library:
@multitable @columnfractions .4 .1 .1 .4
-@item Supported File Format @tab Encoding @tab Decoding @tab Comments
-@item MPEG audio @tab X @tab X
-@item MPEG-1 systems @tab X @tab X
-@tab muxed audio and video
-@item MPEG-2 PS @tab X @tab X
-@tab also known as @code{VOB} file
-@item MPEG-2 TS @tab @tab X
-@tab also known as DVB Transport Stream
-@item ASF@tab X @tab X
-@item AVI@tab X @tab X
-@item WAV@tab X @tab X
-@item Macromedia Flash@tab X @tab X
-@item AVM2 (Flash 9) @tab X @tab X
-@tab Only embedded audio is decoded.
-@item FLV @tab X @tab X
-@tab Macromedia Flash video files
-@item RealMedia @tab X @tab X
-@item raw AC-3 @tab X @tab X
-@item raw MJPEG @tab X @tab X
-@item raw MPEG video @tab X @tab X
-@item raw PCM 8/16 bits, mu-law/A-law @tab X @tab X
-@item raw CRI ADX audio @tab X @tab X
-@item raw Shorten audio @tab @tab X
-@item SUN AU format @tab X @tab X
-@item NUT @tab X @tab X @tab NUT Open Container Format
-@item QuickTime @tab X @tab X
-@item MPEG-4 @tab X @tab X
-@tab MPEG-4 is a variant of QuickTime.
-@item raw MPEG-4 video @tab X @tab X
-@item DV @tab X @tab X
-@item 4xm @tab @tab X
-@tab 4X Technologies format, used in some games.
-@item PlayStation STR @tab @tab X
-@item id RoQ @tab X @tab X
-@tab Used in Quake III, Jedi Knight 2, other computer games.
-@item Interplay MVE @tab @tab X
-@tab Format used in various Interplay computer games.
-@item WC3 Movie @tab @tab X
-@tab Multimedia format used in Origin's Wing Commander III computer game.
-@item Sega FILM/CPK @tab @tab X
-@tab Used in many Sega Saturn console games.
-@item Westwood Studios VQA/AUD @tab @tab X
-@tab Multimedia formats used in Westwood Studios games.
-@item id Cinematic (.cin) @tab @tab X
-@tab Used in Quake II.
-@item FLIC @tab @tab X
-@tab .fli/.flc files
-@item Sierra VMD @tab @tab X
-@tab Used in Sierra CD-ROM games.
-@item Sierra Online @tab @tab X
-@tab .sol files used in Sierra Online games.
-@item Matroska @tab X @tab X
-@item Electronic Arts Multimedia @tab @tab X
-@tab Used in various EA games; files have extensions like WVE and UV2.
-@item MAXIS EA XA @tab @tab X
-@tab Used in Sim City 3000; file extension .xa.
-@item Nullsoft Video (NSV) @tab @tab X
-@item ADTS AAC audio @tab X @tab X
-@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
-@item American Laser Games MM @tab @tab X
-@tab Multimedia format used in games like Mad Dog McCree.
-@item AVS @tab @tab X
-@tab Multimedia format used by the Creature Shock game.
-@item Smacker @tab @tab X
-@tab Multimedia format used by many games.
-@item GXF @tab X @tab X
-@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
-@item CIN @tab @tab X
-@tab Multimedia format used by Delphine Software games.
-@item MXF @tab @tab X
-@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
-@item SEQ @tab @tab X
-@tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
-@item DXA @tab @tab X
-@tab This format is used in the non-Windows version of the Feeble Files game and
-different game cutscenes repacked for use with ScummVM.
-@item THP @tab @tab X
-@tab Used on the Nintendo GameCube.
-@item C93 @tab @tab X
-@tab Used in the game Cyberia from Interplay.
-@item Bethsoft VID @tab @tab X
-@tab Used in some games from Bethesda Softworks.
-@item CRYO APC @tab @tab X
-@tab Audio format used in some games by CRYO Interactive Entertainment.
-@item Monkey's Audio @tab @tab X
-@item SIFF @tab @tab X
-@tab Audio and video format used in some games by Beam Software.
-@item LMLM4 @tab @tab X
-@tab Used by Linux Media Labs MPEG-4 PCI boards
-@item PVA @tab @tab X
-@tab Used by TechnoTrend DVB PCI boards
-@item MSN TCP Webcam @tab @tab X
-@tab Used by MSN Messenger Webcam streams.
-@item RL2 @tab @tab X
-@tab Audio and video format used in some games by Entertainment Software Partners
-@item IFF @tab @tab X
-@tab Interchange File Format
-@item BFI @tab @tab X
-@tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
-@item OMA @tab @tab X
-@tab Audio format used in Sony Sonic Stage and Sony Vegas.
+@item Name @tab Encoding @tab Decoding @tab Comments
+@item 4xm @tab @tab X
+ @tab 4X Technologies format, used in some games.
+@item Audio IFF (AIFF) @tab X @tab X
+@item American Laser Games MM @tab @tab X
+ @tab Multimedia format used in games like Mad Dog McCree.
+@item 3GPP AMR @tab X @tab X
+@item ASF @tab X @tab X
+@item AVI @tab X @tab X
+@item AVISynth @tab @tab X
+@item AVS @tab @tab X
+ @tab Multimedia format used by the Creature Shock game.
+@item Beam Software SIFF @tab @tab X
+ @tab Audio and video format used in some games by Beam Software.
+@item Bethesda Softworks VID @tab @tab X
+ @tab Used in some games from Bethesda Softworks.
+@item Brute Force & Ignorance @tab @tab X
+ @tab Used in the game Flash Traffic: City of Angels.
+@item Interplay C93 @tab @tab X
+ @tab Used in the game Cyberia from Interplay.
+@item Delphine Software International CIN @tab @tab X
+ @tab Multimedia format used by Delphine Software games.
+@item CRC testing format @tab X @tab
+@item Creative Voice @tab X @tab X
+ @tab Created for the Sound Blaster Pro.
+@item CRYO APC @tab @tab X
+ @tab Audio format used in some games by CRYO Interactive Entertainment.
+@item D-Cinema audio @tab X @tab X
+@item DV video @tab X @tab X
+@item DXA @tab @tab X
+ @tab This format is used in the non-Windows version of the Feeble Files
+ game and different game cutscenes repacked for use with ScummVM.
+@item Electronic Arts cdata @tab @tab X
+@item Electronic Arts Multimedia @tab @tab X
+ @tab Used in various EA games; files have extensions like WVE and UV2.
+@item FFM (FFserver live feed) @tab X @tab X
+@item Flash (SWF) @tab X @tab X
+@item Flash 9 (AVM2) @tab X @tab X
+ @tab Only embedded audio is decoded.
+@item FLI/FLC/FLX animation @tab @tab X
+ @tab .fli/.flc files
+@item Flash Video (FLV) @tab @tab X
+ @tab Macromedia Flash video files
+@item framecrc testing format @tab X @tab
+@item FunCom ISS @tab @tab X
+ @tab Audio format used in various games from FunCom like The Longest Journey.
+@item GIF Animation @tab X @tab
+@item GXF @tab X @tab X
+ @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
+ playout servers.
+@item id Quake II CIN video @tab @tab X
+@item id RoQ @tab X @tab X
+ @tab Used in Quake III, Jedi Knight 2, other computer games.
+@item IFF @tab @tab X
+ @tab Interchange File Format
+@item Interplay MVE @tab @tab X
+ @tab Format used in various Interplay computer games.
+@item LMLM4 @tab @tab X
+ @tab Used by Linux Media Labs MPEG-4 PCI boards
+@item Matroska @tab X @tab X
+@item Matroska audio @tab X @tab
+@item MAXIS XA @tab @tab X
+ @tab Used in Sim City 3000; file extension .xa.
+@item Monkey's Audio @tab @tab X
+@item Motion Pixels MVI @tab @tab X
+@item MOV/QuickTime/MP4 @tab X @tab X
+ @tab 3GP, 3GP2, PSP, iPod variants supported
+@item MP2 @tab X @tab X
+@item MP3 @tab X @tab X
+@item MPEG-1 System @tab X @tab X
+ @tab muxed audio and video, VCD format supported
+@item MPEG-PS (program stream) @tab X @tab X
+ @tab also known as @code{VOB} file, SVCD and DVD format supported
+@item MPEG-TS (transport stream) @tab X @tab X
+ @tab also known as DVB Transport Stream
+@item MPEG-4 @tab X @tab X
+ @tab MPEG-4 is a variant of QuickTime.
+@item MIME multipart JPEG @tab X @tab
+@item MSN TCP webcam @tab @tab X
+ @tab Used by MSN Messenger webcam streams.
+@item MTV @tab @tab X
+@item Musepack @tab @tab X
+@item Musepack SV8 @tab @tab X
+@item Material eXchange Format (MXF) @tab X @tab X
+ @tab SMPTE 377M, used by D-Cinema, broadcast industry.
+@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
+ @tab SMPTE 386M, D-10/IMX Mapping.
+@item NC camera feed @tab @tab X
+ @tab NC (AVIP NC4600) camera streams
+@item NTT TwinVQ (VQF) @tab @tab X
+ @tab Nippon Telegraph and Telephone Corporation TwinVQ.
+@item Nullsoft Streaming Video @tab @tab X
+@item NuppelVideo @tab @tab X
+@item NUT @tab X @tab X
+ @tab NUT Open Container Format
+@item Ogg @tab X @tab X
+@item TechnoTrend PVA @tab @tab X
+ @tab Used by TechnoTrend DVB PCI boards.
+@item raw ADTS (AAC) @tab X @tab X
+@item raw AC-3 @tab X @tab X
+@item raw Chinese AVS video @tab @tab X
+@item raw CRI ADX @tab X @tab X
+@item raw Dirac @tab X @tab X
+@item raw DNxHD @tab X @tab X
+@item raw DTS @tab X @tab X
+@item raw E-AC-3 @tab X @tab X
+@item raw FLAC @tab X @tab X
+@item raw GSM @tab @tab X
+@item raw H.261 @tab X @tab X
+@item raw H.263 @tab X @tab X
+@item raw H.264 @tab X @tab X
+@item raw Ingenient MJPEG @tab @tab X
+@item raw MJPEG @tab X @tab X
+@item raw MLP @tab @tab X
+@item raw MPEG @tab @tab X
+@item raw MPEG-1 @tab @tab X
+@item raw MPEG-2 @tab @tab X
+@item raw MPEG-4 @tab X @tab X
+@item raw NULL @tab X @tab
+@item raw video @tab X @tab X
+@item raw id RoQ @tab X @tab
+@item raw Shorten @tab @tab X
+@item raw TrueHD @tab X @tab X
+@item raw VC-1 @tab @tab X
+@item raw PCM A-law @tab X @tab X
+@item raw PCM mu-law @tab X @tab X
+@item raw PCM signed 8 bit @tab X @tab X
+@item raw PCM signed 16 bit big-endian @tab X @tab X
+@item raw PCM signed 16 bit little-endian @tab X @tab X
+@item raw PCM signed 24 bit big-endian @tab X @tab X
+@item raw PCM signed 24 bit little-endian @tab X @tab X
+@item raw PCM signed 32 bit big-endian @tab X @tab X
+@item raw PCM signed 32 bit little-endian @tab X @tab X
+@item raw PCM unsigned 8 bit @tab X @tab X
+@item raw PCM unsigned 16 bit big-endian @tab X @tab X
+@item raw PCM unsigned 16 bit little-endian @tab X @tab X
+@item raw PCM unsigned 24 bit big-endian @tab X @tab X
+@item raw PCM unsigned 24 bit little-endian @tab X @tab X
+@item raw PCM unsigned 32 bit big-endian @tab X @tab X
+@item raw PCM unsigned 32 bit little-endian @tab X @tab X
+@item raw PCM floating-point 32 bit big-endian @tab X @tab X
+@item raw PCM floating-point 32 bit little-endian @tab X @tab X
+@item raw PCM floating-point 64 bit big-endian @tab X @tab X
+@item raw PCM floating-point 64 bit little-endian @tab X @tab X
+@item RDT @tab @tab X
+@item REDCODE R3D @tab @tab X
+ @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
+@item RealMedia @tab X @tab X
+@item Redirector @tab @tab X
+@item Renderware TeXture Dictionary @tab @tab X
+@item RL2 @tab @tab X
+ @tab Audio and video format used in some games by Entertainment Software Partners.
+@item RPL/ARMovie @tab @tab X
+@item RTP @tab @tab X
+@item RTSP @tab @tab X
+@item SDP @tab @tab X
+@item Sega FILM/CPK @tab @tab X
+ @tab Used in many Sega Saturn console games.
+@item Sierra SOL @tab @tab X
+ @tab .sol files used in Sierra Online games.
+@item Sierra VMD @tab @tab X
+ @tab Used in Sierra CD-ROM games.
+@item Smacker @tab @tab X
+ @tab Multimedia format used by many games.
+@item Sony OpenMG (OMA) @tab @tab X
+ @tab Audio format used in Sony Sonic Stage and Sony Vegas.
+@item Sony PlayStation STR @tab @tab X
+@item SUN AU format @tab X @tab X
+@item THP @tab @tab X
+ @tab Used on the Nintendo GameCube.
+@item Tiertex Limited SEQ @tab @tab X
+ @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
+@item True Audio @tab @tab X
+@item VC-1 test bitstream @tab X @tab X
+@item WAV @tab X @tab X
+@item WavPack @tab @tab X
+@item Wing Commander III movie @tab @tab X
+ @tab Multimedia format used in Origin's Wing Commander III computer game.
+@item Westwood Studios audio @tab @tab X
+ @tab Multimedia format used in Westwood Studios games.
+@item Westwood Studios VQA @tab @tab X
+ @tab Multimedia format used in Westwood Studios games.
+@item YUV4MPEG pipe @tab X @tab X
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
following image formats are supported:
@multitable @columnfractions .4 .1 .1 .4
-@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
-@item PGM, PPM @tab X @tab X
-@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
-@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
-@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
-@item .Y.U.V @tab X @tab X @tab one raw file per component
-@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
-@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
-@item Targa @tab @tab X @tab Targa (.TGA) image format
-@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
-@item SGI @tab X @tab X @tab SGI RGB image format
-@item PTX @tab @tab X @tab V.Flash PTX format
-@item RAS @tab @tab X @tab Sun Rasterfile
-@item PCX @tab @tab X @tab PC Paintbrush
+@item Name @tab Encoding @tab Decoding @tab Comments
+@item .Y.U.V @tab X @tab X
+ @tab one raw file per component
+@item animated GIF @tab X @tab X
+ @tab Only uncompressed GIFs are generated.
+@item BMP @tab X @tab X
+ @tab Microsoft BMP image
+@item JPEG @tab X @tab X
+ @tab Progressive JPEG is not supported.
+@item JPEG 2000 @tab @tab E
+ @tab decoding supported through external library libopenjpeg
+@item JPEG-LS @tab X @tab X
+@item LJPEG @tab X @tab
+ @tab Lossless JPEG
+@item PAM @tab X @tab X
+ @tab PAM is a PNM extension with alpha support.
+@item PBM @tab X @tab X
+ @tab Portable BitMap image
+@item PCX @tab X @tab X
+ @tab PC Paintbrush
+@item PGM @tab X @tab X
+ @tab Portable GrayMap image
+@item PGMYUV @tab X @tab X
+ @tab PGM with U and V components in YUV 4:2:0
+@item PNG @tab X @tab X
+ @tab 2/4 bpp not supported yet
+@item PPM @tab X @tab X
+ @tab Portable PixelMap image
+@item PTX @tab @tab X
+ @tab V.Flash PTX format
+@item SGI @tab X @tab X
+ @tab SGI RGB image format
+@item Sun Rasterfile @tab @tab X
+ @tab Sun RAS image format
+@item TIFF @tab X @tab X
+ @tab YUV, JPEG and some extension is not supported yet.
+@item Truevision Targa @tab X @tab X
+ @tab Targa (.TGA) image format
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
+@code{E} means that support is provided through an external library.
+
@section Video Codecs
@multitable @columnfractions .4 .1 .1 .4
-@item Supported Codec @tab Encoding @tab Decoding @tab Comments
-@item MPEG-1 video @tab X @tab X
-@item MPEG-2 video @tab X @tab X
-@item MPEG-4 @tab X @tab X
-@item MSMPEG4 V1 @tab X @tab X
-@item MSMPEG4 V2 @tab X @tab X
-@item MSMPEG4 V3 @tab X @tab X
-@item WMV7 @tab X @tab X
-@item WMV8 @tab X @tab X @tab not completely working
-@item WMV9 @tab @tab X @tab not completely working
-@item VC-1 @tab @tab X
-@item H.261 @tab X @tab X
-@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
-@item H.264 @tab @tab X
-@item RealVideo 1.0 @tab X @tab X
-@item RealVideo 2.0 @tab X @tab X
-@item MJPEG @tab X @tab X
-@item lossless MJPEG @tab X @tab X
-@item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported.
+@item Name @tab Encoding @tab Decoding @tab Comments
+@item 4X Movie @tab @tab X
+ @tab Used in certain computer games.
+@item 8SVX exponential @tab @tab X
+@item 8SVX fibonacci @tab @tab X
+@item American Laser Games MM @tab @tab X
+ @tab Used in games like Mad Dog McCree.
+@item AMV Video @tab @tab X
+ @tab Used in Chinese MP3 players.
@item Apple MJPEG-B @tab @tab X
-@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
-@item DV @tab X @tab X
+@item Apple QuickDraw @tab @tab X
+ @tab fourcc: qdrw
+@item Asus v1 @tab X @tab X
+ @tab fourcc: ASV1
+@item Asus v2 @tab X @tab X
+ @tab fourcc: ASV2
+@item ATI VCR1 @tab @tab X
+ @tab fourcc: VCR1
+@item ATI VCR2 @tab @tab X
+ @tab fourcc: VCR2
+@item Autodesk Animator Flic video @tab @tab X
+@item Autodesk RLE @tab @tab X
+ @tab fourcc: AASC
+@item AVS (Audio Video Standard) video @tab @tab X
+ @tab Video encoding used by the Creature Shock game.
+@item Beam Software VB @tab @tab X
+@item Bethesda VID video @tab @tab X
+ @tab Used in some games from Bethesda Softworks.
+@item Brute Force & Ignorance @tab @tab X
+ @tab Used in the game Flash Traffic: City of Angels.
+@item C93 video @tab @tab X
+ @tab Codec used in Cyberia game.
+@item CamStudio @tab @tab X
+ @tab fourcc: CSCD
+@item Chinese AVS video @tab @tab X
+ @tab AVS1-P2, JiZhun profile
+@item Delphine Software International CIN video @tab @tab X
+ @tab Codec used in Delphine Software International games.
+@item Cinepak @tab @tab X
+@item Cirrus Logic AccuPak @tab @tab X
+ @tab fourcc: CLJR
+@item Creative YUV (CYUV) @tab @tab X
+@item Dirac @tab E @tab E
+ @tab supported through external libdirac/libschroedinger libraries
+@item DNxHD @tab X @tab X
+ @tab aka SMPTE VC3
+@item Duck TrueMotion 1.0 @tab @tab X
+ @tab fourcc: DUCK
+@item Duck TrueMotion 2.0 @tab @tab X
+ @tab fourcc: TM20
+@item DV (Digital Video) @tab X @tab X
+@item Feeble Files/ScummVM DXA @tab @tab X
+ @tab Codec originally used in Feeble Files game.
+@item Electronic Arts CMV video @tab @tab X
+ @tab Used in NHL 95 game.
+@item Electronic Arts TGV video @tab @tab X
+@item Electronic Arts TGQ video @tab @tab X
+@item Electronic Arts TQI video @tab @tab X
+@item Escape 124 @tab @tab X
+@item FFmpeg codec #1 @tab X @tab X
+ @tab experimental lossless codec (fourcc: FFV1)
+@item Flash Screen Video v1 @tab X @tab X
+ @tab fourcc: FSV1
+@item Flash Video (FLV) @tab X @tab X
+ @tab Sorenson H.263 used in Flash
+@item Fraps @tab @tab X
+@item H.261 @tab X @tab X
+@item H.263 / H.263-1996 @tab X @tab X
+@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
+@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
+ @tab encoding supported through external library libx264
+@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
@item HuffYUV @tab X @tab X
-@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
-@item Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
-@item Asus v1 @tab X @tab X @tab fourcc: ASV1
-@item Asus v2 @tab X @tab X @tab fourcc: ASV2
-@item Creative YUV @tab @tab X @tab fourcc: CYUV
-@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
-@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
-@item On2 VP3 @tab @tab X @tab still experimental
-@item On2 VP5 @tab @tab X @tab fourcc: VP50
-@item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62
-@item Theora @tab X @tab X @tab still experimental
+@item HuffYUV FFmpeg variant @tab X @tab X
+@item IBM Ultimotion @tab @tab X
+ @tab fourcc: ULTI
+@item id Cinematic video @tab @tab X
+ @tab Used in Quake II.
+@item id RoQ video @tab X @tab X
+ @tab Used in Quake III, Jedi Knight 2, other computer games.
+@item Intel H.263 @tab @tab X
+@item Intel Indeo 2 @tab @tab X
@item Intel Indeo 3 @tab @tab X
-@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
-@item Flash Screen Video @tab X @tab X @tab fourcc: FSV1
-@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
-@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
-@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
-@item 4X Video @tab @tab X @tab Used in certain computer games.
-@item Sony PlayStation MDEC @tab @tab X
-@item id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
-@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
-@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
-@item Apple Animation @tab X @tab X @tab fourcc: 'rle '
-@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
-@item Apple Video @tab @tab X @tab fourcc: rpza
-@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
-@item Cinepak @tab @tab X
+@item Interplay C93 @tab @tab X
+ @tab Used in the game Cyberia from Interplay.
+@item Interplay MVE video @tab @tab X
+ @tab Used in Interplay .MVE files.
+@item Karl Morton's video codec @tab @tab X
+ @tab Codec used in Worms games.
+@item LCL (LossLess Codec Library) MSZH @tab @tab X
+@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
+@item LOCO @tab @tab X
+@item lossless MJPEG @tab X @tab X
@item Microsoft RLE @tab @tab X
-@item Microsoft Video-1 @tab @tab X
-@item Westwood VQA @tab @tab X
-@item id Cinematic Video @tab @tab X @tab Used in Quake II.
-@item planar RGB @tab @tab X @tab fourcc: 8BPS
-@item FLIC video @tab @tab X
-@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
-@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
-@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
-@item MSZH @tab @tab X @tab Part of LCL
-@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
-@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
-@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
-@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
-@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
-@item LOCO @tab @tab X @tab
-@item Winnov WNV1 @tab @tab X @tab
-@item Autodesk RLE @tab @tab X @tab fourcc: AASC
-@item Fraps FPS1 @tab @tab X @tab
-@item CamStudio @tab @tab X @tab fourcc: CSCD
-@item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree.
-@item ZMBV @tab X @tab X @tab Encoder works only in PAL8.
-@item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
-@item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
-@item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
-@item KMVC @tab @tab X @tab Codec used in Worms games.
-@item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
-@item Cin Video @tab @tab X @tab Codec used in Delphine Software games.
-@item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CD-ROM FlashBack game.
-@item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game.
-@item AVID DNxHD @tab X @tab X @tab aka SMPTE VC3
-@item C93 Video @tab @tab X @tab Codec used in Cyberia game.
-@item THP @tab @tab X @tab Used on the Nintendo GameCube.
-@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
-@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
-@item AMV @tab @tab X @tab Used in Chinese MP3 players.
-@item Mimic @tab @tab X @tab Used in MSN Messenger Webcam streams.
-@item Electronic Arts CMV @tab @tab X @tab Used in NHL 95 game.
+@item Microsoft Video 1 @tab @tab X
+@item Mimic @tab @tab X
+ @tab Used in MSN Messenger Webcam streams.
+@item Miro VideoXL @tab @tab X
+ @tab fourcc: VIXL
+@item MJPEG (Motion JPEG) @tab X @tab X
+@item Motion Pixels video @tab @tab X
+@item MPEG-1 video @tab X @tab X
+@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
+@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
+@item MPEG-2 video @tab X @tab X
+@item MPEG-4 part 2 @tab X @tab X
+ @ libxvidcore can be used alternatively for encoding.
+@item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
+@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
+@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
+@item Nintendo Gamecube THP video @tab @tab X
+@item NuppelVideo/RTjpeg @tab @tab X
+ @tab Video encoding used in NuppelVideo files.
+@item On2 VP3 @tab @tab X
+ @tab still experimental
+@item On2 VP5 @tab @tab X
+ @tab fourcc: VP50
+@item On2 VP6 @tab @tab X
+ @tab fourcc: VP60,VP61,VP62
+@item planar RGB @tab @tab X
+ @tab fourcc: 8BPS
+@item Q-team QPEG @tab @tab X
+ @tab fourccs: QPEG, Q1.0, Q1.1
+@item QuickTime 8BPS video @tab @tab X
+@item QuickTime Animation (RLE) video @tab X @tab X
+ @tab fourcc: 'rle '
+@item QuickTime Graphics (SMC) @tab @tab X
+ @tab fourcc: 'smc '
+@item QuickTime video (RPZA) @tab @tab X
+ @tab fourcc: rpza
+@item Raw Video @tab X @tab X
+@item RealVideo 1.0 @tab X @tab X
+@item RealVideo 2.0 @tab X @tab X
+@item RealVideo 3.0 @tab @tab X
+ @tab still far from ideal
+@item RealVideo 4.0 @tab @tab X
+@item Renderware TXD (TeXture Dictionary) @tab @tab X
+ @tab Texture dictionaries used by the Renderware Engine.
+@item RL2 video @tab @tab X
+ @tab used in some games by Entertainment Software Partners
+@item Sierra VMD video @tab @tab X
+ @tab Used in Sierra VMD files.
+@item Smacker video @tab @tab X
+ @tab Video encoding used in Smacker.
+@item SMPTE VC-1 @tab @tab X
+@item Snow @tab X @tab X
+ @tab experimental wavelet codec (fourcc: SNOW)
+@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
+@item Sorenson Vector Quantizer 1 @tab X @tab X
+ @tab fourcc: SVQ1
+@item Sorenson Vector Quantizer 3 @tab @tab X
+ @tab fourcc: SVQ3
+@item Sunplus JPEG (SP5X) @tab @tab X
+ @tab fourcc: SP5X
+@item TechSmith Screen Capture Codec @tab @tab X
+ @tab fourcc: TSCC
+@item Theora @tab E @tab X
+ @tab encoding supported through external library libtheora
+@item Tiertex Limited SEQ video @tab @tab X
+ @tab Codec used in DOS CD-ROM FlashBack game.
+@item VMware Screen Codec / VMware Video @tab @tab X
+ @tab Codec used in videos captured by VMware.
+@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
+@item Windows Media Video 7 @tab X @tab X
+@item Windows Media Video 8 @tab X @tab X
+@item Windows Media Video 9 @tab @tab X
+ @tab not completely working
+@item Wing Commander III / Xan @tab @tab X
+ @tab Used in Wing Commander III .MVE files.
+@item Winnov WNV1 @tab @tab X
+@item WMV7 @tab X @tab X
+@item YAMAHA SMAF @tab X @tab X
+@item ZLIB @tab X @tab X
+ @tab part of LCL, encoder experimental
+@item Zip Motion Blocks Video @tab X @tab X
+ @tab Encoder works only in PAL8.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
+@code{E} means that support is provided through an external library.
+
@section Audio Codecs
-@multitable @columnfractions .4 .1 .1 .1 .7
-@item Supported Codec @tab Encoding @tab Decoding @tab Comments
-@item MPEG audio layer 2 @tab IX @tab IX
-@item MPEG audio layer 1/3 @tab X @tab IX
-@tab MP3 encoding is supported through the external library LAME.
-@item AC-3 @tab IX @tab IX
-@tab liba52 is used internally for decoding.
-@item Vorbis @tab X @tab X
-@item WMA V1/V2 @tab X @tab X
-@item AAC @tab X @tab X
-@tab Supported through the external library libfaac/libfaad.
-@item Microsoft ADPCM @tab X @tab X
-@item AMV IMA ADPCM @tab @tab X
-@tab Used in AMV files
-@item MS IMA ADPCM @tab X @tab X
-@item QT IMA ADPCM @tab X @tab X
-@item 4X IMA ADPCM @tab @tab X
-@item G.726 ADPCM @tab X @tab X
-@item Duck DK3 IMA ADPCM @tab @tab X
-@tab Used in some Sega Saturn console games.
-@item Duck DK4 IMA ADPCM @tab @tab X
-@tab Used in some Sega Saturn console games.
-@item Westwood Studios IMA ADPCM @tab @tab X
-@tab Used in Westwood Studios games like Command and Conquer.
-@item SMJPEG IMA ADPCM @tab @tab X
-@tab Used in certain Loki game ports.
-@item CD-ROM XA ADPCM @tab @tab X
-@item CRI ADX ADPCM @tab X @tab X
-@tab Used in Sega Dreamcast games.
-@item Electronic Arts ADPCM @tab @tab X
-@tab Used in various EA titles.
-@item MAXIS EA ADPCM @tab @tab X
-@tab Used in Sim City 3000.
-@item Creative ADPCM @tab @tab X
-@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
-@item THP ADPCM @tab @tab X
-@tab Used on the Nintendo GameCube.
-@item RA144 @tab @tab X
-@tab Real 14400 bit/s codec
-@item RA288 @tab @tab X
-@tab Real 28800 bit/s codec
-@item RADnet @tab X @tab IX
-@tab real low bitrate AC-3 codec
-@item AMR-NB @tab X @tab X
-@tab Supported through an external library.
-@item AMR-WB @tab X @tab X
-@tab Supported through an external library.
-@item DV audio @tab @tab X
-@item id RoQ DPCM @tab X @tab X
-@tab Used in Quake III, Jedi Knight 2, other computer games.
-@item Interplay MVE DPCM @tab @tab X
-@tab Used in various Interplay computer games.
-@item Xan DPCM @tab @tab X
-@tab Used in Origin's Wing Commander IV AVI files.
-@item Sierra Online DPCM @tab @tab X
-@tab Used in Sierra Online game audio files.
-@item Apple MACE 3 @tab @tab X
-@item Apple MACE 6 @tab @tab X
-@item FLAC lossless audio @tab X @tab X
-@item Shorten lossless audio @tab @tab X
-@item Apple lossless audio @tab @tab X
-@tab QuickTime fourcc 'alac'
-@item FFmpeg Sonic @tab X @tab X
-@tab experimental lossy/lossless codec
-@item Qdesign QDM2 @tab @tab X
-@tab There are still some distortions.
-@item Real COOK @tab @tab X
-@tab All versions except 5.1 are supported.
-@item DSP Group TrueSpeech @tab @tab X
-@item True Audio (TTA) @tab @tab X
-@item Smacker Audio @tab @tab X
-@item WavPack Audio @tab @tab X
-@item Cin Audio @tab @tab X
-@tab Codec used in Delphine Software games.
-@item Intel Music Coder @tab @tab X
-@item Musepack @tab @tab X
-@tab SV7 and SV8 are supported.
-@item DTS Coherent Audio @tab @tab X
-@item ATRAC 3 @tab @tab X
-@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported.
-@item Nellymoser ASAO @tab @tab X
-@item 8SVX Audio @tab @tab X
-@item MLP/TrueHD @tab @tab X @tab Used in DVD-Audio and Blu-Ray discs.
+@multitable @columnfractions .4 .1 .1 .4
+@item Name @tab Encoding @tab Decoding @tab Comments
+@item 8SVX audio @tab @tab X
+@item AAC @tab E @tab X
+ @tab encoding supported through external library libfaac
+@item AC-3 @tab IX @tab X
+@item ADPCM 4X Movie @tab @tab X
+@item ADPCM CDROM XA @tab @tab X
+@item ADPCM Creative Technology @tab @tab X
+ @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
+@item ADPCM Electronic Arts @tab @tab X
+ @tab Used in various EA titles.
+@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
+ @tab Used in Sim City 3000.
+@item ADPCM Electronic Arts R1 @tab @tab X
+@item ADPCM Electronic Arts R2 @tab @tab X
+@item ADPCM Electronic Arts R3 @tab @tab X
+@item ADPCM Electronic Arts XAS @tab @tab X
+@item ADPCM G.726 @tab X @tab X
+@item ADPCM IMA AMV @tab @tab X
+ @tab Used in AMV files
+@item ADPCM IMA Electronic Arts EACS @tab @tab X
+@item ADPCM IMA Electronic Arts SEAD @tab @tab X
+@item ADPCM IMA Funcom @tab @tab X
+@item ADPCM IMA QuickTime @tab X @tab X
+@item ADPCM IMA Loki SDL MJPEG @tab @tab X
+@item ADPCM IMA WAV @tab X @tab X
+@item ADPCM IMA Westwood @tab @tab X
+@item ADPCM ISS IMA @tab @tab X
+ @tab Used in FunCom games.
+@item ADPCM IMA Duck DK3 @tab @tab X
+ @tab Used in some Sega Saturn console games.
+@item ADPCM IMA Duck DK4 @tab @tab X
+ @tab Used in some Sega Saturn console games.
+@item ADPCM Microsoft @tab X @tab X
+@item ADPCM MS IMA @tab X @tab X
+@item ADPCM Nintendo Gamecube THP @tab @tab X
+@item ADPCM QT IMA @tab X @tab X
+@item ADPCM SEGA CRI ADX @tab X @tab X
+ @tab Used in Sega Dreamcast games.
+@item ADPCM Shockwave Flash @tab X @tab X
+@item ADPCM SMJPEG IMA @tab @tab X
+ @tab Used in certain Loki game ports.
+@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
+@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
+@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
+@item ADPCM Westwood Studios IMA @tab @tab X
+ @tab Used in Westwood Studios games like Command and Conquer.
+@item ADPCM Yamaha @tab X @tab X
+@item AMR-NB @tab E @tab E
+ @tab supported through external library libamrnb
+@item AMR-WB @tab E @tab E
+ @tab supported through external library libamrwb
+@item Apple lossless audio @tab X @tab X
+ @tab QuickTime fourcc 'alac'
+@item Atrac 3 @tab @tab X
+@item Delphine Software International CIN audio @tab @tab X
+ @tab Codec used in Delphine Software International games.
+@item COOK @tab @tab X
+ @tab All versions except 5.1 are supported.
+@item DCA (DTS Coherent Acoustics) @tab @tab X
+@item DPCM id RoQ @tab X @tab X
+ @tab Used in Quake III, Jedi Knight 2, other computer games.
+@item DPCM Interplay @tab @tab X
+ @tab Used in various Interplay computer games.
+@item DPCM Sierra Online @tab @tab X
+ @tab Used in Sierra Online game audio files.
+@item DPCM Sol @tab @tab X
+@item DPCM Xan @tab @tab X
+@item DSP Group TrueSpeech @tab @tab X
+@item DV audio @tab @tab X
+@item Enhanced AC-3 @tab @tab X
+@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
+@item G.729 @tab @tab X
+@item GSM @tab E @tab E
+ @tab supported through external library libgsm
+@item GSM Microsoft variant @tab E @tab E
+ @tab supported through external library libgsm
+@item IMC (Intel Music Coder) @tab @tab X
+@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
+@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
+@item MLP (Meridian Lossless Packing) @tab @tab X
+ @tab Used in DVD-Audio discs.
+@item Monkey's Audio @tab @tab X
+ @tab Only versions 3.97-3.99 are supported.
+@item MP1 (MPEG audio layer 1) @tab @tab IX
+@item MP2 (MPEG audio layer 2) @tab IX @tab IX
+@item MP3 (MPEG audio layer 3) @tab E @tab IX
+ @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
+@item Musepack SV7 @tab @tab X
+@item Musepack SV8 @tab @tab X
+@item Nellymoser Asao @tab X @tab X
+@item PCM A-law @tab X @tab X
+@item PCM mu-law @tab X @tab X
+@item PCM 16-bit little-endian planar @tab @tab X
+@item PCM 32-bit floating point big-endian @tab X @tab X
+@item PCM 32-bit floating point little-endian @tab X @tab X
+@item PCM 64-bit floating point big-endian @tab X @tab X
+@item PCM 64-bit floating point little-endian @tab X @tab X
+@item PCM D-Cinema audio signed 24-bit @tab X @tab X
+@item PCM signed 8-bit @tab X @tab X
+@item PCM signed 16-bit big-endian @tab X @tab X
+@item PCM signed 16-bit little-endian @tab X @tab X
+@item PCM signed 24-bit big-endian @tab X @tab X
+@item PCM signed 24-bit little-endian @tab X @tab X
+@item PCM signed 32-bit big-endian @tab X @tab X
+@item PCM signed 32-bit little-endian @tab X @tab X
+@item PCM unsigned 8-bit @tab X @tab X
+@item PCM unsigned 16-bit big-endian @tab X @tab X
+@item PCM unsigned 16-bit little-endian @tab X @tab X
+@item PCM unsigned 24-bit big-endian @tab X @tab X
+@item PCM unsigned 24-bit little-endian @tab X @tab X
+@item PCM unsigned 32-bit big-endian @tab X @tab X
+@item PCM unsigned 32-bit little-endian @tab X @tab X
+@item PCM Zork @tab X @tab X
+@item QCELP / PureVoice @tab @tab X
+@item QDesign Music Codec 2 @tab @tab X
+ @tab There are still some distortions.
+@item RealAudio 1.0 (14.4K) @tab @tab X
+ @tab Real 14400 bit/s codec
+@item RealAudio 2.0 (28.8K) @tab @tab X
+ @tab Real 28800 bit/s codec
+@item RealAudio 3.0 (dnet) @tab IX @tab X
+ @tab Real low bitrate AC-3 codec
+@item Shorten @tab @tab X
+@item Sierra VMD audio @tab @tab X
+ @tab Used in Sierra VMD files.
+@item Smacker audio @tab @tab X
+@item Sonic @tab X @tab X
+ @tab experimental codec
+@item Sonic lossless @tab X @tab X
+ @tab experimental codec
+@item Speex @tab @tab E
+ @tab supported through external library libspeex
+@item True Audio (TTA) @tab @tab X
+@item TrueHD @tab @tab X
+ @tab Used in HD-DVD and Blu-Ray discs.
+@item Vorbis @tab E @tab X
+ @ A native but very primitive encoder exists.
+@item WavPack @tab @tab X
+@item Westwood Audio (SND1) @tab @tab X
+@item Windows Media Audio 1 @tab X @tab X
+@item Windows Media Audio 2 @tab X @tab X
+ @tab Used in Origin's Wing Commander IV AVI files.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
+@code{E} means that support is provided through an external library.
+
@code{I} means that an integer-only version is available, too (ensures high
performance on systems without hardware floating point support).
+@section Subtitle Formats
+
+@multitable @columnfractions .4 .1 .1 .1 .1
+@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
+@item SSA/ASS @tab X @tab X
+@item DVB @tab X @tab X @tab X @tab X
+@item DVD @tab X @tab X @tab X @tab X
+@item XSUB @tab @tab @tab @tab X
+@end multitable
+
+@code{X} means that the feature is supported.
+
+@section Network Protocols
+
+@multitable @columnfractions .4 .1
+@item Name @tab Support
+@item file @tab X
+@item Gopher @tab X
+@item HTTP @tab X
+@item pipe @tab X
+@item RTP @tab X
+@item TCP @tab X
+@item UDP @tab X
+@end multitable
+
+@code{X} means that the protocol is supported.
+
+
+@section Input/Output Devices
+
+@multitable @columnfractions .4 .1 .1
+@item Name @tab Input @tab Output
+@item ALSA @tab X @tab X
+@item BEOS audio @tab X @tab X
+@item BKTR @tab X @tab
+@item DV1394 @tab X @tab
+@item LIBDC1394 @tab X @tab
+@item OSS @tab X @tab X
+@item Video4Linux @tab X @tab
+@item Video4Linux2 @tab X @tab
+@item VfW capture @tab X @tab
+@item X11 grabbing @tab X @tab
+@end multitable
+
+@code{X} means that input/output is supported.
+
+
@chapter Platform Specific information
@section BSD
To get help and instructions for building FFmpeg under Windows, check out
the FFmpeg Windows Help Forum at
-@url{http://arrozcru.no-ip.org/ffmpeg/}.
+@url{http://ffmpeg.arrozcru.org/}.
@subsection Native Windows compilation
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
-the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
-install the coreutils package, and update to the latest MSYS make (note: not
-mingw32-make). You can find detailed installation
+the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
+You can find detailed installation
instructions in the download section and the FAQ.
+FFmpeg does not build out-of-the-box with the packages the automated MinGW
+installer provides. It also requires coreutils to be installed and many other
+packages updated to the latest version. The minimum version for some packages
+are listed below:
+
+@itemize
+@item bash 3.1
+@item msys-make 3.81-2 (note: not mingw32-make)
+@item w32api 3.13
+@item mingw-runtime 3.15
+@end itemize
+
+You will also need to pass @code{-fno-common} to the compiler to work around
+a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
+
Within the MSYS shell, configure and make with:
@example
-./configure --enable-memalign-hack
+./configure --enable-memalign-hack --extra-cflags=-fno-common
make
make install
@end example
@itemize
-@item Use at least bash 3.1. Older versions are known to fail on the
-configure script.
-
-@item In order to compile vhooks, you must have a POSIX-compliant libdl in
-your MinGW system. Get dlfcn-win32 from
-@url{http://code.google.com/p/dlfcn-win32}.
-
@item In order to compile FFplay, you must have the MinGW development library
of SDL. Get it from @url{http://www.libsdl.org}.
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
@item Write the source code for your application, or, for testing, just
copy the code from an existing sample application into the source file
that MSVC++ has already created for you. For example, you can copy
-@file{output_example.c} from the FFmpeg distribution.
+@file{libavformat/output-example.c} from the FFmpeg distribution.
@item Open the "Project / Properties" dialog box. In the "Configuration"
combo box, select "All Configurations" so that the changes you make will
@subsection Compilation under Cygwin
-The main issue with Cygwin is that newlib, its C library, does not
-contain llrint(). However, it is possible to leverage the
-implementation in MinGW.
+The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
+does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
+or leverage the implementation in MinGW (as explained below).
Just install your Cygwin with all the "Base" packages, plus the
following "Devel" ones:
@example
-binutils, gcc-core, make, subversion, mingw-runtime
+binutils, gcc-core, make, subversion, mingw-runtime, diffutils
@end example
-Do not install binutils-20060709-1 (they are buggy on shared builds);
-use binutils-20050610-1 instead.
+The experimental gcc4 package is still buggy, hence please
+use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
+
+Install the current binutils-20080624-2 as they work fine (the old
+binutils-20060709-1 proved buggy on shared builds).
Then create a small library that just contains llrint():
to build shared libraries.
If you want to build FFmpeg with additional libraries, download Cygwin
-"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
-and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
-(@url{http://cygwinports.dotsrc.org/}).
+"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
+@example
+libogg-devel, libvorbis-devel
+@end example
+
+These library packages are only available from Cygwin Ports
+(@url{http://sourceware.org/cygwinports/}) :
+
+@example
+yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
+libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
+libxvidcore-devel
+@end example
+
+The recommendation for libnut and x264 is to build them from source by
+yourself, as they evolve too quickly for Cygwin Ports to be up to date.
+
+Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
+of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
@subsection Crosscompilation for Windows under Cygwin
@item libavformat is the library containing the file format handling (mux and
demux code for several formats). Look at @file{ffplay.c} to use it in a
-player. See @file{output_example.c} to use it to generate audio or video
-streams.
+player. See @file{libavformat/output-example.c} to use it to generate
+audio or video streams.
@end itemize
@item
Remember to check if you need to bump versions for the specific libav
parts (libavutil, libavcodec, libavformat) you are changing. You need
- to change the version integer and the version string.
+ to change the version integer.
Incrementing the first component means no backward compatibility to
previous versions (e.g. removal of a function from the public API).
Incrementing the second component means backward compatible change
- (e.g. addition of a function to the public API).
+ (e.g. addition of a function to the public API or extension of an
+ existing data structure).
Incrementing the third component means a noteworthy binary compatible
change (e.g. encoder bug fix that matters for the decoder).
-@item
- If you add a new codec, remember to update the changelog, add it to
- the supported codecs table in the documentation and bump the second
- component of the @file{libavcodec} version number appropriately. If
- it has a fourcc, add it to @file{libavformat/riff.c}, even if it
- is only a decoder.
@item
Compiler warnings indicate potential bugs or code with bad style. If a type of
warning always points to correct and clean code, that warning should
Also please if you send several patches, send each patch as a separate mail,
do not attach several unrelated patches to the same mail.
+@section New codecs or formats checklist
+
+@enumerate
+@item
+ Did you use av_cold for codec initialization and close functions?
+@item
+ Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
+ AVInputFormat/AVOutputFormat struct?
+@item
+ Did you bump the minor version number in @file{avcodec.h} or
+ @file{avformat.h}?
+@item
+ Did you register it in @file{allcodecs.c} or @file{allformats.c}?
+@item
+ Did you add the CodecID to @file{avcodec.h}?
+@item
+ If it has a fourcc, did you add it to @file{libavformat/riff.c},
+ even if it is only a decoder?
+@item
+ Did you add a rule to compile the appropriate files in the Makefile?
+ Remember to do this even if you're just adding a format to a file that is
+ already being compiled by some other rule, like a raw demuxer.
+@item
+ Did you add an entry to the table of supported formats or codecs in the
+ documentation?
+@item
+ Did you add an entry in the Changelog?
+@item
+ If it depends on a parser or a library, did you add that dependency in
+ configure?
+@item
+ Did you "svn add" the appropriate files before commiting?
+@end enumerate
+
@section patch submission checklist
@enumerate
@item
Do the regression tests pass with the patch applied?
+@item
+ Does @code{make checkheaders} pass with the patch applied?
@item
Is the patch a unified diff?
@item
Have you checked that the patch does not introduce buffer overflows or
other security issues?
@item
- If you add a new demuxer or decoder, have you checked that it does not
- crash with damaged input (see tools/trasher)?
+ Did you test your decoder or demuxer against damaged data? If no, see
+ tools/trasher and the noise bitstream filter. Your decoder or demuxer
+ should not crash or end in a (near) infinite loop when fed damaged data.
@item
Is the patch created from the root of the source tree, so it can be
applied with @code{patch -p0}?
If the patch fixes a bug, did you provide enough information, including
a sample, so the bug can be reproduced and the fix can be verified?
Note please do not attach samples >100k to mails but rather provide a
- URL, you can upload to ftp://upload.mplayerhq.hu
+ URL, you can upload to ftp://upload.ffmpeg.org
@item
Did you provide a verbose summary about what the patch does change?
@item
improves readability.
@item
Did you provide a suggestion for a clear commit log message?
-@item
- Did you test your decoder or demuxer against damaged data? If no, see
- tools/trasher and the noise bitstream filter. Your decoder or demuxer
- should not crash or end in a (near) infinite loop when fed damaged data.
@end enumerate
@section Patch review process