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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section AMR
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AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
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use of the AMR wideband (floating-point mode) and the AMR narrowband
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(floating-point mode) reference decoders and encoders.
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Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libamr-nb} and/or
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@code{--enable-libamr-wb} to configure to enable the libraries.
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Note that libamr is copyrighted without any sort of license grant. This means
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that you can use it if you legally obtained it but you are not allowed to
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redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
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you create are non-free and unredistributable!}
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} option to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item FLV                       @tab X @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Cinematic              @tab   @tab X
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    @tab Used in Quake II.
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab
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@item MP3                       @tab X @tab
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@item MPEG audio                @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab   @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item RTP                       @tab   @tab X
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@item RTSP                      @tab   @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item SUN AU format             @tab X @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PCX          @tab   @tab X
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    @tab PC Paintbrush
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@item PGM, PPM     @tab X @tab X
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item RAS          @tab   @tab X
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    @tab Sun Rasterfile
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Targa        @tab   @tab X
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    @tab Targa (.TGA) image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Video               @tab     @tab  X
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    @tab Used in certain computer games.
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV                    @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item Apple Animation        @tab  X  @tab  X
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    @tab fourcc: 'rle '
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@item Apple Graphics         @tab     @tab  X
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    @tab fourcc: 'smc '
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Apple Video            @tab     @tab  X
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    @tab fourcc: rpza
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVID DNxHD             @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item AVS video              @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Bethsoft VID           @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item Cin video              @tab     @tab  X
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    @tab Codec used in Delphine Software games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV           @tab     @tab  X
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    @tab fourcc: CYUV
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Duck TrueMotion v1     @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion v2     @tab     @tab  X
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    @tab fourcc: TM20
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@item DV                     @tab  X  @tab  X
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@item DXA Video              @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV    @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts TGV    @tab     @tab  X
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@item Electronic Arts TGQ    @tab     @tab  X
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@item Electronic Arts TQI    @tab     @tab  X
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@item FFmpeg Video 1         @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video     @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item FLIC video             @tab     @tab  X
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@item FLV                    @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps FPS1             @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263(+)               @tab  X  @tab  X
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    @tab also known as RealVideo 1.0
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@item H.264                  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item HuffYUV                @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ                 @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Indeo 3          @tab     @tab  X
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@item Interplay Video        @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item JPEG-LS                @tab  X  @tab  X
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    @tab fourcc: MJLS, lossless and near-lossless is supported.
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@item KMVC                   @tab     @tab  X
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    @tab Codec used in Worms games.
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video-1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG                  @tab  X  @tab  X
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@item Motion Pixels Video    @tab     @tab  X
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@item MPEG-1                 @tab  X  @tab  X
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@item MPEG-2                 @tab  X  @tab  X
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@item MPEG-4                 @tab  X  @tab  X
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@item MSMPEG4 V1             @tab  X  @tab  X
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@item MSMPEG4 V2             @tab  X  @tab  X
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@item MSMPEG4 V3             @tab  X  @tab  X
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@item MSZH                   @tab     @tab  X
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    @tab Part of LCL
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item QPEG                   @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item RealVideo 1.0          @tab  X  @tab  X
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@item RealVideo 2.0          @tab  X  @tab  X
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@item RealVideo 3.0          @tab     @tab  X
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    @tab still far from ideal
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@item RealVideo 4.0          @tab     @tab  X
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@item Renderware TXD         @tab     @tab  X
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    @tab Texture dictionaries used by the Renderware Engine.
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@item RTjpeg                 @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item Smacker video          @tab     @tab  X
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    @tab Video encoding used in Smacker.
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@item Snow                   @tab  X  @tab  X
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    @tab experimental wavelet codec (fourcc: SNOW)
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@item Sony PlayStation MDEC  @tab     @tab  X
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@item Sorenson Video 1       @tab  X  @tab  X
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    @tab fourcc: SVQ1
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@item Sorenson Video 3       @tab     @tab  X
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    @tab fourcc: SVQ3
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@item Sunplus MJPEG          @tab     @tab  X
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    @tab fourcc: SP5X
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@item TechSmith Camtasia     @tab     @tab  X
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    @tab fourcc: TSCC
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@item Theora                 @tab  E  @tab  X
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    @tab encoding supported through external library libtheora
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@item THP                    @tab     @tab  X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Seq video      @tab     @tab  X
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    @tab Codec used in DOS CD-ROM FlashBack game.
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@item VC-1                   @tab     @tab  X
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@item VMD Video              @tab     @tab  X
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    @tab Used in Sierra VMD files.
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@item VMware Video           @tab     @tab  X
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    @tab Codec used in videos captured by VMware.
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@item Westwood VQA           @tab     @tab  X
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@item Winnov WNV1            @tab     @tab  X
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@item WMV7                   @tab  X  @tab  X
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@item WMV8                   @tab  X  @tab  X
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@item WMV9                   @tab     @tab  X
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    @tab not completely working
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@item Xan/WC3                @tab     @tab  X
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    @tab Used in Wing Commander III .MVE files.
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@item YAMAHA SMAF            @tab  X  @tab  X
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@item ZLIB                   @tab  X  @tab  X
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    @tab part of LCL, encoder experimental
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@item ZMBV                   @tab   X @tab  X
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    @tab Encoder works only in PAL8.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Audio Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X IMA ADPCM           @tab     @tab  X
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@item 8SVX audio             @tab     @tab  X
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@item AAC                    @tab  E  @tab  X
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    @tab encoding supported through external library libfaac
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@item AC-3                   @tab IX  @tab IX
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@item AMR-NB                 @tab  E  @tab  E
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    @tab supported through external library libamrnb
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@item AMR-WB                 @tab  E  @tab  E
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    @tab supported through external library libamrwb
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@item AMV IMA ADPCM          @tab     @tab  X
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    @tab Used in AMV files
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@item Apple lossless audio   @tab  X  @tab  X
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    @tab QuickTime fourcc 'alac'
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@item Apple MACE 3           @tab     @tab  X
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@item Apple MACE 6           @tab     @tab  X
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@item ATRAC 3                @tab     @tab  X
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@item CD-ROM XA ADPCM        @tab     @tab  X
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@item Cin audio              @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Creative ADPCM         @tab     @tab  X
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    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
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@item CRI ADX ADPCM          @tab  X  @tab  X
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    @tab Used in Sega Dreamcast games.
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@item DSP Group TrueSpeech   @tab     @tab  X
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@item DTS Coherent Audio     @tab     @tab  X
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@item Duck DK3 IMA ADPCM     @tab     @tab  X
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    @tab Used in some Sega Saturn console games.
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@item Duck DK4 IMA ADPCM     @tab     @tab  X
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    @tab Used in some Sega Saturn console games.
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@item DV audio               @tab     @tab  X
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@item Electronic Arts ADPCM  @tab     @tab  X
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    @tab Used in various EA titles.
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@item Enhanced AC-3          @tab     @tab  X
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@item FLAC lossless audio    @tab IX  @tab  X
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@item G.726  ADPCM           @tab  X  @tab  X
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@item GSM                    @tab  E  @tab  E
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    @tab supported through external library libgsm
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@item GSM_MS                 @tab  E  @tab  E
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    @tab supported through external library libgsm
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@item id RoQ DPCM            @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Music Coder      @tab     @tab  X
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@item Interplay MVE DPCM     @tab     @tab  X
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    @tab Used in various Interplay computer games.
484 055dc116 Stefan Gehrer
@item ISS IMA ADPCM          @tab     @tab  X
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    @tab Used in FunCom games.
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@item MAXIS EA ADPCM         @tab     @tab  X
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    @tab Used in Sim City 3000.
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@item Microsoft ADPCM        @tab  X  @tab  X
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@item MLP/TrueHD             @tab     @tab  X
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    @tab Used in DVD-Audio and Blu-Ray discs.
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@item Monkey's Audio         @tab     @tab  X
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    @tab Only versions 3.97-3.99 are supported.
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@item MPEG audio layer 3     @tab  E  @tab IX
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    @tab encoding supported through external library LAME
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@item MPEG audio layer 2     @tab IX  @tab IX
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@item MS IMA ADPCM           @tab  X  @tab  X
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@item Musepack               @tab     @tab  X
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    @tab SV7 and SV8 are supported.
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@item Nellymoser ASAO        @tab  X  @tab  X
500 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
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@item Qdesign QDM2           @tab     @tab  X
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    @tab There are still some distortions.
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@item QT IMA ADPCM           @tab  X  @tab  X
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@item RA144                  @tab     @tab  X
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    @tab Real 14400 bit/s codec
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@item RA288                  @tab     @tab  X
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    @tab Real 28800 bit/s codec
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@item RADnet                 @tab IX  @tab IX
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    @tab Real low bitrate AC-3 codec
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@item Real COOK              @tab     @tab  X
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    @tab All versions except 5.1 are supported.
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@item Shorten                @tab     @tab  X
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@item Sierra Online DPCM     @tab     @tab  X
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    @tab Used in Sierra Online game audio files.
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@item Smacker audio          @tab     @tab  X
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@item SMJPEG IMA ADPCM       @tab     @tab  X
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    @tab Used in certain Loki game ports.
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@item Sonic                  @tab  X  @tab  X
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    @tab experimental codec
520
@item Sonic lossless         @tab  X  @tab  X
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    @tab experimental codec
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@item Speex                  @tab     @tab  E
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    @tab supported through external library libspeex
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@item THP ADPCM              @tab     @tab  X
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    @tab Used on the Nintendo GameCube.
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@item True Audio (TTA)       @tab     @tab  X
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@item Vorbis                 @tab  X  @tab  X
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@item WavPack                @tab     @tab  X
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@item Westwood Studios IMA ADPCM @tab     @tab  X
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    @tab Used in Westwood Studios games like Command and Conquer.
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@item WMA v1/v2              @tab  X  @tab  X
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@item Xan DPCM               @tab     @tab  X
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    @tab Used in Origin's Wing Commander IV AVI files.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@code{I} means that an integer-only version is available, too (ensures high
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performance on systems without hardware floating point support).
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@section Subtitle Formats
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545 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .1 .1 .1
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@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
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@item SSA/ASS      @tab X @tab X
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@item DVB          @tab X @tab X @tab X @tab X
549
@item DVD          @tab X @tab X @tab X @tab X
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@item XSUB         @tab   @tab   @tab   @tab X
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@end multitable
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@code{X} means that the feature is supported.
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@section Network Protocols
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557
@multitable @columnfractions .4 .1 .1 .1 .1 .1
558
@item Name         @tab Support
559
@item file         @tab X
560
@item Gopher       @tab X
561
@item HTTP         @tab X
562
@item pipe         @tab X
563
@item RTP          @tab X
564
@item TCP          @tab X
565
@item UDP          @tab X
566
@end multitable
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@code{X} means that the protocol is supported.
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@chapter Platform Specific information
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@section BSD
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BSD make will not build FFmpeg, you need to install and use GNU Make
576
(@file{gmake}).
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@section Windows
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To get help and instructions for building FFmpeg under Windows, check out
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the FFmpeg Windows Help Forum at
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@url{http://ffmpeg.arrozcru.org/}.
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@subsection Native Windows compilation
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
588
You can find detailed installation
589 d0e1cd3d Diego Biurrun
instructions in the download section and the FAQ.
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FFmpeg does not build out-of-the-box with the packages the automated MinGW
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installer provides. It also requires coreutils to be installed and many other
593
packages updated to the latest version. The minimum version for some packages
594
are listed below:
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@itemize
597
@item bash 3.1
598
@item msys-make 3.81-2 (note: not mingw32-make)
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@item w32api 3.13
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@item mingw-runtime 3.15
601
@end itemize
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You will also need to pass @code{-fno-common} to the compiler to work around
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a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
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Within the MSYS shell, configure and make with:
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@example
609 0f898714 Diego Biurrun
./configure --enable-memalign-hack --extra-cflags=-fno-common
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make
611
make install
612
@end example
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This will install @file{ffmpeg.exe} along with many other development files
615
to @file{/usr/local}. You may specify another install path using the
616
@code{--prefix} option in @file{configure}.
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Notes:
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620 c1989552 Ramiro Polla
@itemize
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@item In order to compile vhooks, you must have a POSIX-compliant libdl in
623
your MinGW system. Get dlfcn-win32 from
624
@url{http://code.google.com/p/dlfcn-win32}.
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@item In order to compile FFplay, you must have the MinGW development library
627
of SDL. Get it from @url{http://www.libsdl.org}.
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Edit the @file{bin/sdl-config} script so that it points to the correct prefix
629
where SDL was installed. Verify that @file{sdl-config} can be launched from
630
the MSYS command line.
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@item By using @code{./configure --enable-shared} when configuring FFmpeg,
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you can build libavutil, libavcodec and libavformat as DLLs.
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@end itemize
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@subsection Microsoft Visual C++ compatibility
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As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
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want to use the libav* libraries in your own applications, you can still
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compile those applications using MSVC++. But the libav* libraries you link
642
to @emph{must} be built with MinGW. However, you will not be able to debug
643
inside the libav* libraries, since MSVC++ does not recognize the debug
644
symbols generated by GCC.
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We strongly recommend you to move over from MSVC++ to MinGW tools.
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This description of how to use the FFmpeg libraries with MSVC++ is based on
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Microsoft Visual C++ 2005 Express Edition. If you have a different version,
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you might have to modify the procedures slightly.
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@subsubsection Using static libraries
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Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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@enumerate
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@item Create a new console application ("File / New / Project") and then
658
select "Win32 Console Application". On the appropriate page of the
659
Application Wizard, uncheck the "Precompiled headers" option.
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@item Write the source code for your application, or, for testing, just
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copy the code from an existing sample application into the source file
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that MSVC++ has already created for you. For example, you can copy
664
@file{output_example.c} from the FFmpeg distribution.
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@item Open the "Project / Properties" dialog box. In the "Configuration"
667
combo box, select "All Configurations" so that the changes you make will
668
affect both debug and release builds. In the tree view on the left hand
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side, select "C/C++ / General", then edit the "Additional Include
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Directories" setting to contain the path where the FFmpeg includes were
671
installed (i.e. @file{c:\msys\1.0\local\include}).
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Do not add MinGW's include directory here, or the include files will
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conflict with MSVC's.
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@item Still in the "Project / Properties" dialog box, select
676
"Linker / General" from the tree view and edit the
677
"Additional Library Directories" setting to contain the @file{lib}
678
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
679
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
680
and the directory where MinGW's GCC libs are installed
681
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
682
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
683
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
684
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
685
to the end of "Additional Dependencies".
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@item Now, select "C/C++ / Code Generation" from the tree view. Select
688
"Debug" in the "Configuration" combo box. Make sure that "Runtime
689
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
690
the "Configuration" combo box and make sure that "Runtime Library" is
691
set to "Multi-threaded DLL".
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@item Click "OK" to close the "Project / Properties" dialog box.
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@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
696
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
697
and install it in MSVC++'s include directory
698
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
699
700
@item MSVC++ also does not understand the @code{inline} keyword used by
701
FFmpeg, so you must add this line before @code{#include}ing libav*:
702
@example
703
#define inline _inline
704
@end example
705
706
@item Build your application, everything should work.
707
708
@end enumerate
709
710
@subsubsection Using shared libraries
711
712
This is how to create DLL and LIB files that are compatible with MSVC++:
713
714
@enumerate
715
716
@item Add a call to @file{vcvars32.bat} (which sets up the environment
717
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
718
The standard location for @file{vcvars32.bat} is
719
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
720
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
721
If this corresponds to your setup, add the following line as the first line
722
of @file{msys.bat}:
723
724
@example
725
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
726
@end example
727
728
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
729
and run @file{c:\msys\1.0\msys.bat} from there.
730
731
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
732
from @file{Microsoft (R) Library Manager}, this means your environment
733
variables are set up correctly, the @file{Microsoft (R) Library Manager}
734
is on the path and will be used by FFmpeg to create
735
MSVC++-compatible import libraries.
736
737
@item Build FFmpeg with
738
739
@example
740
./configure --enable-shared --enable-memalign-hack
741
make
742
make install
743
@end example
744
745
Your install path (@file{/usr/local/} by default) should now have the
746
necessary DLL and LIB files under the @file{bin} directory.
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748
@end enumerate
749
750 c1989552 Ramiro Polla
To use those files with MSVC++, do the same as you would do with
751
the static libraries, as described above. But in Step 4,
752
you should only need to add the directory where the LIB files are installed
753
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
754
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
755
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
756
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
757
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
758
statically linked into the DLLs. The @file{bin} directory contains a bunch
759
of DLL files, but the ones that are actually used to run your application
760
are the ones with a major version number in their filenames
761
(i.e. @file{avcodec-51.dll}).
762
763 d0e1cd3d Diego Biurrun
@subsection Cross compilation for Windows with Linux
764
765
You must use the MinGW cross compilation tools available at
766
@url{http://www.mingw.org/}.
767
768
Then configure FFmpeg with the following options:
769
@example
770
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
771
@end example
772
(you can change the cross-prefix according to the prefix chosen for the
773
MinGW tools).
774
775
Then you can easily test FFmpeg with Wine
776
(@url{http://www.winehq.com/}).
777
778
@subsection Compilation under Cygwin
779
780 8484503e Víctor Paesa
The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
781
does not contain llrint().  You need to upgrade to the unstable 1.7.x versions,
782
or leverage the implementation in MinGW (as explained below).
783 d0e1cd3d Diego Biurrun
784
Just install your Cygwin with all the "Base" packages, plus the
785
following "Devel" ones:
786
@example
787 f496ab12 Víctor Paesa
binutils, gcc-core, make, subversion, mingw-runtime, diffutils
788 d0e1cd3d Diego Biurrun
@end example
789
790 666a1b34 Víctor Paesa
The experimental gcc4 package is still buggy, hence please
791
use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
792
793 8484503e Víctor Paesa
Install the current binutils-20080624-2 as they work fine (the old
794
binutils-20060709-1 proved buggy on shared builds).
795 d0e1cd3d Diego Biurrun
796 29c3d42b Víctor Paesa
Then create a small library that just contains llrint():
797
798
@example
799
ar x /usr/lib/mingw/libmingwex.a llrint.o
800
ar cq /usr/local/lib/libllrint.a llrint.o
801
@end example
802
803 d0e1cd3d Diego Biurrun
Then run
804
805
@example
806 29c3d42b Víctor Paesa
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
807 d0e1cd3d Diego Biurrun
@end example
808
809
to make a static build or
810
811
@example
812 29c3d42b Víctor Paesa
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
813 d0e1cd3d Diego Biurrun
@end example
814
815
to build shared libraries.
816
817
If you want to build FFmpeg with additional libraries, download Cygwin
818 5dd9799d Víctor Paesa
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
819
@example
820
libogg-devel, libvorbis-devel
821
@end example
822
823
These library packages are only available from Cygwin Ports
824 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
825 5dd9799d Víctor Paesa
826
@example
827
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
828
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
829
libxvidcore-devel
830
@end example
831
832
The recommendation for libnut and x264 is to build them from source by
833
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
834 d0e1cd3d Diego Biurrun
835 cdf51395 Víctor Paesa
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
836
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
837
838 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
839
840
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
841
842
Just install your Cygwin as explained before, plus these additional
843
"Devel" packages:
844
@example
845
gcc-mingw-core, mingw-runtime, mingw-zlib
846
@end example
847
848
and add some special flags to your configure invocation.
849
850
For a static build run
851
@example
852
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
853
@end example
854
855
and for a build with shared libraries
856
@example
857
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
858
@end example
859
860
@section BeOS
861
862 5f757b85 Diego Biurrun
BeOS support is broken in mysterious ways.
863 d0e1cd3d Diego Biurrun
864 25b92a79 Dave Yeo
@section OS/2
865
866
For information about compiling FFmpeg on OS/2 see
867
@url{http://www.edm2.com/index.php/FFmpeg}.
868
869 d0e1cd3d Diego Biurrun
@chapter Developers Guide
870
871
@section API
872
@itemize @bullet
873
@item libavcodec is the library containing the codecs (both encoding and
874
decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
875
876
@item libavformat is the library containing the file format handling (mux and
877
demux code for several formats). Look at @file{ffplay.c} to use it in a
878
player. See @file{output_example.c} to use it to generate audio or video
879
streams.
880
881
@end itemize
882
883
@section Integrating libavcodec or libavformat in your program
884
885
You can integrate all the source code of the libraries to link them
886
statically to avoid any version problem. All you need is to provide a
887
'config.mak' and a 'config.h' in the parent directory. See the defines
888
generated by ./configure to understand what is needed.
889
890
You can use libavcodec or libavformat in your commercial program, but
891
@emph{any patch you make must be published}. The best way to proceed is
892
to send your patches to the FFmpeg mailing list.
893
894
@node Coding Rules
895
@section Coding Rules
896
897
FFmpeg is programmed in the ISO C90 language with a few additional
898
features from ISO C99, namely:
899
@itemize @bullet
900
@item
901
the @samp{inline} keyword;
902
@item
903
@samp{//} comments;
904
@item
905
designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
906
@item
907
compound literals (@samp{x = (struct s) @{ 17, 23 @};})
908
@end itemize
909
910
These features are supported by all compilers we care about, so we will not
911
accept patches to remove their use unless they absolutely do not impair
912
clarity and performance.
913
914
All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
915
compiles with several other compilers, such as the Compaq ccc compiler
916
or Sun Studio 9, and we would like to keep it that way unless it would
917
be exceedingly involved. To ensure compatibility, please do not use any
918
additional C99 features or GCC extensions. Especially watch out for:
919
@itemize @bullet
920
@item
921
mixing statements and declarations;
922
@item
923
@samp{long long} (use @samp{int64_t} instead);
924
@item
925
@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
926
@item
927
GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
928
@end itemize
929
930
Indent size is 4.
931
The presentation is the one specified by 'indent -i4 -kr -nut'.
932
The TAB character is forbidden outside of Makefiles as is any
933
form of trailing whitespace. Commits containing either will be
934
rejected by the Subversion repository.
935
936
The main priority in FFmpeg is simplicity and small code size in order to
937
minimize the bug count.
938
939
Comments: Use the JavaDoc/Doxygen
940
format (see examples below) so that code documentation
941
can be generated automatically. All nontrivial functions should have a comment
942
above them explaining what the function does, even if it is just one sentence.
943
All structures and their member variables should be documented, too.
944
@example
945
/**
946
 * @@file mpeg.c
947
 * MPEG codec.
948
 * @@author ...
949
 */
950
951
/**
952
 * Summary sentence.
953
 * more text ...
954
 * ...
955
 */
956
typedef struct Foobar@{
957
    int var1; /**< var1 description */
958
    int var2; ///< var2 description
959
    /** var3 description */
960
    int var3;
961
@} Foobar;
962
963
/**
964
 * Summary sentence.
965
 * more text ...
966
 * ...
967
 * @@param my_parameter description of my_parameter
968
 * @@return return value description
969
 */
970
int myfunc(int my_parameter)
971
...
972
@end example
973
974
fprintf and printf are forbidden in libavformat and libavcodec,
975
please use av_log() instead.
976
977
Casts should be used only when necessary. Unneeded parentheses
978
should also be avoided if they don't make the code easier to understand.
979
980
@section Development Policy
981
982
@enumerate
983
@item
984
   Contributions should be licensed under the LGPL 2.1, including an
985
   "or any later version" clause, or the MIT license.  GPL 2 including
986
   an "or any later version" clause is also acceptable, but LGPL is
987
   preferred.
988
@item
989
   You must not commit code which breaks FFmpeg! (Meaning unfinished but
990
   enabled code which breaks compilation or compiles but does not work or
991
   breaks the regression tests)
992
   You can commit unfinished stuff (for testing etc), but it must be disabled
993
   (#ifdef etc) by default so it does not interfere with other developers'
994
   work.
995
@item
996
   You do not have to over-test things. If it works for you, and you think it
997
   should work for others, then commit. If your code has problems
998
   (portability, triggers compiler bugs, unusual environment etc) they will be
999
   reported and eventually fixed.
1000
@item
1001
   Do not commit unrelated changes together, split them into self-contained
1002
   pieces. Also do not forget that if part B depends on part A, but A does not
1003
   depend on B, then A can and should be committed first and separate from B.
1004
   Keeping changes well split into self-contained parts makes reviewing and
1005
   understanding them on the commit log mailing list easier. This also helps
1006
   in case of debugging later on.
1007
   Also if you have doubts about splitting or not splitting, do not hesitate to
1008
   ask/discuss it on the developer mailing list.
1009
@item
1010
   Do not change behavior of the program (renaming options etc) without
1011
   first discussing it on the ffmpeg-devel mailing list. Do not remove
1012
   functionality from the code. Just improve!
1013
1014
   Note: Redundant code can be removed.
1015
@item
1016
   Do not commit changes to the build system (Makefiles, configure script)
1017
   which change behavior, defaults etc, without asking first. The same
1018
   applies to compiler warning fixes, trivial looking fixes and to code
1019
   maintained by other developers. We usually have a reason for doing things
1020
   the way we do. Send your changes as patches to the ffmpeg-devel mailing
1021
   list, and if the code maintainers say OK, you may commit. This does not
1022
   apply to files you wrote and/or maintain.
1023
@item
1024
   We refuse source indentation and other cosmetic changes if they are mixed
1025
   with functional changes, such commits will be rejected and removed. Every
1026
   developer has his own indentation style, you should not change it. Of course
1027
   if you (re)write something, you can use your own style, even though we would
1028
   prefer if the indentation throughout FFmpeg was consistent (Many projects
1029
   force a given indentation style - we do not.). If you really need to make
1030
   indentation changes (try to avoid this), separate them strictly from real
1031
   changes.
1032
1033
   NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1034
   then either do NOT change the indentation of the inner part within (do not
1035
   move it to the right)! or do so in a separate commit
1036
@item
1037
   Always fill out the commit log message. Describe in a few lines what you
1038
   changed and why. You can refer to mailing list postings if you fix a
1039
   particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1040
@item
1041
   If you apply a patch by someone else, include the name and email address in
1042
   the log message. Since the ffmpeg-cvslog mailing list is publicly
1043
   archived you should add some SPAM protection to the email address. Send an
1044
   answer to ffmpeg-devel (or wherever you got the patch from) saying that
1045
   you applied the patch.
1046
@item
1047
   When applying patches that have been discussed (at length) on the mailing
1048
   list, reference the thread in the log message.
1049
@item
1050
    Do NOT commit to code actively maintained by others without permission.
1051
    Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1052
    timeframe (12h for build failures and security fixes, 3 days small changes,
1053
    1 week for big patches) then commit your patch if you think it is OK.
1054
    Also note, the maintainer can simply ask for more time to review!
1055
@item
1056
    Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1057
    are sent there and reviewed by all the other developers. Bugs and possible
1058
    improvements or general questions regarding commits are discussed there. We
1059
    expect you to react if problems with your code are uncovered.
1060
@item
1061
    Update the documentation if you change behavior or add features. If you are
1062
    unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1063
    maintainer(s) will review and commit your stuff.
1064
@item
1065
    Try to keep important discussions and requests (also) on the public
1066
    developer mailing list, so that all developers can benefit from them.
1067
@item
1068
    Never write to unallocated memory, never write over the end of arrays,
1069
    always check values read from some untrusted source before using them
1070
    as array index or other risky things.
1071
@item
1072
    Remember to check if you need to bump versions for the specific libav
1073
    parts (libavutil, libavcodec, libavformat) you are changing. You need
1074 b98052d5 Peter Ross
    to change the version integer.
1075 d0e1cd3d Diego Biurrun
    Incrementing the first component means no backward compatibility to
1076
    previous versions (e.g. removal of a function from the public API).
1077
    Incrementing the second component means backward compatible change
1078 b98052d5 Peter Ross
    (e.g. addition of a function to the public API or extension of an
1079
    existing data structure).
1080 d0e1cd3d Diego Biurrun
    Incrementing the third component means a noteworthy binary compatible
1081
    change (e.g. encoder bug fix that matters for the decoder).
1082
@item
1083 53407b64 Michael Niedermayer
    Compiler warnings indicate potential bugs or code with bad style. If a type of
1084 9908c1a8 Diego Biurrun
    warning always points to correct and clean code, that warning should
1085
    be disabled, not the code changed.
1086
    Thus the remaining warnings can either be bugs or correct code.
1087 beaa4a91 Michael Niedermayer
    If it is a bug, the bug has to be fixed. If it is not, the code should
1088 9908c1a8 Diego Biurrun
    be changed to not generate a warning unless that causes a slowdown
1089
    or obfuscates the code.
1090 d0e1cd3d Diego Biurrun
@item
1091
    If you add a new file, give it a proper license header. Do not copy and
1092
    paste it from a random place, use an existing file as template.
1093
@end enumerate
1094
1095
We think our rules are not too hard. If you have comments, contact us.
1096
1097
Note, these rules are mostly borrowed from the MPlayer project.
1098
1099
@section Submitting patches
1100
1101
First, (@pxref{Coding Rules}) above if you did not yet.
1102
1103
When you submit your patch, try to send a unified diff (diff '-up'
1104
option). We cannot read other diffs :-)
1105
1106
Also please do not submit a patch which contains several unrelated changes.
1107
Split it into separate, self-contained pieces. This does not mean splitting
1108
file by file. Instead, make the patch as small as possible while still
1109
keeping it as a logical unit that contains an individual change, even
1110
if it spans multiple files. This makes reviewing your patches much easier
1111
for us and greatly increases your chances of getting your patch applied.
1112
1113
Run the regression tests before submitting a patch so that you can
1114
verify that there are no big problems.
1115
1116
Patches should be posted as base64 encoded attachments (or any other
1117
encoding which ensures that the patch will not be trashed during
1118
transmission) to the ffmpeg-devel mailing list, see
1119
@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1120
1121
It also helps quite a bit if you tell us what the patch does (for example
1122
'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1123
and has no lrint()')
1124
1125
Also please if you send several patches, send each patch as a separate mail,
1126
do not attach several unrelated patches to the same mail.
1127
1128 28ce1839 Ramiro Polla
@section New codecs or formats checklist
1129
1130
@enumerate
1131
@item
1132
    Did you use av_cold for codec initialization and close functions?
1133
@item
1134
    Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1135
    AVInputFormat/AVOutputFormat struct?
1136
@item
1137
    Did you bump the minor version number in @file{avcodec.h} or
1138
    @file{avformat.h}?
1139
@item
1140
    Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1141
@item
1142
    Did you add the CodecID to @file{avcodec.h}?
1143
@item
1144
    If it has a fourcc, did you add it to @file{libavformat/riff.c},
1145
    even if it is only a decoder?
1146
@item
1147
    Did you add a rule to compile the appropriate files in the Makefile?
1148
    Remember to do this even if you're just adding a format to a file that is
1149
    already being compiled by some other rule, like a raw demuxer.
1150
@item
1151
    Did you add an entry to the table of supported formats or codecs in the
1152
    documentation?
1153
@item
1154
    Did you add an entry in the Changelog?
1155
@item
1156
    If it depends on a parser or a library, did you add that dependency in
1157
    configure?
1158
@item
1159
    Did you "svn add" the appropriate files before commiting?
1160
@end enumerate
1161
1162 d0e1cd3d Diego Biurrun
@section patch submission checklist
1163
1164
@enumerate
1165
@item
1166
    Do the regression tests pass with the patch applied?
1167
@item
1168 2cdba8bf Diego Biurrun
    Does @code{make checkheaders} pass with the patch applied?
1169
@item
1170 d0e1cd3d Diego Biurrun
    Is the patch a unified diff?
1171
@item
1172
    Is the patch against latest FFmpeg SVN?
1173
@item
1174
    Are you subscribed to ffmpeg-dev?
1175
    (the list is subscribers only due to spam)
1176
@item
1177
    Have you checked that the changes are minimal, so that the same cannot be
1178
    achieved with a smaller patch and/or simpler final code?
1179
@item
1180
    If the change is to speed critical code, did you benchmark it?
1181
@item
1182
    If you did any benchmarks, did you provide them in the mail?
1183
@item
1184
    Have you checked that the patch does not introduce buffer overflows or
1185
    other security issues?
1186
@item
1187 63d247ea Diego Biurrun
    Did you test your decoder or demuxer against damaged data? If no, see
1188
    tools/trasher and the noise bitstream filter. Your decoder or demuxer
1189
    should not crash or end in a (near) infinite loop when fed damaged data.
1190 b885e0db Michael Niedermayer
@item
1191 d0e1cd3d Diego Biurrun
    Is the patch created from the root of the source tree, so it can be
1192
    applied with @code{patch -p0}?
1193
@item
1194
    Does the patch not mix functional and cosmetic changes?
1195
@item
1196
    Did you add tabs or trailing whitespace to the code? Both are forbidden.
1197
@item
1198
    Is the patch attached to the email you send?
1199
@item
1200
    Is the mime type of the patch correct? It should be text/x-diff or
1201
    text/x-patch or at least text/plain and not application/octet-stream.
1202
@item
1203
    If the patch fixes a bug, did you provide a verbose analysis of the bug?
1204
@item
1205
    If the patch fixes a bug, did you provide enough information, including
1206
    a sample, so the bug can be reproduced and the fix can be verified?
1207
    Note please do not attach samples >100k to mails but rather provide a
1208 0fa5f24c Diego Biurrun
    URL, you can upload to ftp://upload.ffmpeg.org
1209 d0e1cd3d Diego Biurrun
@item
1210
    Did you provide a verbose summary about what the patch does change?
1211
@item
1212
    Did you provide a verbose explanation why it changes things like it does?
1213
@item
1214
    Did you provide a verbose summary of the user visible advantages and
1215
    disadvantages if the patch is applied?
1216
@item
1217
    Did you provide an example so we can verify the new feature added by the
1218
    patch easily?
1219
@item
1220
    If you added a new file, did you insert a license header? It should be
1221
    taken from FFmpeg, not randomly copied and pasted from somewhere else.
1222
@item
1223
    You should maintain alphabetical order in alphabetically ordered lists as
1224
    long as doing so does not break API/ABI compatibility.
1225
@item
1226
    Lines with similar content should be aligned vertically when doing so
1227
    improves readability.
1228
@item
1229
    Did you provide a suggestion for a clear commit log message?
1230
@end enumerate
1231
1232
@section Patch review process
1233
1234
All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1235
clear note that the patch is not for SVN.
1236
Reviews and comments will be posted as replies to the patch on the
1237
mailing list. The patch submitter then has to take care of every comment,
1238
that can be by resubmitting a changed patch or by discussion. Resubmitted
1239
patches will themselves be reviewed like any other patch. If at some point
1240
a patch passes review with no comments then it is approved, that can for
1241
simple and small patches happen immediately while large patches will generally
1242
have to be changed and reviewed many times before they are approved.
1243
After a patch is approved it will be committed to the repository.
1244
1245
We will review all submitted patches, but sometimes we are quite busy so
1246
especially for large patches this can take several weeks.
1247
1248
When resubmitting patches, please do not make any significant changes
1249
not related to the comments received during review. Such patches will
1250
be rejected. Instead, submit  significant changes or new features as
1251
separate patches.
1252
1253
@section Regression tests
1254
1255
Before submitting a patch (or committing to the repository), you should at least
1256
test that you did not break anything.
1257
1258
The regression tests build a synthetic video stream and a synthetic
1259
audio stream. These are then encoded and decoded with all codecs or
1260
formats. The CRC (or MD5) of each generated file is recorded in a
1261
result file. A 'diff' is launched to compare the reference results and
1262
the result file.
1263
1264
The regression tests then go on to test the FFserver code with a
1265
limited set of streams. It is important that this step runs correctly
1266
as well.
1267
1268
Run 'make test' to test all the codecs and formats.
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Run 'make fulltest' to test all the codecs, formats and FFserver.
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[Of course, some patches may change the results of the regression tests. In
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this case, the reference results of the regression tests shall be modified
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accordingly].
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@bye