why it changes things like it does?
1251@item
1252 Did you provide a verbose summary of the user visible advantages and
1253 disadvantages if the patch is applied?
1254@item
1255 Did you provide an example so we can verify the new feature added by the
1256 patch easily?
1257@item
1258 If you added a new file, did you insert a license header? It should be
1259 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1260@item
1261 You should maintain alphabetical order in alphabetically ordered lists as
1262 long as doing so does not break API/ABI compatibility.
1263@item
1264 Lines with similar content should be aligned vertically when doing so
1265 improves readability.
1266@item
1267 Did you provide a suggestion for a clear commit log message?
1268@end enumerate
1269
1270@section Patch review process
1271
1272All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1273clear note that the patch is not for SVN.
1274Reviews and comments will be posted as replies to the patch on the
1275mailing list. The patch submitter then has to take care of every comment,
1276that can be by resubmitting a changed patch or by discussion. Resubmitted
1277patches will themselves be reviewed like any other patch. If at some point
1278a patch passes review with no comments then it is approved, that can for
1279simple and small patches happen immediately while large patches will generally
1280have to be changed and reviewed many times before they are approved.
1281After a patch is approved it will be committed to the repository.
1282
1283We will review all submitted patches, but sometimes we are quite busy so
1284especially for large patches this can take several weeks.
1285
1286When resubmitting patches, please do not make any significant changes
1287not related to the comments received during review. Such patches will
1288be rejected. Instead, submit significant changes or new features as
1289separate patches.
1290
1291@section Regression tests
1292
1293Before submitting a patch (or committing to the repository), you should at least
1294test that you did not break anything.
1295
1296The regression tests build a synthetic video stream and a synthetic
1297audio stream. These are then encoded and decoded with all codecs or
1298formats. The CRC (or MD5) of each generated file is recorded in a
1299result file. A 'diff' is launched to compare the reference results and
1300the result file.
1301
1302The regression tests then go on to test the FFserver code with a
1303limited set of streams. It is important that this step runs correctly
1304as well.
1305
1306Run 'make test' to test all the codecs and formats.
1307
1308Run 'make fulltest' to test all the codecs, formats and FFserver.
1309
1310[Of course, some patches may change the results of the regression tests. In
1311this case, the reference results of the regression tests shall be modified
1312accordingly].
1313
1314@bye