Mention LGPL AC-3 decoder in the changelog.
[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
b3de4544 43@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 44@item 4xm @tab @tab X
c6b2dc34 45 @tab 4X Technologies format, used in some games.
f0b19bd3 46@item 8088flex TMV @tab @tab X
39271be4 47@item Audio IFF (AIFF) @tab X @tab X
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48@item American Laser Games MM @tab @tab X
49 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 50@item 3GPP AMR @tab X @tab X
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51@item ASF @tab X @tab X
52@item AVI @tab X @tab X
39271be4 53@item AVISynth @tab @tab X
c6b2dc34 54@item AVS @tab @tab X
d698c5d3 55 @tab Multimedia format used by the Creature Shock game.
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56@item Beam Software SIFF @tab @tab X
57 @tab Audio and video format used in some games by Beam Software.
58@item Bethesda Softworks VID @tab @tab X
d698c5d3 59 @tab Used in some games from Bethesda Softworks.
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60@item Brute Force & Ignorance @tab @tab X
61 @tab Used in the game Flash Traffic: City of Angels.
62@item Interplay C93 @tab @tab X
d698c5d3 63 @tab Used in the game Cyberia from Interplay.
913c3e2c 64@item Delphine Software International CIN @tab @tab X
d698c5d3 65 @tab Multimedia format used by Delphine Software games.
39271be4 66@item CRC testing format @tab X @tab
913c3e2c 67@item Creative Voice @tab X @tab X
d698c5d3 68 @tab Created for the Sound Blaster Pro.
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69@item CRYO APC @tab @tab X
70 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 71@item D-Cinema audio @tab X @tab X
913c3e2c 72@item DV video @tab X @tab X
c6b2dc34 73@item DXA @tab @tab X
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74 @tab This format is used in the non-Windows version of the Feeble Files
75 game and different game cutscenes repacked for use with ScummVM.
39271be4 76@item Electronic Arts cdata @tab @tab X
c6b2dc34 77@item Electronic Arts Multimedia @tab @tab X
d698c5d3 78 @tab Used in various EA games; files have extensions like WVE and UV2.
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79@item FFM (FFserver live feed) @tab X @tab X
80@item Flash (SWF) @tab X @tab X
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81@item Flash 9 (AVM2) @tab X @tab X
82 @tab Only embedded audio is decoded.
83@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 84 @tab .fli/.flc files
dd2d651d 85@item Flash Video (FLV) @tab @tab X
d698c5d3 86 @tab Macromedia Flash video files
39271be4 87@item framecrc testing format @tab X @tab
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88@item FunCom ISS @tab @tab X
89 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 90@item GIF Animation @tab X @tab
c6b2dc34 91@item GXF @tab X @tab X
d698c5d3 92 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 93 playout servers.
dd2d651d 94@item id Quake II CIN video @tab @tab X
76ec3939 95@item id RoQ @tab X @tab X
d698c5d3 96 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 97@item IFF @tab @tab X
d698c5d3 98 @tab Interchange File Format
c6b2dc34 99@item Interplay MVE @tab @tab X
d698c5d3 100 @tab Format used in various Interplay computer games.
c6b2dc34 101@item LMLM4 @tab @tab X
d698c5d3 102 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 103@item Matroska @tab X @tab X
39271be4 104@item Matroska audio @tab X @tab
913c3e2c 105@item MAXIS XA @tab @tab X
d698c5d3 106 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 107@item Monkey's Audio @tab @tab X
822cc8f7 108@item Motion Pixels MVI @tab @tab X
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109@item MOV/QuickTime/MP4 @tab X @tab X
110 @tab 3GP, 3GP2, PSP, iPod variants supported
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111@item MP2 @tab X @tab X
112@item MP3 @tab X @tab X
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113@item MPEG-1 System @tab X @tab X
114 @tab muxed audio and video, VCD format supported
115@item MPEG-PS (program stream) @tab X @tab X
116 @tab also known as @code{VOB} file, SVCD and DVD format supported
117@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 118 @tab also known as DVB Transport Stream
c6b2dc34 119@item MPEG-4 @tab X @tab X
d698c5d3 120 @tab MPEG-4 is a variant of QuickTime.
39271be4 121@item MIME multipart JPEG @tab X @tab
bac4c85c 122@item MSN TCP webcam @tab @tab X
d698c5d3 123 @tab Used by MSN Messenger webcam streams.
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124@item MTV @tab @tab X
125@item Musepack @tab @tab X
126@item Musepack SV8 @tab @tab X
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127@item Material eXchange Format (MXF) @tab X @tab X
128 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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129@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
130 @tab SMPTE 386M, D-10/IMX Mapping.
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131@item NC camera feed @tab @tab X
132 @tab NC (AVIP NC4600) camera streams
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133@item NTT TwinVQ (VQF) @tab @tab X
134 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
913c3e2c 135@item Nullsoft Streaming Video @tab @tab X
39271be4 136@item NuppelVideo @tab @tab X
c6b2dc34 137@item NUT @tab X @tab X
d698c5d3 138 @tab NUT Open Container Format
39271be4 139@item Ogg @tab X @tab X
913c3e2c 140@item TechnoTrend PVA @tab @tab X
d698c5d3 141 @tab Used by TechnoTrend DVB PCI boards.
43dedc1e 142@item raw ADTS (AAC) @tab X @tab X
76ec3939 143@item raw AC-3 @tab X @tab X
adc5abf7 144@item raw Chinese AVS video @tab @tab X
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145@item raw CRI ADX @tab X @tab X
146@item raw Dirac @tab X @tab X
147@item raw DNxHD @tab X @tab X
148@item raw DTS @tab X @tab X
149@item raw E-AC-3 @tab X @tab X
150@item raw FLAC @tab X @tab X
151@item raw GSM @tab @tab X
152@item raw H.261 @tab X @tab X
153@item raw H.263 @tab X @tab X
154@item raw H.264 @tab X @tab X
155@item raw Ingenient MJPEG @tab @tab X
76ec3939 156@item raw MJPEG @tab X @tab X
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157@item raw MLP @tab @tab X
158@item raw MPEG @tab @tab X
159@item raw MPEG-1 @tab @tab X
160@item raw MPEG-2 @tab @tab X
161@item raw MPEG-4 @tab X @tab X
162@item raw NULL @tab X @tab
81b55ee5 163@item raw video @tab X @tab X
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164@item raw id RoQ @tab X @tab
165@item raw Shorten @tab @tab X
23d9cc45 166@item raw TrueHD @tab X @tab X
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167@item raw VC-1 @tab @tab X
168@item raw PCM A-law @tab X @tab X
169@item raw PCM mu-law @tab X @tab X
170@item raw PCM signed 8 bit @tab X @tab X
171@item raw PCM signed 16 bit big-endian @tab X @tab X
172@item raw PCM signed 16 bit little-endian @tab X @tab X
173@item raw PCM signed 24 bit big-endian @tab X @tab X
174@item raw PCM signed 24 bit little-endian @tab X @tab X
175@item raw PCM signed 32 bit big-endian @tab X @tab X
176@item raw PCM signed 32 bit little-endian @tab X @tab X
177@item raw PCM unsigned 8 bit @tab X @tab X
178@item raw PCM unsigned 16 bit big-endian @tab X @tab X
179@item raw PCM unsigned 16 bit little-endian @tab X @tab X
180@item raw PCM unsigned 24 bit big-endian @tab X @tab X
181@item raw PCM unsigned 24 bit little-endian @tab X @tab X
182@item raw PCM unsigned 32 bit big-endian @tab X @tab X
183@item raw PCM unsigned 32 bit little-endian @tab X @tab X
184@item raw PCM floating-point 32 bit big-endian @tab X @tab X
185@item raw PCM floating-point 32 bit little-endian @tab X @tab X
186@item raw PCM floating-point 64 bit big-endian @tab X @tab X
187@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 188@item RDT @tab @tab X
913c3e2c 189@item REDCODE R3D @tab @tab X
7eb68edb 190 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 191@item RealMedia @tab X @tab X
39271be4 192@item Redirector @tab @tab X
913c3e2c 193@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 194@item RL2 @tab @tab X
d698c5d3 195 @tab Audio and video format used in some games by Entertainment Software Partners.
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196@item RPL/ARMovie @tab @tab X
197@item RTP @tab @tab X
198@item RTSP @tab @tab X
199@item SDP @tab @tab X
c6b2dc34 200@item Sega FILM/CPK @tab @tab X
d698c5d3 201 @tab Used in many Sega Saturn console games.
913c3e2c 202@item Sierra SOL @tab @tab X
d698c5d3 203 @tab .sol files used in Sierra Online games.
c6b2dc34 204@item Sierra VMD @tab @tab X
d698c5d3 205 @tab Used in Sierra CD-ROM games.
c6b2dc34 206@item Smacker @tab @tab X
d698c5d3 207 @tab Multimedia format used by many games.
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208@item Sony OpenMG (OMA) @tab @tab X
209 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
210@item Sony PlayStation STR @tab @tab X
64c2f20a 211@item SUN AU format @tab X @tab X
c6b2dc34 212@item THP @tab @tab X
d698c5d3 213 @tab Used on the Nintendo GameCube.
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214@item Tiertex Limited SEQ @tab @tab X
215 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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216@item True Audio @tab @tab X
217@item VC-1 test bitstream @tab X @tab X
c6b2dc34 218@item WAV @tab X @tab X
39271be4 219@item WavPack @tab @tab X
913c3e2c 220@item Wing Commander III movie @tab @tab X
d698c5d3 221 @tab Multimedia format used in Origin's Wing Commander III computer game.
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222@item Westwood Studios audio @tab @tab X
223 @tab Multimedia format used in Westwood Studios games.
224@item Westwood Studios VQA @tab @tab X
225 @tab Multimedia format used in Westwood Studios games.
39271be4 226@item YUV4MPEG pipe @tab X @tab X
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227@end multitable
228
229@code{X} means that encoding (resp. decoding) is supported.
230
231@section Image Formats
232
233FFmpeg can read and write images for each frame of a video sequence. The
234following image formats are supported:
235
236@multitable @columnfractions .4 .1 .1 .4
b3de4544 237@item Name @tab Encoding @tab Decoding @tab Comments
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238@item .Y.U.V @tab X @tab X
239 @tab one raw file per component
240@item animated GIF @tab X @tab X
241 @tab Only uncompressed GIFs are generated.
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242@item BMP @tab X @tab X
243 @tab Microsoft BMP image
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244@item JPEG @tab X @tab X
245 @tab Progressive JPEG is not supported.
246@item JPEG 2000 @tab @tab E
247 @tab decoding supported through external library libopenjpeg
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248@item JPEG-LS @tab X @tab X
249@item LJPEG @tab X @tab
250 @tab Lossless JPEG
ddea12a6 251@item PAM @tab X @tab X
9db80acb 252 @tab PAM is a PNM extension with alpha support.
ddea12a6 253@item PBM @tab X @tab X
f2937cc6 254 @tab Portable BitMap image
effcedf7 255@item PCX @tab X @tab X
9db80acb 256 @tab PC Paintbrush
ddea12a6 257@item PGM @tab X @tab X
314511ab 258 @tab Portable GrayMap image
ddea12a6 259@item PGMYUV @tab X @tab X
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260 @tab PGM with U and V components in YUV 4:2:0
261@item PNG @tab X @tab X
262 @tab 2/4 bpp not supported yet
ddea12a6 263@item PPM @tab X @tab X
314511ab 264 @tab Portable PixelMap image
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265@item PTX @tab @tab X
266 @tab V.Flash PTX format
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267@item SGI @tab X @tab X
268 @tab SGI RGB image format
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269@item Sun Rasterfile @tab @tab X
270 @tab Sun RAS image format
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271@item TIFF @tab X @tab X
272 @tab YUV, JPEG and some extension is not supported yet.
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273@item Truevision Targa @tab X @tab X
274 @tab Targa (.TGA) image format
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275@end multitable
276
277@code{X} means that encoding (resp. decoding) is supported.
278
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279@code{E} means that support is provided through an external library.
280
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281@section Video Codecs
282
283@multitable @columnfractions .4 .1 .1 .4
b3de4544 284@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 285@item 4X Movie @tab @tab X
d698c5d3 286 @tab Used in certain computer games.
f0b19bd3 287@item 8088flex TMV @tab @tab X
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288@item 8SVX exponential @tab @tab X
289@item 8SVX fibonacci @tab @tab X
913c3e2c 290@item American Laser Games MM @tab @tab X
d698c5d3 291 @tab Used in games like Mad Dog McCree.
a1c5b6ec 292@item AMV Video @tab @tab X
d698c5d3 293 @tab Used in Chinese MP3 players.
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294@item Apple MJPEG-B @tab @tab X
295@item Apple QuickDraw @tab @tab X
d698c5d3 296 @tab fourcc: qdrw
d66d8b83 297@item Asus v1 @tab X @tab X
d698c5d3 298 @tab fourcc: ASV1
d66d8b83 299@item Asus v2 @tab X @tab X
d698c5d3 300 @tab fourcc: ASV2
d66d8b83 301@item ATI VCR1 @tab @tab X
d698c5d3 302 @tab fourcc: VCR1
d66d8b83 303@item ATI VCR2 @tab @tab X
d698c5d3 304 @tab fourcc: VCR2
dd2d651d 305@item Autodesk Animator Flic video @tab @tab X
d66d8b83 306@item Autodesk RLE @tab @tab X
d698c5d3 307 @tab fourcc: AASC
9510f59a 308@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 309 @tab Video encoding used by the Creature Shock game.
68dddf53 310@item Beam Software VB @tab @tab X
9510f59a 311@item Bethesda VID video @tab @tab X
d698c5d3 312 @tab Used in some games from Bethesda Softworks.
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313@item Brute Force & Ignorance @tab @tab X
314 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 315@item C93 video @tab @tab X
d698c5d3 316 @tab Codec used in Cyberia game.
d66d8b83 317@item CamStudio @tab @tab X
d698c5d3 318 @tab fourcc: CSCD
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319@item Chinese AVS video @tab @tab X
320 @tab AVS1-P2, JiZhun profile
321@item Delphine Software International CIN video @tab @tab X
322 @tab Codec used in Delphine Software International games.
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323@item Cinepak @tab @tab X
324@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 325 @tab fourcc: CLJR
9510f59a 326@item Creative YUV (CYUV) @tab @tab X
82ced5a9 327@item Dirac @tab E @tab E
360f980b 328 @tab supported through external libdirac/libschroedinger libraries
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329@item DNxHD @tab X @tab X
330 @tab aka SMPTE VC3
68dddf53 331@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 332 @tab fourcc: DUCK
68dddf53 333@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 334 @tab fourcc: TM20
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335@item DV (Digital Video) @tab X @tab X
336@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 337 @tab Codec originally used in Feeble Files game.
9510f59a 338@item Electronic Arts CMV video @tab @tab X
d698c5d3 339 @tab Used in NHL 95 game.
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340@item Electronic Arts TGV video @tab @tab X
341@item Electronic Arts TGQ video @tab @tab X
342@item Electronic Arts TQI video @tab @tab X
343@item Escape 124 @tab @tab X
344@item FFmpeg codec #1 @tab X @tab X
d698c5d3 345 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 346@item Flash Screen Video v1 @tab X @tab X
d698c5d3 347 @tab fourcc: FSV1
dd2d651d 348@item Flash Video (FLV) @tab X @tab X
d698c5d3 349 @tab Sorenson H.263 used in Flash
dd2d651d 350@item Fraps @tab @tab X
d66d8b83 351@item H.261 @tab X @tab X
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352@item H.263 / H.263-1996 @tab X @tab X
353@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
354@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 355 @tab encoding supported through external library libx264
dd2d651d 356@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 357@item HuffYUV @tab X @tab X
dd2d651d 358@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 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.
a1c5b6ec 363@item id RoQ video @tab X @tab X
d698c5d3 364 @tab Used in Quake III, Jedi Knight 2, other computer games.
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365@item Intel H.263 @tab @tab X
366@item Intel Indeo 2 @tab @tab X
d66d8b83 367@item Intel Indeo 3 @tab @tab X
dd2d651d 368@item Interplay C93 @tab @tab X
9510f59a 369 @tab Used in the game Cyberia from Interplay.
dd2d651d 370@item Interplay MVE video @tab @tab X
d698c5d3 371 @tab Used in Interplay .MVE files.
dd2d651d 372@item Karl Morton's video codec @tab @tab X
d698c5d3 373 @tab Codec used in Worms games.
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374@item LCL (LossLess Codec Library) MSZH @tab @tab X
375@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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376@item LOCO @tab @tab X
377@item lossless MJPEG @tab X @tab X
378@item Microsoft RLE @tab @tab X
dd2d651d 379@item Microsoft Video 1 @tab @tab X
d66d8b83 380@item Mimic @tab @tab X
d698c5d3 381 @tab Used in MSN Messenger Webcam streams.
d66d8b83 382@item Miro VideoXL @tab @tab X
d698c5d3 383 @tab fourcc: VIXL
eacf8613 384@item MJPEG (Motion JPEG) @tab X @tab X
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385@item Motion Pixels video @tab @tab X
386@item MPEG-1 video @tab X @tab X
387@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
388@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
389@item MPEG-2 video @tab X @tab X
390@item MPEG-4 part 2 @tab X @tab X
391 @ libxvidcore can be used alternatively for encoding.
392@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
393@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
394@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 395@item Nintendo Gamecube THP video @tab @tab X
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396@item NuppelVideo/RTjpeg @tab @tab X
397 @tab Video encoding used in NuppelVideo files.
d66d8b83 398@item On2 VP3 @tab @tab X
d698c5d3 399 @tab still experimental
d66d8b83 400@item On2 VP5 @tab @tab X
d698c5d3 401 @tab fourcc: VP50
d66d8b83 402@item On2 VP6 @tab @tab X
d698c5d3 403 @tab fourcc: VP60,VP61,VP62
d66d8b83 404@item planar RGB @tab @tab X
d698c5d3 405 @tab fourcc: 8BPS
a1c5b6ec 406@item Q-team QPEG @tab @tab X
d698c5d3 407 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 408@item QuickTime 8BPS video @tab @tab X
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409@item QuickTime Animation (RLE) video @tab X @tab X
410 @tab fourcc: 'rle '
411@item QuickTime Graphics (SMC) @tab @tab X
412 @tab fourcc: 'smc '
413@item QuickTime video (RPZA) @tab @tab X
414 @tab fourcc: rpza
415@item Raw Video @tab X @tab X
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416@item RealVideo 1.0 @tab X @tab X
417@item RealVideo 2.0 @tab X @tab X
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418@item RealVideo 3.0 @tab @tab X
419 @tab still far from ideal
11c0f9ec 420@item RealVideo 4.0 @tab @tab X
68dddf53 421@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 422 @tab Texture dictionaries used by the Renderware Engine.
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423@item RL2 video @tab @tab X
424 @tab used in some games by Entertainment Software Partners
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425@item Sierra VMD video @tab @tab X
426 @tab Used in Sierra VMD files.
bac4c85c 427@item Smacker video @tab @tab X
d698c5d3 428 @tab Video encoding used in Smacker.
68dddf53 429@item SMPTE VC-1 @tab @tab X
d66d8b83 430@item Snow @tab X @tab X
d698c5d3 431 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 432@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 433@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 434 @tab fourcc: SVQ1
a1c5b6ec 435@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 436 @tab fourcc: SVQ3
a1c5b6ec 437@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 438 @tab fourcc: SP5X
68dddf53 439@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 440 @tab fourcc: TSCC
82ced5a9 441@item Theora @tab E @tab X
360f980b 442 @tab encoding supported through external library libtheora
a1c5b6ec 443@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 444 @tab Codec used in DOS CD-ROM FlashBack game.
ca0bb1c4 445@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
eacf8613 446@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 447 @tab Codec used in videos captured by VMware.
eacf8613 448@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 449@item Windows Media Video 7 @tab X @tab X
eacf8613 450@item Windows Media Video 8 @tab X @tab X
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451@item Windows Media Video 9 @tab @tab X
452 @tab not completely working
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453@item Wing Commander III / Xan @tab @tab X
454 @tab Used in Wing Commander III .MVE files.
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455@item Winnov WNV1 @tab @tab X
456@item WMV7 @tab X @tab X
39271be4 457@item YAMAHA SMAF @tab X @tab X
d66d8b83 458@item ZLIB @tab X @tab X
d698c5d3 459 @tab part of LCL, encoder experimental
eacf8613 460@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 461 @tab Encoder works only in PAL8.
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462@end multitable
463
464@code{X} means that encoding (resp. decoding) is supported.
465
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466@code{E} means that support is provided through an external library.
467
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468@section Audio Codecs
469
485ec4f1 470@multitable @columnfractions .4 .1 .1 .4
b3de4544 471@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 472@item 8SVX audio @tab @tab X
82ced5a9 473@item AAC @tab E @tab X
360f980b 474 @tab encoding supported through external library libfaac
c76d1bb2 475@item AC-3 @tab IX @tab X
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476@item ADPCM 4X Movie @tab @tab X
477@item ADPCM CDROM XA @tab @tab X
478@item ADPCM Creative Technology @tab @tab X
479 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
480@item ADPCM Electronic Arts @tab @tab X
481 @tab Used in various EA titles.
482@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
483 @tab Used in Sim City 3000.
484@item ADPCM Electronic Arts R1 @tab @tab X
485@item ADPCM Electronic Arts R2 @tab @tab X
486@item ADPCM Electronic Arts R3 @tab @tab X
487@item ADPCM Electronic Arts XAS @tab @tab X
488@item ADPCM G.726 @tab X @tab X
489@item ADPCM IMA AMV @tab @tab X
490 @tab Used in AMV files
491@item ADPCM IMA Electronic Arts EACS @tab @tab X
492@item ADPCM IMA Electronic Arts SEAD @tab @tab X
493@item ADPCM IMA Funcom @tab @tab X
494@item ADPCM IMA QuickTime @tab X @tab X
495@item ADPCM IMA Loki SDL MJPEG @tab @tab X
496@item ADPCM IMA WAV @tab X @tab X
497@item ADPCM IMA Westwood @tab @tab X
498@item ADPCM ISS IMA @tab @tab X
499 @tab Used in FunCom games.
500@item ADPCM IMA Duck DK3 @tab @tab X
501 @tab Used in some Sega Saturn console games.
502@item ADPCM IMA Duck DK4 @tab @tab X
503 @tab Used in some Sega Saturn console games.
504@item ADPCM Microsoft @tab X @tab X
505@item ADPCM MS IMA @tab X @tab X
506@item ADPCM Nintendo Gamecube THP @tab @tab X
507@item ADPCM QT IMA @tab X @tab X
508@item ADPCM SEGA CRI ADX @tab X @tab X
509 @tab Used in Sega Dreamcast games.
510@item ADPCM Shockwave Flash @tab X @tab X
511@item ADPCM SMJPEG IMA @tab @tab X
512 @tab Used in certain Loki game ports.
513@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
514@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
515@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
516@item ADPCM Westwood Studios IMA @tab @tab X
517 @tab Used in Westwood Studios games like Command and Conquer.
518@item ADPCM Yamaha @tab X @tab X
82ced5a9 519@item AMR-NB @tab E @tab E
360f980b 520 @tab supported through external library libamrnb
82ced5a9 521@item AMR-WB @tab E @tab E
360f980b 522 @tab supported through external library libamrwb
833e90dd 523@item Apple lossless audio @tab X @tab X
d698c5d3 524 @tab QuickTime fourcc 'alac'
9510f59a 525@item Atrac 3 @tab @tab X
9510f59a 526@item Delphine Software International CIN audio @tab @tab X
d698c5d3 527 @tab Codec used in Delphine Software International games.
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528@item COOK @tab @tab X
529 @tab All versions except 5.1 are supported.
9510f59a 530@item DCA (DTS Coherent Acoustics) @tab @tab X
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531@item DPCM id RoQ @tab X @tab X
532 @tab Used in Quake III, Jedi Knight 2, other computer games.
533@item DPCM Interplay @tab @tab X
534 @tab Used in various Interplay computer games.
535@item DPCM Sierra Online @tab @tab X
536 @tab Used in Sierra Online game audio files.
537@item DPCM Sol @tab @tab X
538@item DPCM Xan @tab @tab X
16d81b27 539@item DSP Group TrueSpeech @tab @tab X
16d81b27 540@item DV audio @tab @tab X
44723c84 541@item Enhanced AC-3 @tab @tab X
dd2d651d 542@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 543@item G.729 @tab @tab X
82ced5a9 544@item GSM @tab E @tab E
3f33271a 545 @tab supported through external library libgsm
dd2d651d 546@item GSM Microsoft variant @tab E @tab E
3f33271a 547 @tab supported through external library libgsm
dd2d651d 548@item IMC (Intel Music Coder) @tab @tab X
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549@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
550@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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551@item MLP (Meridian Lossless Packing) @tab @tab X
552 @tab Used in DVD-Audio discs.
16d81b27 553@item Monkey's Audio @tab @tab X
d698c5d3 554 @tab Only versions 3.97-3.99 are supported.
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555@item MP1 (MPEG audio layer 1) @tab @tab IX
556@item MP2 (MPEG audio layer 2) @tab IX @tab IX
557@item MP3 (MPEG audio layer 3) @tab E @tab IX
558 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
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559@item Musepack SV7 @tab @tab X
560@item Musepack SV8 @tab @tab X
641992de 561@item Nellymoser Asao @tab X @tab X
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562@item PCM A-law @tab X @tab X
563@item PCM mu-law @tab X @tab X
564@item PCM 16-bit little-endian planar @tab @tab X
565@item PCM 32-bit floating point big-endian @tab X @tab X
566@item PCM 32-bit floating point little-endian @tab X @tab X
567@item PCM 64-bit floating point big-endian @tab X @tab X
568@item PCM 64-bit floating point little-endian @tab X @tab X
569@item PCM D-Cinema audio signed 24-bit @tab X @tab X
570@item PCM signed 8-bit @tab X @tab X
571@item PCM signed 16-bit big-endian @tab X @tab X
572@item PCM signed 16-bit little-endian @tab X @tab X
573@item PCM signed 24-bit big-endian @tab X @tab X
574@item PCM signed 24-bit little-endian @tab X @tab X
575@item PCM signed 32-bit big-endian @tab X @tab X
576@item PCM signed 32-bit little-endian @tab X @tab X
577@item PCM unsigned 8-bit @tab X @tab X
578@item PCM unsigned 16-bit big-endian @tab X @tab X
579@item PCM unsigned 16-bit little-endian @tab X @tab X
580@item PCM unsigned 24-bit big-endian @tab X @tab X
581@item PCM unsigned 24-bit little-endian @tab X @tab X
582@item PCM unsigned 32-bit big-endian @tab X @tab X
583@item PCM unsigned 32-bit little-endian @tab X @tab X
584@item PCM Zork @tab X @tab X
73b458e3 585@item QCELP / PureVoice @tab @tab X
a1c5b6ec 586@item QDesign Music Codec 2 @tab @tab X
d698c5d3 587 @tab There are still some distortions.
a1c5b6ec 588@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 589 @tab Real 14400 bit/s codec
a1c5b6ec 590@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 591 @tab Real 28800 bit/s codec
a1c5b6ec 592@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 593 @tab Real low bitrate AC-3 codec
bac4c85c 594@item Shorten @tab @tab X
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595@item Sierra VMD audio @tab @tab X
596 @tab Used in Sierra VMD files.
bac4c85c 597@item Smacker audio @tab @tab X
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598@item Sonic @tab X @tab X
599 @tab experimental codec
600@item Sonic lossless @tab X @tab X
601 @tab experimental codec
82ced5a9 602@item Speex @tab @tab E
360f980b 603 @tab supported through external library libspeex
16d81b27 604@item True Audio (TTA) @tab @tab X
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605@item TrueHD @tab @tab X
606 @tab Used in HD-DVD and Blu-Ray discs.
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607@item Vorbis @tab E @tab X
608 @ A native but very primitive encoder exists.
bac4c85c 609@item WavPack @tab @tab X
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610@item Westwood Audio (SND1) @tab @tab X
611@item Windows Media Audio 1 @tab X @tab X
612@item Windows Media Audio 2 @tab X @tab X
d698c5d3 613 @tab Used in Origin's Wing Commander IV AVI files.
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614@end multitable
615
616@code{X} means that encoding (resp. decoding) is supported.
617
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618@code{E} means that support is provided through an external library.
619
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620@code{I} means that an integer-only version is available, too (ensures high
621performance on systems without hardware floating point support).
622
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623@section Subtitle Formats
624
000bbebb 625@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 626@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 627@item SSA/ASS @tab X @tab X
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628@item DVB @tab X @tab X @tab X @tab X
629@item DVD @tab X @tab X @tab X @tab X
630@item XSUB @tab @tab @tab @tab X
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631@end multitable
632
633@code{X} means that the feature is supported.
634
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635@section Network Protocols
636
000bbebb 637@multitable @columnfractions .4 .1
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638@item Name @tab Support
639@item file @tab X
640@item Gopher @tab X
641@item HTTP @tab X
642@item pipe @tab X
643@item RTP @tab X
644@item TCP @tab X
645@item UDP @tab X
646@end multitable
647
648@code{X} means that the protocol is supported.
649
650
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651@section Input/Output Devices
652
653@multitable @columnfractions .4 .1 .1
654@item Name @tab Input @tab Output
655@item ALSA @tab X @tab X
656@item BEOS audio @tab X @tab X
657@item BKTR @tab X @tab
658@item DV1394 @tab X @tab
80ff8a16 659@item JACK @tab X @tab
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660@item LIBDC1394 @tab X @tab
661@item OSS @tab X @tab X
662@item Video4Linux @tab X @tab
663@item Video4Linux2 @tab X @tab
664@item VfW capture @tab X @tab
665@item X11 grabbing @tab X @tab
666@end multitable
667
23869b4a 668@code{X} means that input/output is supported.
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669
670
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671@chapter Platform Specific information
672
673@section BSD
674
675BSD make will not build FFmpeg, you need to install and use GNU Make
676(@file{gmake}).
677
678@section Windows
679
46a845d0 680To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 681the FFmpeg Windows Help Forum at
ab5ce4ae 682@url{http://ffmpeg.arrozcru.org/}.
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683
684@subsection Native Windows compilation
685
c1989552 686FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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687the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
688You can find detailed installation
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689instructions in the download section and the FAQ.
690
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691FFmpeg does not build out-of-the-box with the packages the automated MinGW
692installer provides. It also requires coreutils to be installed and many other
693packages updated to the latest version. The minimum version for some packages
694are listed below:
695
696@itemize
697@item bash 3.1
698@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 699@item w32api 3.13
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700@item mingw-runtime 3.15
701@end itemize
702
44be8d42 703FFmpeg automatically passes @code{-fno-common} to the compiler to work around
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704a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
705
c1989552 706Within the MSYS shell, configure and make with:
d0e1cd3d 707
c1989552 708@example
0f898714 709./configure --enable-memalign-hack --extra-cflags=-fno-common
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710make
711make install
712@end example
d0e1cd3d 713
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714This will install @file{ffmpeg.exe} along with many other development files
715to @file{/usr/local}. You may specify another install path using the
716@code{--prefix} option in @file{configure}.
d0e1cd3d 717
c1989552 718Notes:
d0e1cd3d 719
c1989552 720@itemize
d0e1cd3d 721
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722@item In order to compile FFplay, you must have the MinGW development library
723of SDL. Get it from @url{http://www.libsdl.org}.
724Edit the @file{bin/sdl-config} script so that it points to the correct prefix
725where SDL was installed. Verify that @file{sdl-config} can be launched from
726the MSYS command line.
d0e1cd3d 727
d0e1cd3d 728@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 729you can build libavutil, libavcodec and libavformat as DLLs.
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730
731@end itemize
732
c1989552 733@subsection Microsoft Visual C++ compatibility
d0e1cd3d 734
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735As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
736want to use the libav* libraries in your own applications, you can still
737compile those applications using MSVC++. But the libav* libraries you link
738to @emph{must} be built with MinGW. However, you will not be able to debug
739inside the libav* libraries, since MSVC++ does not recognize the debug
740symbols generated by GCC.
741We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 742
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743This description of how to use the FFmpeg libraries with MSVC++ is based on
744Microsoft Visual C++ 2005 Express Edition. If you have a different version,
745you might have to modify the procedures slightly.
d0e1cd3d 746
c1989552 747@subsubsection Using static libraries
d0e1cd3d 748
c1989552 749Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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750
751@enumerate
752
753@item Create a new console application ("File / New / Project") and then
754select "Win32 Console Application". On the appropriate page of the
755Application Wizard, uncheck the "Precompiled headers" option.
756
757@item Write the source code for your application, or, for testing, just
758copy the code from an existing sample application into the source file
c1989552 759that MSVC++ has already created for you. For example, you can copy
d95a0c67 760@file{libavformat/output-example.c} from the FFmpeg distribution.
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761
762@item Open the "Project / Properties" dialog box. In the "Configuration"
763combo box, select "All Configurations" so that the changes you make will
764affect both debug and release builds. In the tree view on the left hand
765side, select "C/C++ / General", then edit the "Additional Include
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766Directories" setting to contain the path where the FFmpeg includes were
767installed (i.e. @file{c:\msys\1.0\local\include}).
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768Do not add MinGW's include directory here, or the include files will
769conflict with MSVC's.
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770
771@item Still in the "Project / Properties" dialog box, select
772"Linker / General" from the tree view and edit the
773"Additional Library Directories" setting to contain the @file{lib}
774directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
775the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
776and the directory where MinGW's GCC libs are installed
777(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
778"Linker / Input" from the tree view, and add the files @file{libavformat.a},
779@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
780@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
781to the end of "Additional Dependencies".
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782
783@item Now, select "C/C++ / Code Generation" from the tree view. Select
784"Debug" in the "Configuration" combo box. Make sure that "Runtime
785Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
786the "Configuration" combo box and make sure that "Runtime Library" is
787set to "Multi-threaded DLL".
788
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789@item Click "OK" to close the "Project / Properties" dialog box.
790
791@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
792Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
793and install it in MSVC++'s include directory
794(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
795
796@item MSVC++ also does not understand the @code{inline} keyword used by
797FFmpeg, so you must add this line before @code{#include}ing libav*:
798@example
799#define inline _inline
800@end example
801
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802@item Build your application, everything should work.
803
804@end enumerate
805
806@subsubsection Using shared libraries
807
808This is how to create DLL and LIB files that are compatible with MSVC++:
809
810@enumerate
811
812@item Add a call to @file{vcvars32.bat} (which sets up the environment
813variables for the Visual C++ tools) as the first line of @file{msys.bat}.
814The standard location for @file{vcvars32.bat} is
815@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
816and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
817If this corresponds to your setup, add the following line as the first line
818of @file{msys.bat}:
819
820@example
821call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
822@end example
823
824Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
825and run @file{c:\msys\1.0\msys.bat} from there.
826
827@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
828from @file{Microsoft (R) Library Manager}, this means your environment
829variables are set up correctly, the @file{Microsoft (R) Library Manager}
830is on the path and will be used by FFmpeg to create
831MSVC++-compatible import libraries.
832
833@item Build FFmpeg with
834
835@example
836./configure --enable-shared --enable-memalign-hack
837make
838make install
839@end example
840
841Your install path (@file{/usr/local/} by default) should now have the
842necessary DLL and LIB files under the @file{bin} directory.
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843
844@end enumerate
845
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846To use those files with MSVC++, do the same as you would do with
847the static libraries, as described above. But in Step 4,
848you should only need to add the directory where the LIB files are installed
849(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
850installed in the @file{bin} directory. And instead of adding @file{libxx.a}
851files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
852@file{avutil.lib}. There should be no need for @file{libmingwex.a},
853@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
854statically linked into the DLLs. The @file{bin} directory contains a bunch
855of DLL files, but the ones that are actually used to run your application
856are the ones with a major version number in their filenames
857(i.e. @file{avcodec-51.dll}).
858
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859@subsection Cross compilation for Windows with Linux
860
861You must use the MinGW cross compilation tools available at
862@url{http://www.mingw.org/}.
863
864Then configure FFmpeg with the following options:
865@example
866./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
867@end example
868(you can change the cross-prefix according to the prefix chosen for the
869MinGW tools).
870
871Then you can easily test FFmpeg with Wine
872(@url{http://www.winehq.com/}).
873
874@subsection Compilation under Cygwin
875
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876The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
877does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
878or leverage the implementation in MinGW (as explained below).
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879
880Just install your Cygwin with all the "Base" packages, plus the
881following "Devel" ones:
882@example
f496ab12 883binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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884@end example
885
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886The experimental gcc4 package is still buggy, hence please
887use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
888
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889Install the current binutils-20080624-2 as they work fine (the old
890binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 891
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892Then create a small library that just contains llrint():
893
894@example
895ar x /usr/lib/mingw/libmingwex.a llrint.o
896ar cq /usr/local/lib/libllrint.a llrint.o
897@end example
898
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899Then run
900
901@example
29c3d42b 902./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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903@end example
904
905to make a static build or
906
907@example
29c3d42b 908./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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909@end example
910
911to build shared libraries.
912
913If you want to build FFmpeg with additional libraries, download Cygwin
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914"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
915@example
916libogg-devel, libvorbis-devel
917@end example
918
919These library packages are only available from Cygwin Ports
be8497b0 920(@url{http://sourceware.org/cygwinports/}) :
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921
922@example
923yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
924libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
925libxvidcore-devel
926@end example
927
928The recommendation for libnut and x264 is to build them from source by
929yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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931Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
932of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
933
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934@subsection Crosscompilation for Windows under Cygwin
935
936With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
937
938Just install your Cygwin as explained before, plus these additional
939"Devel" packages:
940@example
941gcc-mingw-core, mingw-runtime, mingw-zlib
942@end example
943
944and add some special flags to your configure invocation.
945
946For a static build run
947@example
948./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
949@end example
950
951and for a build with shared libraries
952@example
953./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
954@end example
955
956@section BeOS
957
5f757b85 958BeOS support is broken in mysterious ways.
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960@section OS/2
961
962For information about compiling FFmpeg on OS/2 see
963@url{http://www.edm2.com/index.php/FFmpeg}.
964
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965@chapter Developers Guide
966
967@section API
968@itemize @bullet
969@item libavcodec is the library containing the codecs (both encoding and
970decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
971
972@item libavformat is the library containing the file format handling (mux and
973demux code for several formats). Look at @file{ffplay.c} to use it in a
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974player. See @file{libavformat/output-example.c} to use it to generate
975audio or video streams.
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976
977@end itemize
978
979@section Integrating libavcodec or libavformat in your program
980
981You can integrate all the source code of the libraries to link them
982statically to avoid any version problem. All you need is to provide a
983'config.mak' and a 'config.h' in the parent directory. See the defines
984generated by ./configure to understand what is needed.
985
986You can use libavcodec or libavformat in your commercial program, but
987@emph{any patch you make must be published}. The best way to proceed is
988to send your patches to the FFmpeg mailing list.
989
990@node Coding Rules
991@section Coding Rules
992
993FFmpeg is programmed in the ISO C90 language with a few additional
994features from ISO C99, namely:
995@itemize @bullet
996@item
997the @samp{inline} keyword;
998@item
999@samp{//} comments;
1000@item
1001designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
1002@item
1003compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1004@end itemize
1005
1006These features are supported by all compilers we care about, so we will not
1007accept patches to remove their use unless they absolutely do not impair
1008clarity and performance.
1009
1010All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1011compiles with several other compilers, such as the Compaq ccc compiler
1012or Sun Studio 9, and we would like to keep it that way unless it would
1013be exceedingly involved. To ensure compatibility, please do not use any
1014additional C99 features or GCC extensions. Especially watch out for:
1015@itemize @bullet
1016@item
1017mixing statements and declarations;
1018@item
1019@samp{long long} (use @samp{int64_t} instead);
1020@item
1021@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1022@item
1023GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1024@end itemize
1025
1026Indent size is 4.
1027The presentation is the one specified by 'indent -i4 -kr -nut'.
1028The TAB character is forbidden outside of Makefiles as is any
1029form of trailing whitespace. Commits containing either will be
1030rejected by the Subversion repository.
1031
1032The main priority in FFmpeg is simplicity and small code size in order to
1033minimize the bug count.
1034
1035Comments: Use the JavaDoc/Doxygen
1036format (see examples below) so that code documentation
1037can be generated automatically. All nontrivial functions should have a comment
1038above them explaining what the function does, even if it is just one sentence.
1039All structures and their member variables should be documented, too.
1040@example
1041/**
1042 * @@file mpeg.c
1043 * MPEG codec.
1044 * @@author ...
1045 */
1046
1047/**
1048 * Summary sentence.
1049 * more text ...
1050 * ...
1051 */
1052typedef struct Foobar@{
1053 int var1; /**< var1 description */
1054 int var2; ///< var2 description
1055 /** var3 description */
1056 int var3;
1057@} Foobar;
1058
1059/**
1060 * Summary sentence.
1061 * more text ...
1062 * ...
1063 * @@param my_parameter description of my_parameter
1064 * @@return return value description
1065 */
1066int myfunc(int my_parameter)
1067...
1068@end example
1069
1070fprintf and printf are forbidden in libavformat and libavcodec,
1071please use av_log() instead.
1072
1073Casts should be used only when necessary. Unneeded parentheses
1074should also be avoided if they don't make the code easier to understand.
1075
1076@section Development Policy
1077
1078@enumerate
1079@item
1080 Contributions should be licensed under the LGPL 2.1, including an
1081 "or any later version" clause, or the MIT license. GPL 2 including
1082 an "or any later version" clause is also acceptable, but LGPL is
1083 preferred.
1084@item
1085 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1086 enabled code which breaks compilation or compiles but does not work or
1087 breaks the regression tests)
1088 You can commit unfinished stuff (for testing etc), but it must be disabled
1089 (#ifdef etc) by default so it does not interfere with other developers'
1090 work.
1091@item
1092 You do not have to over-test things. If it works for you, and you think it
1093 should work for others, then commit. If your code has problems
1094 (portability, triggers compiler bugs, unusual environment etc) they will be
1095 reported and eventually fixed.
1096@item
1097 Do not commit unrelated changes together, split them into self-contained
1098 pieces. Also do not forget that if part B depends on part A, but A does not
1099 depend on B, then A can and should be committed first and separate from B.
1100 Keeping changes well split into self-contained parts makes reviewing and
1101 understanding them on the commit log mailing list easier. This also helps
1102 in case of debugging later on.
1103 Also if you have doubts about splitting or not splitting, do not hesitate to
1104 ask/discuss it on the developer mailing list.
1105@item
1106 Do not change behavior of the program (renaming options etc) without
1107 first discussing it on the ffmpeg-devel mailing list. Do not remove
1108 functionality from the code. Just improve!
1109
1110 Note: Redundant code can be removed.
1111@item
1112 Do not commit changes to the build system (Makefiles, configure script)
1113 which change behavior, defaults etc, without asking first. The same
1114 applies to compiler warning fixes, trivial looking fixes and to code
1115 maintained by other developers. We usually have a reason for doing things
1116 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1117 list, and if the code maintainers say OK, you may commit. This does not
1118 apply to files you wrote and/or maintain.
1119@item
1120 We refuse source indentation and other cosmetic changes if they are mixed
1121 with functional changes, such commits will be rejected and removed. Every
1122 developer has his own indentation style, you should not change it. Of course
1123 if you (re)write something, you can use your own style, even though we would
1124 prefer if the indentation throughout FFmpeg was consistent (Many projects
1125 force a given indentation style - we do not.). If you really need to make
1126 indentation changes (try to avoid this), separate them strictly from real
1127 changes.
1128
1129 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1130 then either do NOT change the indentation of the inner part within (do not
1131 move it to the right)! or do so in a separate commit
1132@item
1133 Always fill out the commit log message. Describe in a few lines what you
1134 changed and why. You can refer to mailing list postings if you fix a
1135 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1136@item
1137 If you apply a patch by someone else, include the name and email address in
1138 the log message. Since the ffmpeg-cvslog mailing list is publicly
1139 archived you should add some SPAM protection to the email address. Send an
1140 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1141 you applied the patch.
1142@item
1143 When applying patches that have been discussed (at length) on the mailing
1144 list, reference the thread in the log message.
1145@item
1146 Do NOT commit to code actively maintained by others without permission.
1147 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1148 timeframe (12h for build failures and security fixes, 3 days small changes,
1149 1 week for big patches) then commit your patch if you think it is OK.
1150 Also note, the maintainer can simply ask for more time to review!
1151@item
1152 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1153 are sent there and reviewed by all the other developers. Bugs and possible
1154 improvements or general questions regarding commits are discussed there. We
1155 expect you to react if problems with your code are uncovered.
1156@item
1157 Update the documentation if you change behavior or add features. If you are
1158 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1159 maintainer(s) will review and commit your stuff.
1160@item
1161 Try to keep important discussions and requests (also) on the public
1162 developer mailing list, so that all developers can benefit from them.
1163@item
1164 Never write to unallocated memory, never write over the end of arrays,
1165 always check values read from some untrusted source before using them
1166 as array index or other risky things.
1167@item
1168 Remember to check if you need to bump versions for the specific libav
1169 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1170 to change the version integer.
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1171 Incrementing the first component means no backward compatibility to
1172 previous versions (e.g. removal of a function from the public API).
1173 Incrementing the second component means backward compatible change
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1174 (e.g. addition of a function to the public API or extension of an
1175 existing data structure).
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1176 Incrementing the third component means a noteworthy binary compatible
1177 change (e.g. encoder bug fix that matters for the decoder).
1178@item
53407b64 1179 Compiler warnings indicate potential bugs or code with bad style. If a type of
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1180 warning always points to correct and clean code, that warning should
1181 be disabled, not the code changed.
1182 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1183 If it is a bug, the bug has to be fixed. If it is not, the code should
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1184 be changed to not generate a warning unless that causes a slowdown
1185 or obfuscates the code.
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1186@item
1187 If you add a new file, give it a proper license header. Do not copy and
1188 paste it from a random place, use an existing file as template.
1189@end enumerate
1190
1191We think our rules are not too hard. If you have comments, contact us.
1192
1193Note, these rules are mostly borrowed from the MPlayer project.
1194
1195@section Submitting patches
1196
1197First, (@pxref{Coding Rules}) above if you did not yet.
1198
1199When you submit your patch, try to send a unified diff (diff '-up'
1200option). We cannot read other diffs :-)
1201
1202Also please do not submit a patch which contains several unrelated changes.
1203Split it into separate, self-contained pieces. This does not mean splitting
1204file by file. Instead, make the patch as small as possible while still
1205keeping it as a logical unit that contains an individual change, even
1206if it spans multiple files. This makes reviewing your patches much easier
1207for us and greatly increases your chances of getting your patch applied.
1208
1209Run the regression tests before submitting a patch so that you can
1210verify that there are no big problems.
1211
1212Patches should be posted as base64 encoded attachments (or any other
1213encoding which ensures that the patch will not be trashed during
1214transmission) to the ffmpeg-devel mailing list, see
1215@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1216
1217It also helps quite a bit if you tell us what the patch does (for example
1218'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1219and has no lrint()')
1220
1221Also please if you send several patches, send each patch as a separate mail,
1222do not attach several unrelated patches to the same mail.
1223
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1224@section New codecs or formats checklist
1225
1226@enumerate
1227@item
1228 Did you use av_cold for codec initialization and close functions?
1229@item
1230 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1231 AVInputFormat/AVOutputFormat struct?
1232@item
1233 Did you bump the minor version number in @file{avcodec.h} or
1234 @file{avformat.h}?
1235@item
1236 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1237@item
1238 Did you add the CodecID to @file{avcodec.h}?
1239@item
1240 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1241 even if it is only a decoder?
1242@item
1243 Did you add a rule to compile the appropriate files in the Makefile?
1244 Remember to do this even if you're just adding a format to a file that is
1245 already being compiled by some other rule, like a raw demuxer.
1246@item
1247 Did you add an entry to the table of supported formats or codecs in the
1248 documentation?
1249@item
1250 Did you add an entry in the Changelog?
1251@item
1252 If it depends on a parser or a library, did you add that dependency in
1253 configure?
1254@item
1255 Did you "svn add" the appropriate files before commiting?
1256@end enumerate
1257
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1258@section patch submission checklist
1259
1260@enumerate
1261@item
1262 Do the regression tests pass with the patch applied?
1263@item
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1264 Does @code{make checkheaders} pass with the patch applied?
1265@item
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1266 Is the patch a unified diff?
1267@item
1268 Is the patch against latest FFmpeg SVN?
1269@item
1270 Are you subscribed to ffmpeg-dev?
1271 (the list is subscribers only due to spam)
1272@item
1273 Have you checked that the changes are minimal, so that the same cannot be
1274 achieved with a smaller patch and/or simpler final code?
1275@item
1276 If the change is to speed critical code, did you benchmark it?
1277@item
1278 If you did any benchmarks, did you provide them in the mail?
1279@item
1280 Have you checked that the patch does not introduce buffer overflows or
1281 other security issues?
1282@item
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1283 Did you test your decoder or demuxer against damaged data? If no, see
1284 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1285 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1286@item
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1287 Is the patch created from the root of the source tree, so it can be
1288 applied with @code{patch -p0}?
1289@item
1290 Does the patch not mix functional and cosmetic changes?
1291@item
1292 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1293@item
1294 Is the patch attached to the email you send?
1295@item
1296 Is the mime type of the patch correct? It should be text/x-diff or
1297 text/x-patch or at least text/plain and not application/octet-stream.
1298@item
1299 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1300@item
1301 If the patch fixes a bug, did you provide enough information, including
1302 a sample, so the bug can be reproduced and the fix can be verified?
1303 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1304 URL, you can upload to ftp://upload.ffmpeg.org
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1305@item
1306 Did you provide a verbose summary about what the patch does change?
1307@item
1308 Did you provide a verbose explanation why it changes things like it does?
1309@item
1310 Did you provide a verbose summary of the user visible advantages and
1311 disadvantages if the patch is applied?
1312@item
1313 Did you provide an example so we can verify the new feature added by the
1314 patch easily?
1315@item
1316 If you added a new file, did you insert a license header? It should be
1317 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1318@item
1319 You should maintain alphabetical order in alphabetically ordered lists as
1320 long as doing so does not break API/ABI compatibility.
1321@item
1322 Lines with similar content should be aligned vertically when doing so
1323 improves readability.
1324@item
1325 Did you provide a suggestion for a clear commit log message?
1326@end enumerate
1327
1328@section Patch review process
1329
1330All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1331clear note that the patch is not for SVN.
1332Reviews and comments will be posted as replies to the patch on the
1333mailing list. The patch submitter then has to take care of every comment,
1334that can be by resubmitting a changed patch or by discussion. Resubmitted
1335patches will themselves be reviewed like any other patch. If at some point
1336a patch passes review with no comments then it is approved, that can for
1337simple and small patches happen immediately while large patches will generally
1338have to be changed and reviewed many times before they are approved.
1339After a patch is approved it will be committed to the repository.
1340
1341We will review all submitted patches, but sometimes we are quite busy so
1342especially for large patches this can take several weeks.
1343
1344When resubmitting patches, please do not make any significant changes
1345not related to the comments received during review. Such patches will
1346be rejected. Instead, submit significant changes or new features as
1347separate patches.
1348
1349@section Regression tests
1350
1351Before submitting a patch (or committing to the repository), you should at least
1352test that you did not break anything.
1353
1354The regression tests build a synthetic video stream and a synthetic
1355audio stream. These are then encoded and decoded with all codecs or
1356formats. The CRC (or MD5) of each generated file is recorded in a
1357result file. A 'diff' is launched to compare the reference results and
1358the result file.
1359
1360The regression tests then go on to test the FFserver code with a
1361limited set of streams. It is important that this step runs correctly
1362as well.
1363
1364Run 'make test' to test all the codecs and formats.
1365
1366Run 'make fulltest' to test all the codecs, formats and FFserver.
1367
1368[Of course, some patches may change the results of the regression tests. In
1369this case, the reference results of the regression tests shall be modified
1370accordingly].
1371
1372@bye