cosmetics: Reformat long_names so that "ADPCM" comes first.
[libav.git] / doc / general.texi
CommitLineData
d0e1cd3d
DB
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
50e4d833
DB
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.
d0e1cd3d
DB
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
68e7d442
DB
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
d0e1cd3d
DB
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
64c2f20a
DB
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
c6b2dc34
DB
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.
913c3e2c
DB
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.
913c3e2c
DB
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.
64c2f20a
DB
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
d698c5d3
DB
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.
39271be4
DB
78@item FFM (FFserver live feed) @tab X @tab X
79@item Flash (SWF) @tab X @tab X
913c3e2c
DB
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
dd2d651d 84@item Flash Video (FLV) @tab @tab X
d698c5d3 85 @tab Macromedia Flash video files
39271be4 86@item framecrc testing format @tab X @tab
055dc116
SG
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.
dd2d651d 93@item id Quake II CIN video @tab @tab X
76ec3939 94@item id RoQ @tab X @tab X
d698c5d3 95 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 96@item IFF @tab @tab X
d698c5d3 97 @tab Interchange File Format
c6b2dc34 98@item Interplay MVE @tab @tab X
d698c5d3 99 @tab Format used in various Interplay computer games.
c6b2dc34 100@item LMLM4 @tab @tab X
d698c5d3 101 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 102@item Matroska @tab X @tab X
39271be4 103@item Matroska audio @tab X @tab
913c3e2c 104@item MAXIS XA @tab @tab X
d698c5d3 105 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 106@item Monkey's Audio @tab @tab X
822cc8f7 107@item Motion Pixels MVI @tab @tab X
913c3e2c
DB
108@item MOV/QuickTime/MP4 @tab X @tab X
109 @tab 3GP, 3GP2, PSP, iPod variants supported
4d973c68
DB
110@item MP2 @tab X @tab X
111@item MP3 @tab X @tab X
913c3e2c
DB
112@item MPEG-1 System @tab X @tab X
113 @tab muxed audio and video, VCD format supported
114@item MPEG-PS (program stream) @tab X @tab X
115 @tab also known as @code{VOB} file, SVCD and DVD format supported
116@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 117 @tab also known as DVB Transport Stream
c6b2dc34 118@item MPEG-4 @tab X @tab X
d698c5d3 119 @tab MPEG-4 is a variant of QuickTime.
39271be4 120@item MIME multipart JPEG @tab X @tab
bac4c85c 121@item MSN TCP webcam @tab @tab X
d698c5d3 122 @tab Used by MSN Messenger webcam streams.
39271be4
DB
123@item MTV @tab @tab X
124@item Musepack @tab @tab X
125@item Musepack SV8 @tab @tab X
913c3e2c
DB
126@item Material eXchange Format (MXF) @tab X @tab X
127 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
a9d3c669
BC
128@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
129 @tab SMPTE 386M, D-10/IMX Mapping.
913c3e2c
DB
130@item NC camera feed @tab @tab X
131 @tab NC (AVIP NC4600) camera streams
132@item Nullsoft Streaming Video @tab @tab X
39271be4 133@item NuppelVideo @tab @tab X
c6b2dc34 134@item NUT @tab X @tab X
d698c5d3 135 @tab NUT Open Container Format
39271be4 136@item Ogg @tab X @tab X
913c3e2c 137@item TechnoTrend PVA @tab @tab X
d698c5d3 138 @tab Used by TechnoTrend DVB PCI boards.
43dedc1e 139@item raw ADTS (AAC) @tab X @tab X
76ec3939 140@item raw AC-3 @tab X @tab X
adc5abf7 141@item raw Chinese AVS video @tab @tab X
43dedc1e
DB
142@item raw CRI ADX @tab X @tab X
143@item raw Dirac @tab X @tab X
144@item raw DNxHD @tab X @tab X
145@item raw DTS @tab X @tab X
146@item raw E-AC-3 @tab X @tab X
147@item raw FLAC @tab X @tab X
148@item raw GSM @tab @tab X
149@item raw H.261 @tab X @tab X
150@item raw H.263 @tab X @tab X
151@item raw H.264 @tab X @tab X
152@item raw Ingenient MJPEG @tab @tab X
76ec3939 153@item raw MJPEG @tab X @tab X
43dedc1e
DB
154@item raw MLP @tab @tab X
155@item raw MPEG @tab @tab X
156@item raw MPEG-1 @tab @tab X
157@item raw MPEG-2 @tab @tab X
158@item raw MPEG-4 @tab X @tab X
159@item raw NULL @tab X @tab
81b55ee5 160@item raw video @tab X @tab X
43dedc1e
DB
161@item raw id RoQ @tab X @tab
162@item raw Shorten @tab @tab X
163@item raw VC-1 @tab @tab X
164@item raw PCM A-law @tab X @tab X
165@item raw PCM mu-law @tab X @tab X
166@item raw PCM signed 8 bit @tab X @tab X
167@item raw PCM signed 16 bit big-endian @tab X @tab X
168@item raw PCM signed 16 bit little-endian @tab X @tab X
169@item raw PCM signed 24 bit big-endian @tab X @tab X
170@item raw PCM signed 24 bit little-endian @tab X @tab X
171@item raw PCM signed 32 bit big-endian @tab X @tab X
172@item raw PCM signed 32 bit little-endian @tab X @tab X
173@item raw PCM unsigned 8 bit @tab X @tab X
174@item raw PCM unsigned 16 bit big-endian @tab X @tab X
175@item raw PCM unsigned 16 bit little-endian @tab X @tab X
176@item raw PCM unsigned 24 bit big-endian @tab X @tab X
177@item raw PCM unsigned 24 bit little-endian @tab X @tab X
178@item raw PCM unsigned 32 bit big-endian @tab X @tab X
179@item raw PCM unsigned 32 bit little-endian @tab X @tab X
180@item raw PCM floating-point 32 bit big-endian @tab X @tab X
181@item raw PCM floating-point 32 bit little-endian @tab X @tab X
182@item raw PCM floating-point 64 bit big-endian @tab X @tab X
183@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 184@item RDT @tab @tab X
913c3e2c 185@item REDCODE R3D @tab @tab X
7eb68edb 186 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 187@item RealMedia @tab X @tab X
39271be4 188@item Redirector @tab @tab X
913c3e2c 189@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 190@item RL2 @tab @tab X
d698c5d3 191 @tab Audio and video format used in some games by Entertainment Software Partners.
39271be4
DB
192@item RPL/ARMovie @tab @tab X
193@item RTP @tab @tab X
194@item RTSP @tab @tab X
195@item SDP @tab @tab X
c6b2dc34 196@item Sega FILM/CPK @tab @tab X
d698c5d3 197 @tab Used in many Sega Saturn console games.
913c3e2c 198@item Sierra SOL @tab @tab X
d698c5d3 199 @tab .sol files used in Sierra Online games.
c6b2dc34 200@item Sierra VMD @tab @tab X
d698c5d3 201 @tab Used in Sierra CD-ROM games.
c6b2dc34 202@item Smacker @tab @tab X
d698c5d3 203 @tab Multimedia format used by many games.
913c3e2c
DB
204@item Sony OpenMG (OMA) @tab @tab X
205 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
206@item Sony PlayStation STR @tab @tab X
64c2f20a 207@item SUN AU format @tab X @tab X
c6b2dc34 208@item THP @tab @tab X
d698c5d3 209 @tab Used on the Nintendo GameCube.
913c3e2c
DB
210@item Tiertex Limited SEQ @tab @tab X
211 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
39271be4
DB
212@item True Audio @tab @tab X
213@item VC-1 test bitstream @tab X @tab X
c6b2dc34 214@item WAV @tab X @tab X
39271be4 215@item WavPack @tab @tab X
913c3e2c 216@item Wing Commander III movie @tab @tab X
d698c5d3 217 @tab Multimedia format used in Origin's Wing Commander III computer game.
913c3e2c
DB
218@item Westwood Studios audio @tab @tab X
219 @tab Multimedia format used in Westwood Studios games.
220@item Westwood Studios VQA @tab @tab X
221 @tab Multimedia format used in Westwood Studios games.
39271be4 222@item YUV4MPEG pipe @tab X @tab X
d0e1cd3d
DB
223@end multitable
224
225@code{X} means that encoding (resp. decoding) is supported.
226
227@section Image Formats
228
229FFmpeg can read and write images for each frame of a video sequence. The
230following image formats are supported:
231
232@multitable @columnfractions .4 .1 .1 .4
b3de4544 233@item Name @tab Encoding @tab Decoding @tab Comments
9db80acb
DV
234@item .Y.U.V @tab X @tab X
235 @tab one raw file per component
236@item animated GIF @tab X @tab X
237 @tab Only uncompressed GIFs are generated.
f2937cc6
DV
238@item BMP @tab X @tab X
239 @tab Microsoft BMP image
9db80acb
DV
240@item JPEG @tab X @tab X
241 @tab Progressive JPEG is not supported.
242@item JPEG 2000 @tab @tab E
243 @tab decoding supported through external library libopenjpeg
f2937cc6
DV
244@item JPEG-LS @tab X @tab X
245@item LJPEG @tab X @tab
246 @tab Lossless JPEG
421ae271 247@item PAM @tab X @tab
9db80acb 248 @tab PAM is a PNM extension with alpha support.
421ae271 249@item PBM @tab X @tab
f2937cc6 250 @tab Portable BitMap image
9db80acb
DV
251@item PCX @tab @tab X
252 @tab PC Paintbrush
421ae271 253@item PGM @tab X @tab
314511ab 254 @tab Portable GrayMap image
421ae271 255@item PGMYUV @tab X @tab
9db80acb
DV
256 @tab PGM with U and V components in YUV 4:2:0
257@item PNG @tab X @tab X
258 @tab 2/4 bpp not supported yet
421ae271 259@item PPM @tab X @tab
314511ab 260 @tab Portable PixelMap image
9db80acb
DV
261@item PTX @tab @tab X
262 @tab V.Flash PTX format
9db80acb
DV
263@item SGI @tab X @tab X
264 @tab SGI RGB image format
a1c5b6ec
JR
265@item Sun Rasterfile @tab @tab X
266 @tab Sun RAS image format
9db80acb
DV
267@item TIFF @tab X @tab X
268 @tab YUV, JPEG and some extension is not supported yet.
a1c5b6ec
JR
269@item Truevision Targa @tab X @tab X
270 @tab Targa (.TGA) image format
d0e1cd3d
DB
271@end multitable
272
273@code{X} means that encoding (resp. decoding) is supported.
274
9a77d59a
JM
275@code{E} means that support is provided through an external library.
276
d0e1cd3d
DB
277@section Video Codecs
278
279@multitable @columnfractions .4 .1 .1 .4
b3de4544 280@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 281@item 4X Movie @tab @tab X
d698c5d3 282 @tab Used in certain computer games.
9510f59a
DB
283@item 8SVX exponential @tab @tab X
284@item 8SVX fibonacci @tab @tab X
913c3e2c 285@item American Laser Games MM @tab @tab X
d698c5d3 286 @tab Used in games like Mad Dog McCree.
a1c5b6ec 287@item AMV Video @tab @tab X
d698c5d3 288 @tab Used in Chinese MP3 players.
d66d8b83
DB
289@item Apple MJPEG-B @tab @tab X
290@item Apple QuickDraw @tab @tab X
d698c5d3 291 @tab fourcc: qdrw
d66d8b83 292@item Asus v1 @tab X @tab X
d698c5d3 293 @tab fourcc: ASV1
d66d8b83 294@item Asus v2 @tab X @tab X
d698c5d3 295 @tab fourcc: ASV2
d66d8b83 296@item ATI VCR1 @tab @tab X
d698c5d3 297 @tab fourcc: VCR1
d66d8b83 298@item ATI VCR2 @tab @tab X
d698c5d3 299 @tab fourcc: VCR2
dd2d651d 300@item Autodesk Animator Flic video @tab @tab X
d66d8b83 301@item Autodesk RLE @tab @tab X
d698c5d3 302 @tab fourcc: AASC
9510f59a 303@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 304 @tab Video encoding used by the Creature Shock game.
68dddf53 305@item Beam Software VB @tab @tab X
9510f59a 306@item Bethesda VID video @tab @tab X
d698c5d3 307 @tab Used in some games from Bethesda Softworks.
9510f59a
DB
308@item Brute Force & Ignorance @tab @tab X
309 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 310@item C93 video @tab @tab X
d698c5d3 311 @tab Codec used in Cyberia game.
d66d8b83 312@item CamStudio @tab @tab X
d698c5d3 313 @tab fourcc: CSCD
9510f59a
DB
314@item Chinese AVS video @tab @tab X
315 @tab AVS1-P2, JiZhun profile
316@item Delphine Software International CIN video @tab @tab X
317 @tab Codec used in Delphine Software International games.
d66d8b83
DB
318@item Cinepak @tab @tab X
319@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 320 @tab fourcc: CLJR
9510f59a 321@item Creative YUV (CYUV) @tab @tab X
82ced5a9 322@item Dirac @tab E @tab E
360f980b 323 @tab supported through external libdirac/libschroedinger libraries
9510f59a
DB
324@item DNxHD @tab X @tab X
325 @tab aka SMPTE VC3
68dddf53 326@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 327 @tab fourcc: DUCK
68dddf53 328@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 329 @tab fourcc: TM20
9510f59a
DB
330@item DV (Digital Video) @tab X @tab X
331@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 332 @tab Codec originally used in Feeble Files game.
9510f59a 333@item Electronic Arts CMV video @tab @tab X
d698c5d3 334 @tab Used in NHL 95 game.
dd2d651d
DB
335@item Electronic Arts TGV video @tab @tab X
336@item Electronic Arts TGQ video @tab @tab X
337@item Electronic Arts TQI video @tab @tab X
338@item Escape 124 @tab @tab X
339@item FFmpeg codec #1 @tab X @tab X
d698c5d3 340 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 341@item Flash Screen Video v1 @tab X @tab X
d698c5d3 342 @tab fourcc: FSV1
dd2d651d 343@item Flash Video (FLV) @tab X @tab X
d698c5d3 344 @tab Sorenson H.263 used in Flash
dd2d651d 345@item Fraps @tab @tab X
d66d8b83 346@item H.261 @tab X @tab X
dd2d651d
DB
347@item H.263 / H.263-1996 @tab X @tab X
348@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
349@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 350 @tab encoding supported through external library libx264
dd2d651d 351@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 352@item HuffYUV @tab X @tab X
dd2d651d 353@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 354@item IBM Ultimotion @tab @tab X
d698c5d3 355 @tab fourcc: ULTI
bac4c85c 356@item id Cinematic video @tab @tab X
d698c5d3 357 @tab Used in Quake II.
a1c5b6ec 358@item id RoQ video @tab X @tab X
d698c5d3 359 @tab Used in Quake III, Jedi Knight 2, other computer games.
dd2d651d
DB
360@item Intel H.263 @tab @tab X
361@item Intel Indeo 2 @tab @tab X
d66d8b83 362@item Intel Indeo 3 @tab @tab X
dd2d651d 363@item Interplay C93 @tab @tab X
9510f59a 364 @tab Used in the game Cyberia from Interplay.
dd2d651d 365@item Interplay MVE video @tab @tab X
d698c5d3 366 @tab Used in Interplay .MVE files.
dd2d651d 367@item Karl Morton's video codec @tab @tab X
d698c5d3 368 @tab Codec used in Worms games.
dd2d651d
DB
369@item LCL (LossLess Codec Library) MSZH @tab @tab X
370@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
d66d8b83
DB
371@item LOCO @tab @tab X
372@item lossless MJPEG @tab X @tab X
373@item Microsoft RLE @tab @tab X
dd2d651d 374@item Microsoft Video 1 @tab @tab X
d66d8b83 375@item Mimic @tab @tab X
d698c5d3 376 @tab Used in MSN Messenger Webcam streams.
d66d8b83 377@item Miro VideoXL @tab @tab X
d698c5d3 378 @tab fourcc: VIXL
eacf8613 379@item MJPEG (Motion JPEG) @tab X @tab X
dd2d651d
DB
380@item Motion Pixels video @tab @tab X
381@item MPEG-1 video @tab X @tab X
382@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
383@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
384@item MPEG-2 video @tab X @tab X
385@item MPEG-4 part 2 @tab X @tab X
386 @ libxvidcore can be used alternatively for encoding.
387@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
388@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
389@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 390@item Nintendo Gamecube THP video @tab @tab X
641992de
DB
391@item NuppelVideo/RTjpeg @tab @tab X
392 @tab Video encoding used in NuppelVideo files.
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
a1c5b6ec 401@item Q-team QPEG @tab @tab X
d698c5d3 402 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 403@item QuickTime 8BPS video @tab @tab X
a1c5b6ec
JR
404@item QuickTime Animation (RLE) video @tab X @tab X
405 @tab fourcc: 'rle '
406@item QuickTime Graphics (SMC) @tab @tab X
407 @tab fourcc: 'smc '
408@item QuickTime video (RPZA) @tab @tab X
409 @tab fourcc: rpza
410@item Raw Video @tab X @tab X
d0e1cd3d
DB
411@item RealVideo 1.0 @tab X @tab X
412@item RealVideo 2.0 @tab X @tab X
6beb8b26
KS
413@item RealVideo 3.0 @tab @tab X
414 @tab still far from ideal
11c0f9ec 415@item RealVideo 4.0 @tab @tab X
68dddf53 416@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 417 @tab Texture dictionaries used by the Renderware Engine.
a1c5b6ec
JR
418@item RL2 video @tab @tab X
419 @tab used in some games by Entertainment Software Partners
68dddf53
JR
420@item Sierra VMD video @tab @tab X
421 @tab Used in Sierra VMD files.
bac4c85c 422@item Smacker video @tab @tab X
d698c5d3 423 @tab Video encoding used in Smacker.
68dddf53 424@item SMPTE VC-1 @tab @tab X
d66d8b83 425@item Snow @tab X @tab X
d698c5d3 426 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 427@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 428@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 429 @tab fourcc: SVQ1
a1c5b6ec 430@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 431 @tab fourcc: SVQ3
a1c5b6ec 432@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 433 @tab fourcc: SP5X
68dddf53 434@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 435 @tab fourcc: TSCC
82ced5a9 436@item Theora @tab E @tab X
360f980b 437 @tab encoding supported through external library libtheora
a1c5b6ec 438@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 439 @tab Codec used in DOS CD-ROM FlashBack game.
eacf8613 440@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 441 @tab Codec used in videos captured by VMware.
eacf8613 442@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 443@item Windows Media Video 7 @tab X @tab X
eacf8613 444@item Windows Media Video 8 @tab X @tab X
68dddf53
JR
445@item Windows Media Video 9 @tab @tab X
446 @tab not completely working
eacf8613
JR
447@item Wing Commander III / Xan @tab @tab X
448 @tab Used in Wing Commander III .MVE files.
d66d8b83
DB
449@item Winnov WNV1 @tab @tab X
450@item WMV7 @tab X @tab X
39271be4 451@item YAMAHA SMAF @tab X @tab X
d66d8b83 452@item ZLIB @tab X @tab X
d698c5d3 453 @tab part of LCL, encoder experimental
eacf8613 454@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 455 @tab Encoder works only in PAL8.
d0e1cd3d
DB
456@end multitable
457
458@code{X} means that encoding (resp. decoding) is supported.
459
82ced5a9
DB
460@code{E} means that support is provided through an external library.
461
d0e1cd3d
DB
462@section Audio Codecs
463
485ec4f1 464@multitable @columnfractions .4 .1 .1 .4
b3de4544 465@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 466@item 8SVX audio @tab @tab X
82ced5a9 467@item AAC @tab E @tab X
360f980b 468 @tab encoding supported through external library libfaac
270fc177 469@item AC-3 @tab X @tab X
fd75cedd
DB
470@item ADPCM 4X Movie @tab @tab X
471@item ADPCM CDROM XA @tab @tab X
472@item ADPCM Creative Technology @tab @tab X
473 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
474@item ADPCM Electronic Arts @tab @tab X
475 @tab Used in various EA titles.
476@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
477 @tab Used in Sim City 3000.
478@item ADPCM Electronic Arts R1 @tab @tab X
479@item ADPCM Electronic Arts R2 @tab @tab X
480@item ADPCM Electronic Arts R3 @tab @tab X
481@item ADPCM Electronic Arts XAS @tab @tab X
482@item ADPCM G.726 @tab X @tab X
483@item ADPCM IMA AMV @tab @tab X
484 @tab Used in AMV files
485@item ADPCM IMA Electronic Arts EACS @tab @tab X
486@item ADPCM IMA Electronic Arts SEAD @tab @tab X
487@item ADPCM IMA Funcom @tab @tab X
488@item ADPCM IMA QuickTime @tab X @tab X
489@item ADPCM IMA Loki SDL MJPEG @tab @tab X
490@item ADPCM IMA WAV @tab X @tab X
491@item ADPCM IMA Westwood @tab @tab X
492@item ADPCM ISS IMA @tab @tab X
493 @tab Used in FunCom games.
494@item ADPCM IMA Duck DK3 @tab @tab X
495 @tab Used in some Sega Saturn console games.
496@item ADPCM IMA Duck DK4 @tab @tab X
497 @tab Used in some Sega Saturn console games.
498@item ADPCM Microsoft @tab X @tab X
499@item ADPCM MS IMA @tab X @tab X
500@item ADPCM Nintendo Gamecube THP @tab @tab X
501@item ADPCM QT IMA @tab X @tab X
502@item ADPCM SEGA CRI ADX @tab X @tab X
503 @tab Used in Sega Dreamcast games.
504@item ADPCM Shockwave Flash @tab X @tab X
505@item ADPCM SMJPEG IMA @tab @tab X
506 @tab Used in certain Loki game ports.
507@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
508@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
509@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
510@item ADPCM Westwood Studios IMA @tab @tab X
511 @tab Used in Westwood Studios games like Command and Conquer.
512@item ADPCM Yamaha @tab X @tab X
82ced5a9 513@item AMR-NB @tab E @tab E
360f980b 514 @tab supported through external library libamrnb
82ced5a9 515@item AMR-WB @tab E @tab E
360f980b 516 @tab supported through external library libamrwb
833e90dd 517@item Apple lossless audio @tab X @tab X
d698c5d3 518 @tab QuickTime fourcc 'alac'
9510f59a 519@item Atrac 3 @tab @tab X
9510f59a 520@item Delphine Software International CIN audio @tab @tab X
d698c5d3 521 @tab Codec used in Delphine Software International games.
9510f59a
DB
522@item COOK @tab @tab X
523 @tab All versions except 5.1 are supported.
9510f59a 524@item DCA (DTS Coherent Acoustics) @tab @tab X
16d81b27 525@item DSP Group TrueSpeech @tab @tab X
16d81b27 526@item DV audio @tab @tab X
44723c84 527@item Enhanced AC-3 @tab @tab X
dd2d651d 528@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
dd2d651d 529@item G.729 @tab @tab X
82ced5a9 530@item GSM @tab E @tab E
3f33271a 531 @tab supported through external library libgsm
dd2d651d 532@item GSM Microsoft variant @tab E @tab E
3f33271a 533 @tab supported through external library libgsm
16d81b27 534@item id RoQ DPCM @tab X @tab X
d698c5d3 535 @tab Used in Quake III, Jedi Knight 2, other computer games.
dd2d651d 536@item IMC (Intel Music Coder) @tab @tab X
9510f59a 537@item Interplay DPCM @tab @tab X
d698c5d3 538 @tab Used in various Interplay computer games.
dd2d651d
DB
539@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
540@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
dd2d651d 541@item MLP(Meridian Lossless Packing)/TrueHD @tab @tab X
d698c5d3 542 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 543@item Monkey's Audio @tab @tab X
d698c5d3 544 @tab Only versions 3.97-3.99 are supported.
dd2d651d
DB
545@item MP1 (MPEG audio layer 1) @tab @tab IX
546@item MP2 (MPEG audio layer 2) @tab IX @tab IX
547@item MP3 (MPEG audio layer 3) @tab E @tab IX
548 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
dd2d651d
DB
549@item Musepack SV7 @tab @tab X
550@item Musepack SV8 @tab @tab X
641992de 551@item Nellymoser Asao @tab X @tab X
641992de
DB
552@item PCM A-law @tab X @tab X
553@item PCM mu-law @tab X @tab X
554@item PCM 16-bit little-endian planar @tab @tab X
555@item PCM 32-bit floating point big-endian @tab X @tab X
556@item PCM 32-bit floating point little-endian @tab X @tab X
557@item PCM 64-bit floating point big-endian @tab X @tab X
558@item PCM 64-bit floating point little-endian @tab X @tab X
559@item PCM D-Cinema audio signed 24-bit @tab X @tab X
560@item PCM signed 8-bit @tab X @tab X
561@item PCM signed 16-bit big-endian @tab X @tab X
562@item PCM signed 16-bit little-endian @tab X @tab X
563@item PCM signed 24-bit big-endian @tab X @tab X
564@item PCM signed 24-bit little-endian @tab X @tab X
565@item PCM signed 32-bit big-endian @tab X @tab X
566@item PCM signed 32-bit little-endian @tab X @tab X
567@item PCM unsigned 8-bit @tab X @tab X
568@item PCM unsigned 16-bit big-endian @tab X @tab X
569@item PCM unsigned 16-bit little-endian @tab X @tab X
570@item PCM unsigned 24-bit big-endian @tab X @tab X
571@item PCM unsigned 24-bit little-endian @tab X @tab X
572@item PCM unsigned 32-bit big-endian @tab X @tab X
573@item PCM unsigned 32-bit little-endian @tab X @tab X
574@item PCM Zork @tab X @tab X
73b458e3 575@item QCELP / PureVoice @tab @tab X
a1c5b6ec 576@item QDesign Music Codec 2 @tab @tab X
d698c5d3 577 @tab There are still some distortions.
a1c5b6ec 578@item RealAudio 1.0 (14.4K) @tab @tab X
d698c5d3 579 @tab Real 14400 bit/s codec
a1c5b6ec 580@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 581 @tab Real 28800 bit/s codec
a1c5b6ec 582@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 583 @tab Real low bitrate AC-3 codec
bac4c85c 584@item Shorten @tab @tab X
16d81b27 585@item Sierra Online DPCM @tab @tab X
d698c5d3 586 @tab Used in Sierra Online game audio files.
68dddf53
JR
587@item Sierra VMD audio @tab @tab X
588 @tab Used in Sierra VMD files.
bac4c85c 589@item Smacker audio @tab @tab X
9510f59a 590@item Sol DPCM @tab @tab X
e6fa1ca5
JR
591@item Sonic @tab X @tab X
592 @tab experimental codec
593@item Sonic lossless @tab X @tab X
594 @tab experimental codec
82ced5a9 595@item Speex @tab @tab E
360f980b 596 @tab supported through external library libspeex
16d81b27 597@item True Audio (TTA) @tab @tab X
dd2d651d
DB
598@item Vorbis @tab E @tab X
599 @ A native but very primitive encoder exists.
bac4c85c 600@item WavPack @tab @tab X
eacf8613
JR
601@item Westwood Audio (SND1) @tab @tab X
602@item Windows Media Audio 1 @tab X @tab X
603@item Windows Media Audio 2 @tab X @tab X
16d81b27 604@item Xan DPCM @tab @tab X
d698c5d3 605 @tab Used in Origin's Wing Commander IV AVI files.
d0e1cd3d
DB
606@end multitable
607
608@code{X} means that encoding (resp. decoding) is supported.
609
82ced5a9
DB
610@code{E} means that support is provided through an external library.
611
d0e1cd3d
DB
612@code{I} means that an integer-only version is available, too (ensures high
613performance on systems without hardware floating point support).
614
bd3151f2
DB
615@section Subtitle Formats
616
485ec4f1 617@multitable @columnfractions .4 .1 .1 .1 .1 .1
9afc2917 618@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
913c3e2c 619@item SSA/ASS @tab X @tab X
9afc2917
DB
620@item DVB @tab X @tab X @tab X @tab X
621@item DVD @tab X @tab X @tab X @tab X
622@item XSUB @tab @tab @tab @tab X
bd3151f2
DB
623@end multitable
624
625@code{X} means that the feature is supported.
626
fbd52050
DB
627@section Network Protocols
628
629@multitable @columnfractions .4 .1 .1 .1 .1 .1
630@item Name @tab Support
631@item file @tab X
632@item Gopher @tab X
633@item HTTP @tab X
634@item pipe @tab X
635@item RTP @tab X
636@item TCP @tab X
637@item UDP @tab X
638@end multitable
639
640@code{X} means that the protocol is supported.
641
642
d0e1cd3d
DB
643@chapter Platform Specific information
644
645@section BSD
646
647BSD make will not build FFmpeg, you need to install and use GNU Make
648(@file{gmake}).
649
650@section Windows
651
46a845d0 652To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 653the FFmpeg Windows Help Forum at
ab5ce4ae 654@url{http://ffmpeg.arrozcru.org/}.
d0e1cd3d
DB
655
656@subsection Native Windows compilation
657
c1989552 658FFmpeg can be built to run natively on Windows using the MinGW tools. Install
126cadc7
RP
659the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
660You can find detailed installation
d0e1cd3d
DB
661instructions in the download section and the FAQ.
662
126cadc7
RP
663FFmpeg does not build out-of-the-box with the packages the automated MinGW
664installer provides. It also requires coreutils to be installed and many other
665packages updated to the latest version. The minimum version for some packages
666are listed below:
667
668@itemize
669@item bash 3.1
670@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 671@item w32api 3.13
126cadc7
RP
672@item mingw-runtime 3.15
673@end itemize
674
0f898714
DB
675You will also need to pass @code{-fno-common} to the compiler to work around
676a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
677
c1989552 678Within the MSYS shell, configure and make with:
d0e1cd3d 679
c1989552 680@example
0f898714 681./configure --enable-memalign-hack --extra-cflags=-fno-common
c1989552
RP
682make
683make install
684@end example
d0e1cd3d 685
c1989552
RP
686This will install @file{ffmpeg.exe} along with many other development files
687to @file{/usr/local}. You may specify another install path using the
688@code{--prefix} option in @file{configure}.
d0e1cd3d 689
c1989552 690Notes:
d0e1cd3d 691
c1989552 692@itemize
d0e1cd3d 693
c1989552
RP
694@item In order to compile vhooks, you must have a POSIX-compliant libdl in
695your MinGW system. Get dlfcn-win32 from
696@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 697
c1989552
RP
698@item In order to compile FFplay, you must have the MinGW development library
699of SDL. Get it from @url{http://www.libsdl.org}.
700Edit the @file{bin/sdl-config} script so that it points to the correct prefix
701where SDL was installed. Verify that @file{sdl-config} can be launched from
702the MSYS command line.
d0e1cd3d 703
d0e1cd3d 704@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 705you can build libavutil, libavcodec and libavformat as DLLs.
d0e1cd3d
DB
706
707@end itemize
708
c1989552 709@subsection Microsoft Visual C++ compatibility
d0e1cd3d 710
c1989552
RP
711As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
712want to use the libav* libraries in your own applications, you can still
713compile those applications using MSVC++. But the libav* libraries you link
714to @emph{must} be built with MinGW. However, you will not be able to debug
715inside the libav* libraries, since MSVC++ does not recognize the debug
716symbols generated by GCC.
717We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 718
c1989552
RP
719This description of how to use the FFmpeg libraries with MSVC++ is based on
720Microsoft Visual C++ 2005 Express Edition. If you have a different version,
721you might have to modify the procedures slightly.
d0e1cd3d 722
c1989552 723@subsubsection Using static libraries
d0e1cd3d 724
c1989552 725Assuming you have just built and installed FFmpeg in @file{/usr/local}.
d0e1cd3d
DB
726
727@enumerate
728
729@item Create a new console application ("File / New / Project") and then
730select "Win32 Console Application". On the appropriate page of the
731Application Wizard, uncheck the "Precompiled headers" option.
732
733@item Write the source code for your application, or, for testing, just
734copy the code from an existing sample application into the source file
c1989552
RP
735that MSVC++ has already created for you. For example, you can copy
736@file{output_example.c} from the FFmpeg distribution.
d0e1cd3d
DB
737
738@item Open the "Project / Properties" dialog box. In the "Configuration"
739combo box, select "All Configurations" so that the changes you make will
740affect both debug and release builds. In the tree view on the left hand
741side, select "C/C++ / General", then edit the "Additional Include
c1989552
RP
742Directories" setting to contain the path where the FFmpeg includes were
743installed (i.e. @file{c:\msys\1.0\local\include}).
f010d377
RP
744Do not add MinGW's include directory here, or the include files will
745conflict with MSVC's.
c1989552
RP
746
747@item Still in the "Project / Properties" dialog box, select
748"Linker / General" from the tree view and edit the
749"Additional Library Directories" setting to contain the @file{lib}
750directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
751the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
752and the directory where MinGW's GCC libs are installed
753(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
754"Linker / Input" from the tree view, and add the files @file{libavformat.a},
755@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
756@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
757to the end of "Additional Dependencies".
d0e1cd3d
DB
758
759@item Now, select "C/C++ / Code Generation" from the tree view. Select
760"Debug" in the "Configuration" combo box. Make sure that "Runtime
761Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
762the "Configuration" combo box and make sure that "Runtime Library" is
763set to "Multi-threaded DLL".
764
c1989552
RP
765@item Click "OK" to close the "Project / Properties" dialog box.
766
767@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
768Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
769and install it in MSVC++'s include directory
770(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
771
772@item MSVC++ also does not understand the @code{inline} keyword used by
773FFmpeg, so you must add this line before @code{#include}ing libav*:
774@example
775#define inline _inline
776@end example
777
c1989552
RP
778@item Build your application, everything should work.
779
780@end enumerate
781
782@subsubsection Using shared libraries
783
784This is how to create DLL and LIB files that are compatible with MSVC++:
785
786@enumerate
787
788@item Add a call to @file{vcvars32.bat} (which sets up the environment
789variables for the Visual C++ tools) as the first line of @file{msys.bat}.
790The standard location for @file{vcvars32.bat} is
791@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
792and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
793If this corresponds to your setup, add the following line as the first line
794of @file{msys.bat}:
795
796@example
797call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
798@end example
799
800Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
801and run @file{c:\msys\1.0\msys.bat} from there.
802
803@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
804from @file{Microsoft (R) Library Manager}, this means your environment
805variables are set up correctly, the @file{Microsoft (R) Library Manager}
806is on the path and will be used by FFmpeg to create
807MSVC++-compatible import libraries.
808
809@item Build FFmpeg with
810
811@example
812./configure --enable-shared --enable-memalign-hack
813make
814make install
815@end example
816
817Your install path (@file{/usr/local/} by default) should now have the
818necessary DLL and LIB files under the @file{bin} directory.
d0e1cd3d
DB
819
820@end enumerate
821
c1989552
RP
822To use those files with MSVC++, do the same as you would do with
823the static libraries, as described above. But in Step 4,
824you should only need to add the directory where the LIB files are installed
825(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
826installed in the @file{bin} directory. And instead of adding @file{libxx.a}
827files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
828@file{avutil.lib}. There should be no need for @file{libmingwex.a},
829@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
830statically linked into the DLLs. The @file{bin} directory contains a bunch
831of DLL files, but the ones that are actually used to run your application
832are the ones with a major version number in their filenames
833(i.e. @file{avcodec-51.dll}).
834
d0e1cd3d
DB
835@subsection Cross compilation for Windows with Linux
836
837You must use the MinGW cross compilation tools available at
838@url{http://www.mingw.org/}.
839
840Then configure FFmpeg with the following options:
841@example
842./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
843@end example
844(you can change the cross-prefix according to the prefix chosen for the
845MinGW tools).
846
847Then you can easily test FFmpeg with Wine
848(@url{http://www.winehq.com/}).
849
850@subsection Compilation under Cygwin
851
8484503e
VP
852The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
853does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
854or leverage the implementation in MinGW (as explained below).
d0e1cd3d
DB
855
856Just install your Cygwin with all the "Base" packages, plus the
857following "Devel" ones:
858@example
f496ab12 859binutils, gcc-core, make, subversion, mingw-runtime, diffutils
d0e1cd3d
DB
860@end example
861
666a1b34
VP
862The experimental gcc4 package is still buggy, hence please
863use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
864
8484503e
VP
865Install the current binutils-20080624-2 as they work fine (the old
866binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 867
29c3d42b
VP
868Then create a small library that just contains llrint():
869
870@example
871ar x /usr/lib/mingw/libmingwex.a llrint.o
872ar cq /usr/local/lib/libllrint.a llrint.o
873@end example
874
d0e1cd3d
DB
875Then run
876
877@example
29c3d42b 878./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
879@end example
880
881to make a static build or
882
883@example
29c3d42b 884./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
d0e1cd3d
DB
885@end example
886
887to build shared libraries.
888
889If you want to build FFmpeg with additional libraries, download Cygwin
5dd9799d
VP
890"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
891@example
892libogg-devel, libvorbis-devel
893@end example
894
895These library packages are only available from Cygwin Ports
be8497b0 896(@url{http://sourceware.org/cygwinports/}) :
5dd9799d
VP
897
898@example
899yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
900libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
901libxvidcore-devel
902@end example
903
904The recommendation for libnut and x264 is to build them from source by
905yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 906
cdf51395
VP
907Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
908of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
909
d0e1cd3d
DB
910@subsection Crosscompilation for Windows under Cygwin
911
912With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
913
914Just install your Cygwin as explained before, plus these additional
915"Devel" packages:
916@example
917gcc-mingw-core, mingw-runtime, mingw-zlib
918@end example
919
920and add some special flags to your configure invocation.
921
922For a static build run
923@example
924./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
925@end example
926
927and for a build with shared libraries
928@example
929./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
930@end example
931
932@section BeOS
933
5f757b85 934BeOS support is broken in mysterious ways.
d0e1cd3d 935
25b92a79
DY
936@section OS/2
937
938For information about compiling FFmpeg on OS/2 see
939@url{http://www.edm2.com/index.php/FFmpeg}.
940
d0e1cd3d
DB
941@chapter Developers Guide
942
943@section API
944@itemize @bullet
945@item libavcodec is the library containing the codecs (both encoding and
946decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
947
948@item libavformat is the library containing the file format handling (mux and
949demux code for several formats). Look at @file{ffplay.c} to use it in a
950player. See @file{output_example.c} to use it to generate audio or video
951streams.
952
953@end itemize
954
955@section Integrating libavcodec or libavformat in your program
956
957You can integrate all the source code of the libraries to link them
958statically to avoid any version problem. All you need is to provide a
959'config.mak' and a 'config.h' in the parent directory. See the defines
960generated by ./configure to understand what is needed.
961
962You can use libavcodec or libavformat in your commercial program, but
963@emph{any patch you make must be published}. The best way to proceed is
964to send your patches to the FFmpeg mailing list.
965
966@node Coding Rules
967@section Coding Rules
968
969FFmpeg is programmed in the ISO C90 language with a few additional
970features from ISO C99, namely:
971@itemize @bullet
972@item
973the @samp{inline} keyword;
974@item
975@samp{//} comments;
976@item
977designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
978@item
979compound literals (@samp{x = (struct s) @{ 17, 23 @};})
980@end itemize
981
982These features are supported by all compilers we care about, so we will not
983accept patches to remove their use unless they absolutely do not impair
984clarity and performance.
985
986All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
987compiles with several other compilers, such as the Compaq ccc compiler
988or Sun Studio 9, and we would like to keep it that way unless it would
989be exceedingly involved. To ensure compatibility, please do not use any
990additional C99 features or GCC extensions. Especially watch out for:
991@itemize @bullet
992@item
993mixing statements and declarations;
994@item
995@samp{long long} (use @samp{int64_t} instead);
996@item
997@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
998@item
999GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1000@end itemize
1001
1002Indent size is 4.
1003The presentation is the one specified by 'indent -i4 -kr -nut'.
1004The TAB character is forbidden outside of Makefiles as is any
1005form of trailing whitespace. Commits containing either will be
1006rejected by the Subversion repository.
1007
1008The main priority in FFmpeg is simplicity and small code size in order to
1009minimize the bug count.
1010
1011Comments: Use the JavaDoc/Doxygen
1012format (see examples below) so that code documentation
1013can be generated automatically. All nontrivial functions should have a comment
1014above them explaining what the function does, even if it is just one sentence.
1015All structures and their member variables should be documented, too.
1016@example
1017/**
1018 * @@file mpeg.c
1019 * MPEG codec.
1020 * @@author ...
1021 */
1022
1023/**
1024 * Summary sentence.
1025 * more text ...
1026 * ...
1027 */
1028typedef struct Foobar@{
1029 int var1; /**< var1 description */
1030 int var2; ///< var2 description
1031 /** var3 description */
1032 int var3;
1033@} Foobar;
1034
1035/**
1036 * Summary sentence.
1037 * more text ...
1038 * ...
1039 * @@param my_parameter description of my_parameter
1040 * @@return return value description
1041 */
1042int myfunc(int my_parameter)
1043...
1044@end example
1045
1046fprintf and printf are forbidden in libavformat and libavcodec,
1047please use av_log() instead.
1048
1049Casts should be used only when necessary. Unneeded parentheses
1050should also be avoided if they don't make the code easier to understand.
1051
1052@section Development Policy
1053
1054@enumerate
1055@item
1056 Contributions should be licensed under the LGPL 2.1, including an
1057 "or any later version" clause, or the MIT license. GPL 2 including
1058 an "or any later version" clause is also acceptable, but LGPL is
1059 preferred.
1060@item
1061 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1062 enabled code which breaks compilation or compiles but does not work or
1063 breaks the regression tests)
1064 You can commit unfinished stuff (for testing etc), but it must be disabled
1065 (#ifdef etc) by default so it does not interfere with other developers'
1066 work.
1067@item
1068 You do not have to over-test things. If it works for you, and you think it
1069 should work for others, then commit. If your code has problems
1070 (portability, triggers compiler bugs, unusual environment etc) they will be
1071 reported and eventually fixed.
1072@item
1073 Do not commit unrelated changes together, split them into self-contained
1074 pieces. Also do not forget that if part B depends on part A, but A does not
1075 depend on B, then A can and should be committed first and separate from B.
1076 Keeping changes well split into self-contained parts makes reviewing and
1077 understanding them on the commit log mailing list easier. This also helps
1078 in case of debugging later on.
1079 Also if you have doubts about splitting or not splitting, do not hesitate to
1080 ask/discuss it on the developer mailing list.
1081@item
1082 Do not change behavior of the program (renaming options etc) without
1083 first discussing it on the ffmpeg-devel mailing list. Do not remove
1084 functionality from the code. Just improve!
1085
1086 Note: Redundant code can be removed.
1087@item
1088 Do not commit changes to the build system (Makefiles, configure script)
1089 which change behavior, defaults etc, without asking first. The same
1090 applies to compiler warning fixes, trivial looking fixes and to code
1091 maintained by other developers. We usually have a reason for doing things
1092 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1093 list, and if the code maintainers say OK, you may commit. This does not
1094 apply to files you wrote and/or maintain.
1095@item
1096 We refuse source indentation and other cosmetic changes if they are mixed
1097 with functional changes, such commits will be rejected and removed. Every
1098 developer has his own indentation style, you should not change it. Of course
1099 if you (re)write something, you can use your own style, even though we would
1100 prefer if the indentation throughout FFmpeg was consistent (Many projects
1101 force a given indentation style - we do not.). If you really need to make
1102 indentation changes (try to avoid this), separate them strictly from real
1103 changes.
1104
1105 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1106 then either do NOT change the indentation of the inner part within (do not
1107 move it to the right)! or do so in a separate commit
1108@item
1109 Always fill out the commit log message. Describe in a few lines what you
1110 changed and why. You can refer to mailing list postings if you fix a
1111 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1112@item
1113 If you apply a patch by someone else, include the name and email address in
1114 the log message. Since the ffmpeg-cvslog mailing list is publicly
1115 archived you should add some SPAM protection to the email address. Send an
1116 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1117 you applied the patch.
1118@item
1119 When applying patches that have been discussed (at length) on the mailing
1120 list, reference the thread in the log message.
1121@item
1122 Do NOT commit to code actively maintained by others without permission.
1123 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1124 timeframe (12h for build failures and security fixes, 3 days small changes,
1125 1 week for big patches) then commit your patch if you think it is OK.
1126 Also note, the maintainer can simply ask for more time to review!
1127@item
1128 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1129 are sent there and reviewed by all the other developers. Bugs and possible
1130 improvements or general questions regarding commits are discussed there. We
1131 expect you to react if problems with your code are uncovered.
1132@item
1133 Update the documentation if you change behavior or add features. If you are
1134 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1135 maintainer(s) will review and commit your stuff.
1136@item
1137 Try to keep important discussions and requests (also) on the public
1138 developer mailing list, so that all developers can benefit from them.
1139@item
1140 Never write to unallocated memory, never write over the end of arrays,
1141 always check values read from some untrusted source before using them
1142 as array index or other risky things.
1143@item
1144 Remember to check if you need to bump versions for the specific libav
1145 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 1146 to change the version integer.
d0e1cd3d
DB
1147 Incrementing the first component means no backward compatibility to
1148 previous versions (e.g. removal of a function from the public API).
1149 Incrementing the second component means backward compatible change
b98052d5
PR
1150 (e.g. addition of a function to the public API or extension of an
1151 existing data structure).
d0e1cd3d
DB
1152 Incrementing the third component means a noteworthy binary compatible
1153 change (e.g. encoder bug fix that matters for the decoder).
1154@item
53407b64 1155 Compiler warnings indicate potential bugs or code with bad style. If a type of
9908c1a8
DB
1156 warning always points to correct and clean code, that warning should
1157 be disabled, not the code changed.
1158 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 1159 If it is a bug, the bug has to be fixed. If it is not, the code should
9908c1a8
DB
1160 be changed to not generate a warning unless that causes a slowdown
1161 or obfuscates the code.
d0e1cd3d
DB
1162@item
1163 If you add a new file, give it a proper license header. Do not copy and
1164 paste it from a random place, use an existing file as template.
1165@end enumerate
1166
1167We think our rules are not too hard. If you have comments, contact us.
1168
1169Note, these rules are mostly borrowed from the MPlayer project.
1170
1171@section Submitting patches
1172
1173First, (@pxref{Coding Rules}) above if you did not yet.
1174
1175When you submit your patch, try to send a unified diff (diff '-up'
1176option). We cannot read other diffs :-)
1177
1178Also please do not submit a patch which contains several unrelated changes.
1179Split it into separate, self-contained pieces. This does not mean splitting
1180file by file. Instead, make the patch as small as possible while still
1181keeping it as a logical unit that contains an individual change, even
1182if it spans multiple files. This makes reviewing your patches much easier
1183for us and greatly increases your chances of getting your patch applied.
1184
1185Run the regression tests before submitting a patch so that you can
1186verify that there are no big problems.
1187
1188Patches should be posted as base64 encoded attachments (or any other
1189encoding which ensures that the patch will not be trashed during
1190transmission) to the ffmpeg-devel mailing list, see
1191@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1192
1193It also helps quite a bit if you tell us what the patch does (for example
1194'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1195and has no lrint()')
1196
1197Also please if you send several patches, send each patch as a separate mail,
1198do not attach several unrelated patches to the same mail.
1199
28ce1839
RP
1200@section New codecs or formats checklist
1201
1202@enumerate
1203@item
1204 Did you use av_cold for codec initialization and close functions?
1205@item
1206 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1207 AVInputFormat/AVOutputFormat struct?
1208@item
1209 Did you bump the minor version number in @file{avcodec.h} or
1210 @file{avformat.h}?
1211@item
1212 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1213@item
1214 Did you add the CodecID to @file{avcodec.h}?
1215@item
1216 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1217 even if it is only a decoder?
1218@item
1219 Did you add a rule to compile the appropriate files in the Makefile?
1220 Remember to do this even if you're just adding a format to a file that is
1221 already being compiled by some other rule, like a raw demuxer.
1222@item
1223 Did you add an entry to the table of supported formats or codecs in the
1224 documentation?
1225@item
1226 Did you add an entry in the Changelog?
1227@item
1228 If it depends on a parser or a library, did you add that dependency in
1229 configure?
1230@item
1231 Did you "svn add" the appropriate files before commiting?
1232@end enumerate
1233
d0e1cd3d
DB
1234@section patch submission checklist
1235
1236@enumerate
1237@item
1238 Do the regression tests pass with the patch applied?
1239@item
2cdba8bf
DB
1240 Does @code{make checkheaders} pass with the patch applied?
1241@item
d0e1cd3d
DB
1242 Is the patch a unified diff?
1243@item
1244 Is the patch against latest FFmpeg SVN?
1245@item
1246 Are you subscribed to ffmpeg-dev?
1247 (the list is subscribers only due to spam)
1248@item
1249 Have you checked that the changes are minimal, so that the same cannot be
1250 achieved with a smaller patch and/or simpler final code?
1251@item
1252 If the change is to speed critical code, did you benchmark it?
1253@item
1254 If you did any benchmarks, did you provide them in the mail?
1255@item
1256 Have you checked that the patch does not introduce buffer overflows or
1257 other security issues?
1258@item
63d247ea
DB
1259 Did you test your decoder or demuxer against damaged data? If no, see
1260 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1261 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1262@item
d0e1cd3d
DB
1263 Is the patch created from the root of the source tree, so it can be
1264 applied with @code{patch -p0}?
1265@item
1266 Does the patch not mix functional and cosmetic changes?
1267@item
1268 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1269@item
1270 Is the patch attached to the email you send?
1271@item
1272 Is the mime type of the patch correct? It should be text/x-diff or
1273 text/x-patch or at least text/plain and not application/octet-stream.
1274@item
1275 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1276@item
1277 If the patch fixes a bug, did you provide enough information, including
1278 a sample, so the bug can be reproduced and the fix can be verified?
1279 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1280 URL, you can upload to ftp://upload.ffmpeg.org
d0e1cd3d
DB
1281@item
1282 Did you provide a verbose summary about what the patch does change?
1283@item
1284 Did you provide a verbose explanation why it changes things like it does?
1285@item
1286 Did you provide a verbose summary of the user visible advantages and
1287 disadvantages if the patch is applied?
1288@item
1289 Did you provide an example so we can verify the new feature added by the
1290 patch easily?
1291@item
1292 If you added a new file, did you insert a license header? It should be
1293 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1294@item
1295 You should maintain alphabetical order in alphabetically ordered lists as
1296 long as doing so does not break API/ABI compatibility.
1297@item
1298 Lines with similar content should be aligned vertically when doing so
1299 improves readability.
1300@item
1301 Did you provide a suggestion for a clear commit log message?
1302@end enumerate
1303
1304@section Patch review process
1305
1306All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1307clear note that the patch is not for SVN.
1308Reviews and comments will be posted as replies to the patch on the
1309mailing list. The patch submitter then has to take care of every comment,
1310that can be by resubmitting a changed patch or by discussion. Resubmitted
1311patches will themselves be reviewed like any other patch. If at some point
1312a patch passes review with no comments then it is approved, that can for
1313simple and small patches happen immediately while large patches will generally
1314have to be changed and reviewed many times before they are approved.
1315After a patch is approved it will be committed to the repository.
1316
1317We will review all submitted patches, but sometimes we are quite busy so
1318especially for large patches this can take several weeks.
1319
1320When resubmitting patches, please do not make any significant changes
1321not related to the comments received during review. Such patches will
1322be rejected. Instead, submit significant changes or new features as
1323separate patches.
1324
1325@section Regression tests
1326
1327Before submitting a patch (or committing to the repository), you should at least
1328test that you did not break anything.
1329
1330The regression tests build a synthetic video stream and a synthetic
1331audio stream. These are then encoded and decoded with all codecs or
1332formats. The CRC (or MD5) of each generated file is recorded in a
1333result file. A 'diff' is launched to compare the reference results and
1334the result file.
1335
1336The regression tests then go on to test the FFserver code with a
1337limited set of streams. It is important that this step runs correctly
1338as well.
1339
1340Run 'make test' to test all the codecs and formats.
1341
1342Run 'make fulltest' to test all the codecs, formats and FFserver.
1343
1344[Of course, some patches may change the results of the regression tests. In
1345this case, the reference results of the regression tests shall be modified
1346accordingly].
1347
1348@bye