X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=doc%2Fgeneral.texi;h=cda79c07b4c02bc174138dc60901f52fde86e72a;hb=dd6d3b0e025cb2a16022665dbb8ab1be18dc05e8;hp=8972c9c8af5416095498c0244d1cbb4ca43c255d;hpb=421ae271da08865879d1b582bfc55dfc257158d3;p=ffmpeg diff --git a/doc/general.texi b/doc/general.texi index 8972c9c8af5..cda79c07b4c 100644 --- a/doc/general.texi +++ b/doc/general.texi @@ -2,51 +2,110 @@ @settitle General Documentation @titlepage -@sp 7 @center @titlefont{General Documentation} -@sp 3 @end titlepage +@top -@chapter external libraries +@contents -FFmpeg can be hooked up with a number of external libraries to add support +@chapter External libraries + +Libav can be hooked up with a number of external libraries to add support for more formats. None of them are used by default, their use has to be explicitly requested by passing the appropriate flags to @file{./configure}. -@section AMR +@section OpenCORE and VisualOn libraries + +Spun off Google Android sources, OpenCore and VisualOn libraries provide +encoders for a number of audio codecs. + +@float NOTE +OpenCORE and VisualOn libraries are under the Apache License 2.0 +(see @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is +incompatible with the LGPL version 2.1 and GPL version 2. You have to +upgrade Libav's license to LGPL version 3 (or if you have enabled +GPL components, GPL version 3) to use it. +@end float + +@subsection OpenCORE AMR + +Libav can make use of the OpenCORE libraries for AMR-NB +decoding/encoding and AMR-WB decoding. + +Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the +instructions for installing the libraries. +Then pass @code{--enable-libopencore-amrnb} and/or +@code{--enable-libopencore-amrwb} to configure to enable them. + +@subsection VisualOn AAC encoder library + +Libav can make use of the VisualOn AACenc library for AAC encoding. + +Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the +instructions for installing the library. +Then pass @code{--enable-libvo-aacenc} to configure to enable it. + +@subsection VisualOn AMR-WB encoder library + +Libav can make use of the VisualOn AMR-WBenc library for AMR-WB encoding. -AMR comes in two different flavors, wideband and narrowband. FFmpeg can make -use of the AMR wideband (floating-point mode) and the AMR narrowband -(floating-point mode) reference decoders and encoders. +Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the +instructions for installing the library. +Then pass @code{--enable-libvo-amrwbenc} to configure to enable it. -Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for -installing the libraries. Then pass @code{--enable-libamr-nb} and/or -@code{--enable-libamr-wb} to configure to enable the libraries. +@section LAME + +Libav can make use of the LAME library for MP3 encoding. + +Go to @url{http://lame.sourceforge.net/} and follow the +instructions for installing the library. +Then pass @code{--enable-libmp3lame} to configure to enable it. + +@section libvpx + +Libav can make use of the libvpx library for VP8 encoding. + +Go to @url{http://www.webmproject.org/} and follow the instructions for +installing the library. Then pass @code{--enable-libvpx} to configure to +enable it. + +@section x264 + +Libav can make use of the x264 library for H.264 encoding. + +Go to @url{http://www.videolan.org/developers/x264.html} and follow the +instructions for installing the library. Then pass @code{--enable-libx264} to +configure to enable it. + +@float NOTE +x264 is under the GNU Public License Version 2 or later +(see @url{http://www.gnu.org/licenses/old-licenses/gpl-2.0.html} for +details), you must upgrade Libav's license to GPL in order to use it. +@end float -Note that libamr is copyrighted without any sort of license grant. This means -that you can use it if you legally obtained it but you are not allowed to -redistribute it in any way. @strong{Any FFmpeg binaries with libamr support -you create are non-free and unredistributable!} @chapter Supported File Formats and Codecs -You can use the @code{-formats} option to have an exhaustive list. +You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list. @section File Formats -FFmpeg supports the following file formats through the @code{libavformat} +Libav supports the following file formats through the @code{libavformat} library: @multitable @columnfractions .4 .1 .1 .4 @item Name @tab Encoding @tab Decoding @tab Comments @item 4xm @tab @tab X @tab 4X Technologies format, used in some games. +@item 8088flex TMV @tab @tab X +@item Adobe Filmstrip @tab X @tab X @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 Apple HTTP Live Streaming @tab @tab X @item ASF @tab X @tab X @item AVI @tab X @tab X @item AVISynth @tab @tab X @@ -56,18 +115,33 @@ library: @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 Bink @tab @tab X + @tab Multimedia format used by many games. +@item Bitmap Brothers JV @tab @tab X + @tab Used in Z and Z95 games. @item Brute Force & Ignorance @tab @tab X @tab Used in the game Flash Traffic: City of Angels. +@item BWF @tab X @tab X +@item CRI ADX @tab X @tab X + @tab Audio-only format used in console video games. +@item Discworld II BMV @tab @tab X @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 CD+G @tab @tab X + @tab Video format used by CD+G karaoke disks +@item Core Audio Format @tab @tab X + @tab Apple Core Audio Format @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 Deluxe Paint Animation @tab @tab X +@item DFA @tab @tab X + @tab This format is used in Chronomaster game @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 @@ -75,13 +149,13 @@ library: @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 FFM (AVserver 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 +@item Flash Video (FLV) @tab X @tab X @tab Macromedia Flash video files @item framecrc testing format @tab X @tab @item FunCom ISS @tab @tab X @@ -93,16 +167,28 @@ library: @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 IEC61937 encapsulation @tab X @tab X @item IFF @tab @tab X @tab Interchange File Format @item Interplay MVE @tab @tab X @tab Format used in various Interplay computer games. +@item IV8 @tab @tab X + @tab A format generated by IndigoVision 8000 video server. +@item IVF (On2) @tab X @tab X + @tab A format used by libvpx +@item LATM @tab X @tab X @item LMLM4 @tab @tab X @tab Used by Linux Media Labs MPEG-4 PCI boards +@item LXF @tab @tab X + @tab VR native stream format, used by Leitch/Harris' video servers. @item Matroska @tab X @tab X @item Matroska audio @tab X @tab +@item FFmpeg metadata @tab X @tab X + @tab Metadata in text format. @item MAXIS XA @tab @tab X @tab Used in Sim City 3000; file extension .xa. +@item MD Studio @tab @tab X +@item Mobotix .mxg @tab @tab X @item Monkey's Audio @tab @tab X @item Motion Pixels MVI @tab @tab X @item MOV/QuickTime/MP4 @tab X @tab X @@ -129,16 +215,20 @@ library: @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 Playstation Portable PMP @tab @tab X @item TechnoTrend PVA @tab @tab X @tab Used by TechnoTrend DVB PCI boards. +@item QCP @tab @tab X @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 Chinese AVS video @tab X @tab X @item raw CRI ADX @tab X @tab X @item raw Dirac @tab X @tab X @item raw DNxHD @tab X @tab X @@ -160,6 +250,7 @@ library: @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 @@ -190,8 +281,12 @@ library: @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 Lego Mindstorms RSO @tab X @tab X +@item RTMP @tab X @tab X + @tab Output is performed by publishing stream to RTMP server +@item RTP @tab X @tab X +@item RTSP @tab X @tab X +@item SAP @tab X @tab X @item SDP @tab @tab X @item Sega FILM/CPK @tab @tab X @tab Used in many Sega Saturn console games. @@ -201,10 +296,15 @@ library: @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 +@item SMJPEG @tab X @tab X + @tab Used in certain Loki game ports. +@item Sony OpenMG (OMA) @tab X @tab X @tab Audio format used in Sony Sonic Stage and Sony Vegas. @item Sony PlayStation STR @tab @tab X +@item Sony Wave64 (W64) @tab @tab X +@item SoX native format @tab X @tab X @item SUN AU format @tab X @tab X +@item Text files @tab @tab X @item THP @tab @tab X @tab Used on the Nintendo GameCube. @item Tiertex Limited SEQ @tab @tab X @@ -213,20 +313,27 @@ library: @item VC-1 test bitstream @tab X @tab X @item WAV @tab X @tab X @item WavPack @tab @tab X +@item WebM @tab X @tab X +@item Windows Televison (WTV) @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 XMV @tab @tab X + @tab Microsoft video container used in Xbox games. +@item xWMA @tab @tab X + @tab Microsoft audio container used by XAudio 2. @item YUV4MPEG pipe @tab X @tab X +@item Psygnosis YOP @tab @tab X @end multitable @code{X} means that encoding (resp. decoding) is supported. @section Image Formats -FFmpeg can read and write images for each frame of a video sequence. The +Libav can read and write images for each frame of a video sequence. The following image formats are supported: @multitable @columnfractions .4 .1 .1 .4 @@ -237,6 +344,8 @@ following image formats are supported: @tab Only uncompressed GIFs are generated. @item BMP @tab X @tab X @tab Microsoft BMP image +@item DPX @tab X @tab X + @tab Digital Picture Exchange @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. @item JPEG 2000 @tab @tab E @@ -244,19 +353,21 @@ following image formats are supported: @item JPEG-LS @tab X @tab X @item LJPEG @tab X @tab @tab Lossless JPEG -@item PAM @tab X @tab +@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. -@item PBM @tab X @tab +@item PBM @tab X @tab X @tab Portable BitMap image -@item PCX @tab @tab X +@item PCX @tab X @tab X @tab PC Paintbrush -@item PGM @tab X @tab +@item PGM @tab X @tab X @tab Portable GrayMap image -@item PGMYUV @tab X @tab +@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 +@item PIC @tab @tab X + @tab Pictor/PC Paint @item PNG @tab X @tab X @tab 2/4 bpp not supported yet -@item PPM @tab X @tab +@item PPM @tab X @tab X @tab Portable PixelMap image @item PTX @tab @tab X @tab V.Flash PTX format @@ -268,6 +379,8 @@ following image formats are supported: @tab YUV, JPEG and some extension is not supported yet. @item Truevision Targa @tab X @tab X @tab Targa (.TGA) image format +@item XWD @tab X @tab X + @tab X Window Dump image format @end multitable @code{X} means that encoding (resp. decoding) is supported. @@ -280,13 +393,18 @@ following image formats are supported: @item Name @tab Encoding @tab Decoding @tab Comments @item 4X Movie @tab @tab X @tab Used in certain computer games. +@item 8088flex TMV @tab @tab X @item 8SVX exponential @tab @tab X @item 8SVX fibonacci @tab @tab X +@item A64 multicolor @tab X @tab + @tab Creates video suitable to be played on a commodore 64 (multicolor mode). @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 ANSI/ASCII art @tab @tab X @item Apple MJPEG-B @tab @tab X +@item Apple ProRes @tab @tab X @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw @item Asus v1 @tab X @tab X @@ -297,6 +415,8 @@ following image formats are supported: @tab fourcc: VCR1 @item ATI VCR2 @tab @tab X @tab fourcc: VCR2 +@item Auravision Aura @tab @tab X +@item Auravision Aura 2 @tab @tab X @item Autodesk Animator Flic video @tab @tab X @item Autodesk RLE @tab @tab X @tab fourcc: AASC @@ -305,22 +425,30 @@ following image formats are supported: @item Beam Software VB @tab @tab X @item Bethesda VID video @tab @tab X @tab Used in some games from Bethesda Softworks. +@item Bink Video @tab @tab X +@item Bitmap Brothers JV video @tab @tab X @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 CD+G @tab @tab X + @tab Video codec for CD+G karaoke disks +@item Chinese AVS video @tab E @tab X + @tab AVS1-P2, JiZhun profile, encoding through external library libxavs @item Delphine Software International CIN video @tab @tab X @tab Codec used in Delphine Software International games. +@item Discworld II BMV Video @tab @tab X @item Cinepak @tab @tab X -@item Cirrus Logic AccuPak @tab @tab X +@item Cirrus Logic AccuPak @tab X @tab X @tab fourcc: CLJR @item Creative YUV (CYUV) @tab @tab X +@item DFA @tab @tab X + @tab Codec used in Chronomaster game. @item Dirac @tab E @tab E @tab supported through external libdirac/libschroedinger libraries +@item Deluxe Paint Animation @tab @tab X @item DNxHD @tab X @tab X @tab aka SMPTE VC3 @item Duck TrueMotion 1.0 @tab @tab X @@ -328,18 +456,21 @@ following image formats are supported: @item Duck TrueMotion 2.0 @tab @tab X @tab fourcc: TM20 @item DV (Digital Video) @tab X @tab X +@item Dxtory capture format @tab @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 Madcow video @tab @tab X @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 +@item FFmpeg video 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 Screen Video v2 @tab @tab X @item Flash Video (FLV) @tab X @tab X @tab Sorenson H.263 used in Flash @item Fraps @tab @tab X @@ -357,15 +488,24 @@ following image formats are supported: @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 IFF ILBM @tab @tab X + @tab IFF interleaved bitmap +@item IFF ByteRun1 @tab @tab X + @tab IFF run length encoded bitmap @item Intel H.263 @tab @tab X @item Intel Indeo 2 @tab @tab X @item Intel Indeo 3 @tab @tab X +@item Intel Indeo 4 @tab @tab X +@item Intel Indeo 5 @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 Kega Game Video (KGV1) @tab @tab X + @tab Kega emulator screen capture codec. +@item Lagarith @tab @tab X @item LCL (LossLess Codec Library) MSZH @tab @tab X @item LCL (LossLess Codec Library) ZLIB @tab E @tab E @item LOCO @tab @tab X @@ -377,6 +517,7 @@ following image formats are supported: @item Miro VideoXL @tab @tab X @tab fourcc: VIXL @item MJPEG (Motion JPEG) @tab X @tab X +@item Mobotix MxPEG video @tab @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 @@ -384,7 +525,7 @@ following image formats are supported: @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 1 @tab @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 @@ -396,6 +537,8 @@ following image formats are supported: @tab fourcc: VP50 @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62 +@item VP8 @tab E @tab X + @tab fourcc: VP80, encoding supported through external library libvpx @item planar RGB @tab @tab X @tab fourcc: 8BPS @item Q-team QPEG @tab @tab X @@ -407,6 +550,8 @@ following image formats are supported: @tab fourcc: 'smc ' @item QuickTime video (RPZA) @tab @tab X @tab fourcc: rpza +@item R10K AJA Kona 10-bit RGB Codec @tab @tab X +@item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X @item Raw Video @tab X @tab X @item RealVideo 1.0 @tab X @tab X @item RealVideo 2.0 @tab X @tab X @@ -437,18 +582,26 @@ following image formats are supported: @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 Ut Video @tab @tab X +@item v210 QuickTime uncompressed 4:2:2 10-bit @tab X @tab X +@item v410 QuickTime uncompressed 4:4:4 10-bit @tab X @tab X +@item VBLE Lossless Codec @tab @tab X @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 Image @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 Wing Commander IV / Xan @tab @tab X + @tab Used in Wing Commander IV. @item Winnov WNV1 @tab @tab X @item WMV7 @tab X @tab X @item YAMAHA SMAF @tab X @tab X +@item Psygnosis YOP Video @tab @tab X @item ZLIB @tab X @tab X @tab part of LCL, encoder experimental @item Zip Motion Blocks Video @tab X @tab X @@ -463,80 +616,102 @@ following image formats are supported: @multitable @columnfractions .4 .1 .1 .4 @item Name @tab Encoding @tab Decoding @tab Comments -@item 4X Movie ADPCM @tab @tab X @item 8SVX audio @tab @tab X @item AAC @tab E @tab X - @tab encoding supported through external library libfaac -@item AC-3 @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 + @tab encoding supported through external library libfaac and libvo-aacenc +@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.722 @tab X @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 X + @tab encoding supported through external library libopencore-amrnb +@item AMR-WB @tab E @tab X + @tab encoding supported through external library libvo-amrwbenc @item Apple lossless audio @tab X @tab X @tab QuickTime fourcc 'alac' +@item Atrac 1 @tab @tab X @item Atrac 3 @tab @tab X -@item CDROM XA ADPCM @tab @tab X +@item Bink Audio @tab @tab X + @tab Used in Bink and Smacker files in many games. @item Delphine Software International CIN audio @tab @tab X @tab Codec used in Delphine Software International games. +@item Discworld II BMV Audio @tab @tab X @item COOK @tab @tab X @tab All versions except 5.1 are supported. -@item Creative Technology ADPCM @tab @tab X - @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 @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 + @tab Used in Origin's Wing Commander IV AVI files. @item DSP Group TrueSpeech @tab @tab X @item DV audio @tab @tab X -@item Electronic Arts ADPCM @tab @tab X - @tab Used in various EA titles. -@item Electronic Arts Maxis CDROM XS ADPCM @tab @tab X - @tab Used in Sim City 3000. -@item Electronic Arts R1 ADPCM @tab @tab X -@item Electronic Arts R2 ADPCM @tab @tab X -@item Electronic Arts R3 ADPCM @tab @tab X -@item Electronic Arts XAS ADPCM @tab @tab X -@item Enhanced AC-3 @tab @tab X +@item Enhanced AC-3 @tab X @tab X @item FLAC (Free Lossless Audio Codec) @tab X @tab IX -@item G.726 ADPCM @tab X @tab X -@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 id RoQ DPCM @tab X @tab X - @tab Used in Quake III, Jedi Knight 2, other computer games. -@item IMA AMV ADPCM @tab @tab X - @tab Used in AMV files -@item IMA Electronic Arts EACS ADPCM @tab @tab X -@item IMA Electronic Arts SEAD ADPCM @tab @tab X -@item IMA Funcom ADPCM @tab @tab X -@item IMA QuickTime ADPCM @tab X @tab X -@item IMA Loki SDL MJPEG ADPCM @tab @tab X -@item IMA WAV ADPCM @tab X @tab X -@item IMA Westwood ADPCM @tab @tab X +@item GSM @tab E @tab X + @tab encoding supported through external library libgsm +@item GSM Microsoft variant @tab E @tab X + @tab encoding supported through external library libgsm @item IMC (Intel Music Coder) @tab @tab X -@item Interplay DPCM @tab @tab X - @tab Used in various Interplay computer games. -@item ISS IMA ADPCM @tab @tab X - @tab Used in FunCom games. -@item IMA Duck DK3 ADPCM @tab @tab X - @tab Used in some Sega Saturn console games. -@item IMA Duck DK4 ADPCM @tab @tab X - @tab Used in some Sega Saturn console games. @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X -@item Microsoft ADPCM @tab X @tab X -@item MLP(Meridian Lossless Packing)/TrueHD @tab @tab X - @tab Used in DVD-Audio and Blu-Ray discs. +@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 MS IMA ADPCM @tab X @tab X +@item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X @item Musepack SV7 @tab @tab X @item Musepack SV8 @tab @tab X @item Nellymoser Asao @tab X @tab X -@item Nintendo Gamecube THP ADPCM @tab @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 @@ -552,6 +727,7 @@ following image formats are supported: @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 signed 16/20/24-bit big-endian in MPEG-TS @tab @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 @@ -559,50 +735,36 @@ following image formats are supported: @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 PCM Zork @tab @tab X @item QCELP / PureVoice @tab @tab X @item QDesign Music Codec 2 @tab @tab X @tab There are still some distortions. -@item QT IMA ADPCM @tab X @tab X -@item RealAudio 1.0 (14.4K) @tab @tab X +@item RealAudio 1.0 (14.4K) @tab X @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 SEGA CRI ADX ADPCM @tab X @tab X - @tab Used in Sega Dreamcast games. -@item Shockwave Flash ADPCM @tab X @tab X +@item RealAudio SIPR / ACELP.NET @tab @tab X @item Shorten @tab @tab X -@item Sierra Online DPCM @tab @tab X - @tab Used in Sierra Online game audio files. @item Sierra VMD audio @tab @tab X @tab Used in Sierra VMD files. @item Smacker audio @tab @tab X -@item SMJPEG IMA ADPCM @tab @tab X - @tab Used in certain Loki game ports. -@item Sol DPCM @tab @tab X -@item Sonic @tab X @tab X - @tab experimental codec -@item Sonic lossless @tab X @tab X - @tab experimental codec -@item Sound Blaster Pro 2-bit ADPCM @tab @tab X -@item Sound Blaster Pro 2.6-bit ADPCM @tab @tab X -@item Sound Blaster Pro 4-bit ADPCM @tab @tab X -@item Speex @tab @tab E +@item SMPTE 302M AES3 audio @tab @tab X +@item Speex @tab E @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 TwinVQ (VQF flavor) @tab @tab X @item Vorbis @tab E @tab X - @ A native but very primitive encoder exists. + @tab A native but very primitive encoder exists. @item WavPack @tab @tab X -@item Westwood Studios IMA ADPCM @tab @tab X - @tab Used in Westwood Studios games like Command and Conquer. @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 -@item Xan DPCM @tab @tab X - @tab Used in Origin's Wing Commander IV AVI files. -@item Yamaha ADPCM @tab X @tab X +@item Windows Media Audio Pro @tab @tab X +@item Windows Media Audio Voice @tab @tab X @end multitable @code{X} means that encoding (resp. decoding) is supported. @@ -614,23 +776,27 @@ performance on systems without hardware floating point support). @section Subtitle Formats -@multitable @columnfractions .4 .1 .1 .1 .1 .1 +@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 SSA/ASS @tab X @tab X @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 +@item PGS @tab @tab @tab @tab X +@item SubRip (SRT) @tab X @tab X @tab @tab X +@item XSUB @tab @tab @tab X @tab X @end multitable @code{X} means that the feature is supported. @section Network Protocols -@multitable @columnfractions .4 .1 .1 .1 .1 .1 +@multitable @columnfractions .4 .1 @item Name @tab Support +@item Apple HTTP Live Streaming @tab X @item file @tab X @item Gopher @tab X @item HTTP @tab X +@item MMS @tab X @item pipe @tab X @item RTP @tab X @item TCP @tab X @@ -640,709 +806,23 @@ performance on systems without hardware floating point support). @code{X} means that the protocol is supported. -@chapter Platform Specific information - -@section BSD - -BSD make will not build FFmpeg, you need to install and use GNU Make -(@file{gmake}). - -@section Windows - -To get help and instructions for building FFmpeg under Windows, check out -the FFmpeg Windows Help Forum at -@url{http://ffmpeg.arrozcru.org/}. - -@subsection Native Windows compilation - -FFmpeg can be built to run natively on Windows using the MinGW tools. Install -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 --extra-cflags=-fno-common -make -make install -@end example - -This will install @file{ffmpeg.exe} along with many other development files -to @file{/usr/local}. You may specify another install path using the -@code{--prefix} option in @file{configure}. - -Notes: - -@itemize - -@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 -where SDL was installed. Verify that @file{sdl-config} can be launched from -the MSYS command line. - -@item By using @code{./configure --enable-shared} when configuring FFmpeg, -you can build libavutil, libavcodec and libavformat as DLLs. - -@end itemize - -@subsection Microsoft Visual C++ compatibility - -As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you -want to use the libav* libraries in your own applications, you can still -compile those applications using MSVC++. But the libav* libraries you link -to @emph{must} be built with MinGW. However, you will not be able to debug -inside the libav* libraries, since MSVC++ does not recognize the debug -symbols generated by GCC. -We strongly recommend you to move over from MSVC++ to MinGW tools. - -This description of how to use the FFmpeg libraries with MSVC++ is based on -Microsoft Visual C++ 2005 Express Edition. If you have a different version, -you might have to modify the procedures slightly. - -@subsubsection Using static libraries - -Assuming you have just built and installed FFmpeg in @file{/usr/local}. - -@enumerate - -@item Create a new console application ("File / New / Project") and then -select "Win32 Console Application". On the appropriate page of the -Application Wizard, uncheck the "Precompiled headers" option. - -@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. - -@item Open the "Project / Properties" dialog box. In the "Configuration" -combo box, select "All Configurations" so that the changes you make will -affect both debug and release builds. In the tree view on the left hand -side, select "C/C++ / General", then edit the "Additional Include -Directories" setting to contain the path where the FFmpeg includes were -installed (i.e. @file{c:\msys\1.0\local\include}). -Do not add MinGW's include directory here, or the include files will -conflict with MSVC's. - -@item Still in the "Project / Properties" dialog box, select -"Linker / General" from the tree view and edit the -"Additional Library Directories" setting to contain the @file{lib} -directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), -the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), -and the directory where MinGW's GCC libs are installed -(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select -"Linker / Input" from the tree view, and add the files @file{libavformat.a}, -@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, -@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) -to the end of "Additional Dependencies". - -@item Now, select "C/C++ / Code Generation" from the tree view. Select -"Debug" in the "Configuration" combo box. Make sure that "Runtime -Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in -the "Configuration" combo box and make sure that "Runtime Library" is -set to "Multi-threaded DLL". - -@item Click "OK" to close the "Project / Properties" dialog box. - -@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. -Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} -and install it in MSVC++'s include directory -(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). - -@item MSVC++ also does not understand the @code{inline} keyword used by -FFmpeg, so you must add this line before @code{#include}ing libav*: -@example -#define inline _inline -@end example - -@item Build your application, everything should work. - -@end enumerate - -@subsubsection Using shared libraries - -This is how to create DLL and LIB files that are compatible with MSVC++: - -@enumerate - -@item Add a call to @file{vcvars32.bat} (which sets up the environment -variables for the Visual C++ tools) as the first line of @file{msys.bat}. -The standard location for @file{vcvars32.bat} is -@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, -and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. -If this corresponds to your setup, add the following line as the first line -of @file{msys.bat}: - -@example -call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" -@end example - -Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, -and run @file{c:\msys\1.0\msys.bat} from there. - -@item Within the MSYS shell, run @code{lib.exe}. If you get a help message -from @file{Microsoft (R) Library Manager}, this means your environment -variables are set up correctly, the @file{Microsoft (R) Library Manager} -is on the path and will be used by FFmpeg to create -MSVC++-compatible import libraries. - -@item Build FFmpeg with - -@example -./configure --enable-shared --enable-memalign-hack -make -make install -@end example - -Your install path (@file{/usr/local/} by default) should now have the -necessary DLL and LIB files under the @file{bin} directory. - -@end enumerate - -To use those files with MSVC++, do the same as you would do with -the static libraries, as described above. But in Step 4, -you should only need to add the directory where the LIB files are installed -(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are -installed in the @file{bin} directory. And instead of adding @file{libxx.a} -files, you should add @file{avcodec.lib}, @file{avformat.lib}, and -@file{avutil.lib}. There should be no need for @file{libmingwex.a}, -@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library -statically linked into the DLLs. The @file{bin} directory contains a bunch -of DLL files, but the ones that are actually used to run your application -are the ones with a major version number in their filenames -(i.e. @file{avcodec-51.dll}). - -@subsection Cross compilation for Windows with Linux - -You must use the MinGW cross compilation tools available at -@url{http://www.mingw.org/}. - -Then configure FFmpeg with the following options: -@example -./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- -@end example -(you can change the cross-prefix according to the prefix chosen for the -MinGW tools). - -Then you can easily test FFmpeg with Wine -(@url{http://www.winehq.com/}). - -@subsection Compilation under Cygwin - -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, diffutils -@end example - -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(): - -@example -ar x /usr/lib/mingw/libmingwex.a llrint.o -ar cq /usr/local/lib/libllrint.a llrint.o -@end example - -Then run - -@example -./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' -@end example - -to make a static build or - -@example -./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' -@end example - -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: -@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 - -With Cygwin you can create Windows binaries that do not need the cygwin1.dll. - -Just install your Cygwin as explained before, plus these additional -"Devel" packages: -@example -gcc-mingw-core, mingw-runtime, mingw-zlib -@end example - -and add some special flags to your configure invocation. - -For a static build run -@example -./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin -@end example - -and for a build with shared libraries -@example -./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin -@end example - -@section BeOS - -BeOS support is broken in mysterious ways. - -@section OS/2 - -For information about compiling FFmpeg on OS/2 see -@url{http://www.edm2.com/index.php/FFmpeg}. - -@chapter Developers Guide - -@section API -@itemize @bullet -@item libavcodec is the library containing the codecs (both encoding and -decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. - -@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. - -@end itemize - -@section Integrating libavcodec or libavformat in your program - -You can integrate all the source code of the libraries to link them -statically to avoid any version problem. All you need is to provide a -'config.mak' and a 'config.h' in the parent directory. See the defines -generated by ./configure to understand what is needed. - -You can use libavcodec or libavformat in your commercial program, but -@emph{any patch you make must be published}. The best way to proceed is -to send your patches to the FFmpeg mailing list. - -@node Coding Rules -@section Coding Rules - -FFmpeg is programmed in the ISO C90 language with a few additional -features from ISO C99, namely: -@itemize @bullet -@item -the @samp{inline} keyword; -@item -@samp{//} comments; -@item -designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) -@item -compound literals (@samp{x = (struct s) @{ 17, 23 @};}) -@end itemize - -These features are supported by all compilers we care about, so we will not -accept patches to remove their use unless they absolutely do not impair -clarity and performance. - -All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also -compiles with several other compilers, such as the Compaq ccc compiler -or Sun Studio 9, and we would like to keep it that way unless it would -be exceedingly involved. To ensure compatibility, please do not use any -additional C99 features or GCC extensions. Especially watch out for: -@itemize @bullet -@item -mixing statements and declarations; -@item -@samp{long long} (use @samp{int64_t} instead); -@item -@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; -@item -GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). -@end itemize - -Indent size is 4. -The presentation is the one specified by 'indent -i4 -kr -nut'. -The TAB character is forbidden outside of Makefiles as is any -form of trailing whitespace. Commits containing either will be -rejected by the Subversion repository. - -The main priority in FFmpeg is simplicity and small code size in order to -minimize the bug count. - -Comments: Use the JavaDoc/Doxygen -format (see examples below) so that code documentation -can be generated automatically. All nontrivial functions should have a comment -above them explaining what the function does, even if it is just one sentence. -All structures and their member variables should be documented, too. -@example -/** - * @@file mpeg.c - * MPEG codec. - * @@author ... - */ - -/** - * Summary sentence. - * more text ... - * ... - */ -typedef struct Foobar@{ - int var1; /**< var1 description */ - int var2; ///< var2 description - /** var3 description */ - int var3; -@} Foobar; - -/** - * Summary sentence. - * more text ... - * ... - * @@param my_parameter description of my_parameter - * @@return return value description - */ -int myfunc(int my_parameter) -... -@end example - -fprintf and printf are forbidden in libavformat and libavcodec, -please use av_log() instead. - -Casts should be used only when necessary. Unneeded parentheses -should also be avoided if they don't make the code easier to understand. - -@section Development Policy - -@enumerate -@item - Contributions should be licensed under the LGPL 2.1, including an - "or any later version" clause, or the MIT license. GPL 2 including - an "or any later version" clause is also acceptable, but LGPL is - preferred. -@item - You must not commit code which breaks FFmpeg! (Meaning unfinished but - enabled code which breaks compilation or compiles but does not work or - breaks the regression tests) - You can commit unfinished stuff (for testing etc), but it must be disabled - (#ifdef etc) by default so it does not interfere with other developers' - work. -@item - You do not have to over-test things. If it works for you, and you think it - should work for others, then commit. If your code has problems - (portability, triggers compiler bugs, unusual environment etc) they will be - reported and eventually fixed. -@item - Do not commit unrelated changes together, split them into self-contained - pieces. Also do not forget that if part B depends on part A, but A does not - depend on B, then A can and should be committed first and separate from B. - Keeping changes well split into self-contained parts makes reviewing and - understanding them on the commit log mailing list easier. This also helps - in case of debugging later on. - Also if you have doubts about splitting or not splitting, do not hesitate to - ask/discuss it on the developer mailing list. -@item - Do not change behavior of the program (renaming options etc) without - first discussing it on the ffmpeg-devel mailing list. Do not remove - functionality from the code. Just improve! - - Note: Redundant code can be removed. -@item - Do not commit changes to the build system (Makefiles, configure script) - which change behavior, defaults etc, without asking first. The same - applies to compiler warning fixes, trivial looking fixes and to code - maintained by other developers. We usually have a reason for doing things - the way we do. Send your changes as patches to the ffmpeg-devel mailing - list, and if the code maintainers say OK, you may commit. This does not - apply to files you wrote and/or maintain. -@item - We refuse source indentation and other cosmetic changes if they are mixed - with functional changes, such commits will be rejected and removed. Every - developer has his own indentation style, you should not change it. Of course - if you (re)write something, you can use your own style, even though we would - prefer if the indentation throughout FFmpeg was consistent (Many projects - force a given indentation style - we do not.). If you really need to make - indentation changes (try to avoid this), separate them strictly from real - changes. - - NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, - then either do NOT change the indentation of the inner part within (do not - move it to the right)! or do so in a separate commit -@item - Always fill out the commit log message. Describe in a few lines what you - changed and why. You can refer to mailing list postings if you fix a - particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. -@item - If you apply a patch by someone else, include the name and email address in - the log message. Since the ffmpeg-cvslog mailing list is publicly - archived you should add some SPAM protection to the email address. Send an - answer to ffmpeg-devel (or wherever you got the patch from) saying that - you applied the patch. -@item - When applying patches that have been discussed (at length) on the mailing - list, reference the thread in the log message. -@item - Do NOT commit to code actively maintained by others without permission. - Send a patch to ffmpeg-devel instead. If no one answers within a reasonable - timeframe (12h for build failures and security fixes, 3 days small changes, - 1 week for big patches) then commit your patch if you think it is OK. - Also note, the maintainer can simply ask for more time to review! -@item - Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits - are sent there and reviewed by all the other developers. Bugs and possible - improvements or general questions regarding commits are discussed there. We - expect you to react if problems with your code are uncovered. -@item - Update the documentation if you change behavior or add features. If you are - unsure how best to do this, send a patch to ffmpeg-devel, the documentation - maintainer(s) will review and commit your stuff. -@item - Try to keep important discussions and requests (also) on the public - developer mailing list, so that all developers can benefit from them. -@item - Never write to unallocated memory, never write over the end of arrays, - always check values read from some untrusted source before using them - as array index or other risky things. -@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. - 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 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 - 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 - be disabled, not the code changed. - Thus the remaining warnings can either be bugs or correct code. - If it is a bug, the bug has to be fixed. If it is not, the code should - be changed to not generate a warning unless that causes a slowdown - or obfuscates the code. -@item - If you add a new file, give it a proper license header. Do not copy and - paste it from a random place, use an existing file as template. -@end enumerate - -We think our rules are not too hard. If you have comments, contact us. - -Note, these rules are mostly borrowed from the MPlayer project. - -@section Submitting patches - -First, (@pxref{Coding Rules}) above if you did not yet. - -When you submit your patch, try to send a unified diff (diff '-up' -option). We cannot read other diffs :-) - -Also please do not submit a patch which contains several unrelated changes. -Split it into separate, self-contained pieces. This does not mean splitting -file by file. Instead, make the patch as small as possible while still -keeping it as a logical unit that contains an individual change, even -if it spans multiple files. This makes reviewing your patches much easier -for us and greatly increases your chances of getting your patch applied. - -Run the regression tests before submitting a patch so that you can -verify that there are no big problems. - -Patches should be posted as base64 encoded attachments (or any other -encoding which ensures that the patch will not be trashed during -transmission) to the ffmpeg-devel mailing list, see -@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} - -It also helps quite a bit if you tell us what the patch does (for example -'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant -and has no lrint()') - -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 - Is the patch against latest FFmpeg SVN? -@item - Are you subscribed to ffmpeg-dev? - (the list is subscribers only due to spam) -@item - Have you checked that the changes are minimal, so that the same cannot be - achieved with a smaller patch and/or simpler final code? -@item - If the change is to speed critical code, did you benchmark it? -@item - If you did any benchmarks, did you provide them in the mail? -@item - Have you checked that the patch does not introduce buffer overflows or - other security issues? -@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. -@item - Is the patch created from the root of the source tree, so it can be - applied with @code{patch -p0}? -@item - Does the patch not mix functional and cosmetic changes? -@item - Did you add tabs or trailing whitespace to the code? Both are forbidden. -@item - Is the patch attached to the email you send? -@item - Is the mime type of the patch correct? It should be text/x-diff or - text/x-patch or at least text/plain and not application/octet-stream. -@item - If the patch fixes a bug, did you provide a verbose analysis of the bug? -@item - 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.ffmpeg.org -@item - Did you provide a verbose summary about what the patch does change? -@item - Did you provide a verbose explanation why it changes things like it does? -@item - Did you provide a verbose summary of the user visible advantages and - disadvantages if the patch is applied? -@item - Did you provide an example so we can verify the new feature added by the - patch easily? -@item - If you added a new file, did you insert a license header? It should be - taken from FFmpeg, not randomly copied and pasted from somewhere else. -@item - You should maintain alphabetical order in alphabetically ordered lists as - long as doing so does not break API/ABI compatibility. -@item - Lines with similar content should be aligned vertically when doing so - improves readability. -@item - Did you provide a suggestion for a clear commit log message? -@end enumerate - -@section Patch review process - -All patches posted to ffmpeg-devel will be reviewed, unless they contain a -clear note that the patch is not for SVN. -Reviews and comments will be posted as replies to the patch on the -mailing list. The patch submitter then has to take care of every comment, -that can be by resubmitting a changed patch or by discussion. Resubmitted -patches will themselves be reviewed like any other patch. If at some point -a patch passes review with no comments then it is approved, that can for -simple and small patches happen immediately while large patches will generally -have to be changed and reviewed many times before they are approved. -After a patch is approved it will be committed to the repository. - -We will review all submitted patches, but sometimes we are quite busy so -especially for large patches this can take several weeks. - -When resubmitting patches, please do not make any significant changes -not related to the comments received during review. Such patches will -be rejected. Instead, submit significant changes or new features as -separate patches. - -@section Regression tests - -Before submitting a patch (or committing to the repository), you should at least -test that you did not break anything. - -The regression tests build a synthetic video stream and a synthetic -audio stream. These are then encoded and decoded with all codecs or -formats. The CRC (or MD5) of each generated file is recorded in a -result file. A 'diff' is launched to compare the reference results and -the result file. - -The regression tests then go on to test the FFserver code with a -limited set of streams. It is important that this step runs correctly -as well. - -Run 'make test' to test all the codecs and formats. - -Run 'make fulltest' to test all the codecs, formats and FFserver. +@section Input/Output Devices + +@multitable @columnfractions .4 .1 .1 +@item Name @tab Input @tab Output +@item ALSA @tab X @tab X +@item BKTR @tab X @tab +@item DV1394 @tab X @tab +@item JACK @tab X @tab +@item LIBDC1394 @tab X @tab +@item OSS @tab X @tab X +@item Pulseaudio @tab X @tab +@item Video4Linux @tab X @tab +@item Video4Linux2 @tab X @tab +@item VfW capture @tab X @tab +@item X11 grabbing @tab X @tab +@end multitable -[Of course, some patches may change the results of the regression tests. In -this case, the reference results of the regression tests shall be modified -accordingly]. +@code{X} means that input/output is supported. @bye