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+\input texinfo @c -*- texinfo -*-
+
+@settitle General Documentation
+@titlepage
+@sp 7
+@center @titlefont{General Documentation}
+@sp 3
+@end titlepage
+
+
+@chapter external libraries
+
+FFmpeg 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
+
+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://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.
+
+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.
+
+@section File Formats
+
+FFmpeg supports the following file formats through the @code{libavformat}
+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 Real Audio and Video @tab X @tab X
+@item Raw AC3 @tab X @tab X
+@item Raw MJPEG @tab X @tab X
+@item Raw MPEG video @tab X @tab X
+@item Raw PCM8/16 bits, mulaw/Alaw@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 MPEG4 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 format @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 Nullsoft Video (NSV) format @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 CDROM version of the game Flashback.
+@item DXA @tab @tab X
+@tab This format is used in non-Windows version of 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
+@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
+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 bit and 4 bit/pixel 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
+@end multitable
+
+@code{X} means that encoding (resp. decoding) is supported.
+
+@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 VC1 @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 Apple MJPEG-B @tab @tab X
+@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
+@item DV @tab X @tab X
+@item HuffYUV @tab X @tab X
+@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
+@item FFmpeg 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 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 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 Animator Studio Codec @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 on 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 CDROM 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.
+@end multitable
+
+@code{X} means that encoding (resp. decoding) is supported.
+
+@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 AC3 @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 @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 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 AC3 codec, liba52 is used for decoding.
+@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 DT$ 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
+@end multitable
+
+@code{X} means that encoding (resp. decoding) is supported.
+
+@code{I} means that an integer-only version is available, too (ensures high
+performance on systems without hardware floating point support).
+
+@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://arrozcru.no-ip.org/ffmpeg/}.
+
+@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. You can find detailed installation
+instructions in the download section and the FAQ.
+
+Within the MSYS shell, configure and make with:
+
+@example
+./configure --enable-memalign-hack
+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 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
+where SDL was installed. Verify that @file{sdl-config} can be launched from
+the MSYS command line.
+
+@item The target @code{make wininstaller} can be used to create a
+Nullsoft-based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
+must be copied to the FFmpeg directory in order to build the
+installer.
+
+@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}).
+
+@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 If you used @file{output_example.c} as your sample application,
+you will have to edit the @code{#include}s to point to the files which
+are under the @file{ffmpeg} directory (i.e. @code{<ffmpeg/avformat.h>}).
+
+@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 Cygwin is that newlib, its C library, does not
+contain llrint(). However, it is possible to leverage the
+implementation in MinGW.
+
+Just install your Cygwin with all the "Base" packages, plus the
+following "Devel" ones:
+@example
+binutils, gcc-core, make, subversion, mingw-runtime
+@end example
+
+Do not install binutils-20060709-1 (they are buggy on shared builds);
+use binutils-20050610-1 instead.
+
+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
+and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
+(@url{http://cygwinports.dotsrc.org/}).
+
+@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 and the version string.
+ 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).
+ 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/avienc.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
+ 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 patch submission checklist
+
+@enumerate
+@item
+ Do the regression tests 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
+ 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.mplayerhq.hu
+@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?
+@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
+
+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.
+
+[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].
+
+@bye