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-rw-r--r--contrib/ffmpeg/doc/Makefile20
-rw-r--r--contrib/ffmpeg/doc/TODO13
-rw-r--r--contrib/ffmpeg/doc/avutil.txt2
-rw-r--r--contrib/ffmpeg/doc/faq.texi371
-rw-r--r--contrib/ffmpeg/doc/ffmpeg-doc.texi961
-rw-r--r--contrib/ffmpeg/doc/ffserver-doc.texi4
-rw-r--r--contrib/ffmpeg/doc/ffserver.conf5
-rw-r--r--contrib/ffmpeg/doc/general.texi985
-rw-r--r--contrib/ffmpeg/doc/hooks.texi45
-rw-r--r--contrib/ffmpeg/doc/issue_tracker.txt222
-rw-r--r--contrib/ffmpeg/doc/optimization.txt82
-rw-r--r--contrib/ffmpeg/doc/snow.txt385
12 files changed, 2033 insertions, 1062 deletions
diff --git a/contrib/ffmpeg/doc/Makefile b/contrib/ffmpeg/doc/Makefile
deleted file mode 100644
index 4fc9dfb8f..000000000
--- a/contrib/ffmpeg/doc/Makefile
+++ /dev/null
@@ -1,20 +0,0 @@
--include ../config.mak
-
-VPATH=$(SRC_PATH_BARE)/doc
-
-all: ffmpeg-doc.html faq.html ffserver-doc.html ffplay-doc.html hooks.html \
- ffmpeg.1 ffserver.1 ffplay.1
-
-%.html: %.texi Makefile
- texi2html -monolithic -number $<
-
-%.pod: %-doc.texi
- ./texi2pod.pl $< $@
-
-%.1: %.pod
- pod2man --section=1 --center=" " --release=" " $< > $@
-
-clean:
- rm -f *.html *.pod *.1
-
-.PHONY: all clean
diff --git a/contrib/ffmpeg/doc/TODO b/contrib/ffmpeg/doc/TODO
index 996ce3177..a8567a5ec 100644
--- a/contrib/ffmpeg/doc/TODO
+++ b/contrib/ffmpeg/doc/TODO
@@ -68,24 +68,23 @@ unassigned TODO: (unordered)
- SNOW: 4x4 block support
- SNOW: 1/8 pel motion compensation support
- SNOW: iterative motion estimation based on subsampled images
+- SNOW: try B frames and MCTF and see how their PSNR/bitrate/complexity behaves
+- SNOW: try to use the wavelet transformed MC-ed reference frame as context for the entropy coder
+- SNOW: think about/analyize how to make snow use multiple cpus/threads
+- SNOW: finish spec
- FLAC: lossy encoding (viterbi and naive scalar quantization)
- libavfilter
- JPEG2000 decoder & encoder
- MPEG4 GMC encoding support
- macroblock based pixel format (better cache locality, somewhat complex, one paper claimed it faster for high res)
-- NUT muxer
-- seeking regression test
-- regression tests for codecs which dont have an encoder (I+P frame bitstream in svn)
+- regression tests for codecs which do not have an encoder (I+P-frame bitstream in svn)
- add support for using mplayers video filters to ffmpeg
-- reverse engeneer RV30/RV40
-- finish implementation of WMV2 j-picture
- H264 encoder
- per MB ratecontrol (so VCD and such do work better)
- replace/rewrite libavcodec/fdctref.c
- write a script which iteratively changes all functions between always_inline and noinline and benchmarks the result to find the best set of inlined functions
-- set up roundup bugtracker somewhere with (newBug, reproduced, analyzed, fixed, worksForMe, duplicate, wontFix, invalid, needMoreInfo, newPatch, ok, applied, rejected, needChanges, newRequest, implemented, wontImplement, invalidReq) states and a checked integer
- convert all the non SIMD asm into small asm vs. C testcases and submit them to the gcc devels so they can improve gcc
- generic audio mixing API
- extract PES packetizer from PS muxer and use it for new TS muxer
- implement automatic AVBistreamFilter activation
-- port libavformat/sgi.c (now removed) to new image format API
+- make cabac encoder use bytestream (see http://trac.videolan.org/x264/changeset/?format=diff&new=651)
diff --git a/contrib/ffmpeg/doc/avutil.txt b/contrib/ffmpeg/doc/avutil.txt
index a81e74118..210bd0726 100644
--- a/contrib/ffmpeg/doc/avutil.txt
+++ b/contrib/ffmpeg/doc/avutil.txt
@@ -34,4 +34,4 @@ Goals:
* Modular (few interdependencies and the possibility of disabling individual parts during ./configure)
* Small (source and object)
* Efficient (low CPU and memory usage)
-* Useful (avoid useless features almost noone needs)
+* Useful (avoid useless features almost no one needs)
diff --git a/contrib/ffmpeg/doc/faq.texi b/contrib/ffmpeg/doc/faq.texi
index 9c41679ae..85a0915b9 100644
--- a/contrib/ffmpeg/doc/faq.texi
+++ b/contrib/ffmpeg/doc/faq.texi
@@ -8,29 +8,123 @@
@end titlepage
-@chapter General Problems
+@chapter General Questions
+
+@section When will the next FFmpeg version be released? / Why are FFmpeg releases so few and far between?
+
+Like most open source projects FFmpeg suffers from a certain lack of
+manpower. For this reason the developers have to prioritize the work
+they do and putting out releases is not at the top of the list, fixing
+bugs and reviewing patches takes precedence. Please don't complain or
+request more timely and/or frequent releases unless you are willing to
+help out creating them.
+
+@section I have a problem with an old version of FFmpeg; where should I report it?
+Nowhere. Upgrade to the latest release or if there is no recent release upgrade
+to Subversion HEAD. You could also try to report it. Maybe you will get lucky and
+become the first person in history to get an answer different from "upgrade
+to Subversion HEAD".
+
+@section Why doesn't FFmpeg support feature [xyz]?
+
+Because no one has taken on that task yet. FFmpeg development is
+driven by the tasks that are important to the individual developers.
+If there is a feature that is important to you, the best way to get
+it implemented is to undertake the task yourself or sponsor a developer.
+
+@section FFmpeg does not support codec XXX. Can you include a Windows DLL loader to support it?
+
+No. Windows DLLs are not portable, bloated and often slow.
+Moreover FFmpeg strives to support all codecs natively.
+A DLL loader is not conducive to that goal.
+
+@section My bugreport/mail to ffmpeg-devel/user has not received any replies.
+
+Likely reasons
+@itemize
+@item We are busy and haven't had time yet to read your report or
+investigate the issue.
+@item You didn't follow bugreports.html.
+@item You didn't use Subversion HEAD.
+@item You reported a segmentation fault without gdb output.
+@item You describe a problem but not how to reproduce it.
+@item It's unclear if you use ffmpeg as command line tool or use
+libav* from another application.
+@item You speak about a video having problems on playback but
+not what you use to play it.
+@item We have no faint clue what you are talking about besides
+that it is related to FFmpeg.
+@end itemize
+
+@section Is there a forum for FFmpeg? I do not like mailing lists.
+
+Yes, (@url{http://dir.gmane.org/gmane.comp.video.ffmpeg.user}).
@section I cannot read this file although this format seems to be supported by ffmpeg.
-Even if ffmpeg can read the file format, it may not support all its
+Even if ffmpeg can read the container format, it may not support all its
codecs. Please consult the supported codec list in the ffmpeg
documentation.
-@section How do I encode JPEGs to another format ?
+@section Which codecs are supported by Windows?
+
+Windows does not support standard formats like MPEG very well, unless you
+install some additional codecs
+
+The following list of video codecs should work on most Windows systems:
+@table @option
+@item msmpeg4v2
+.avi/.asf
+@item msmpeg4
+.asf only
+@item wmv1
+.asf only
+@item wmv2
+.asf only
+@item mpeg4
+only if you have some MPEG-4 codec installed like ffdshow or XviD
+@item mpeg1
+.mpg only
+@end table
+Note, ASF files often have .wmv or .wma extensions in Windows. It should also
+be mentioned that Microsoft claims a patent on the ASF format, and may sue
+or threaten users who create ASF files with non-Microsoft software. It is
+strongly advised to avoid ASF where possible.
-If the JPEGs are named img1.jpg, img2.jpg, img3.jpg,..., use:
+The following list of audio codecs should work on most Windows systems:
+@table @option
+@item adpcm_ima_wav
+@item adpcm_ms
+@item pcm
+@item mp3
+if some MP3 codec like LAME is installed
+@end table
+
+
+@chapter Usage
+
+@section ffmpeg does not work; What is wrong?
+
+Try a @code{make distclean} in the ffmpeg source directory before the build. If this does not help see
+(@url{http://ffmpeg.org/bugreports.html}).
+
+@section How do I encode single pictures to movies?
+
+First, rename your pictures to follow a numerical sequence.
+For example, img1.jpg, img2.jpg, img3.jpg,...
+Then you may run:
@example
ffmpeg -f image2 -i img%d.jpg /tmp/a.mpg
@end example
-@samp{%d} is replaced by the image number.
+Notice that @samp{%d} is replaced by the image number.
-@file{img%03d.jpg} generates @file{img001.jpg}, @file{img002.jpg}, etc...
+@file{img%03d.jpg} means the sequence @file{img001.jpg}, @file{img002.jpg}, etc...
-The same system is used for the other image formats.
+The same logic is used for any image format that ffmpeg reads.
-@section How do I encode movie to single pictures ?
+@section How do I encode movie to single pictures?
Use:
@@ -56,68 +150,28 @@ Applying that to the previous example:
Beware that there is no "jpeg" codec. Use "mjpeg" instead.
-@section FFmpeg does not support codec XXX. Can you include a Windows DLL loader to support it ?
-
-No. FFmpeg only supports open source codecs. Windows DLLs are not
-portable, bloated and often slow.
-
-@section I get "Unsupported codec (id=86043) for input stream #0.1". What is the problem ?
+@section I get "Unsupported codec (id=86043) for input stream #0.1". What is the problem?
This is the Qcelp codec, FFmpeg has no support for that codec currently. Try mencoder/mplayer it might work.
-@section Why do I see a slight quality degradation with multithreaded MPEG* encoding ?
+@section Why do I see a slight quality degradation with multithreaded MPEG* encoding?
For multithreaded MPEG* encoding, the encoded slices must be independent,
otherwise thread n would practically have to wait for n-1 to finish, so it's
quite logical that there is a small reduction of quality. This is not a bug.
-@section How can I read from the standard input or write to the standard output ?
+@section How can I read from the standard input or write to the standard output?
Use @file{-} as filename.
-@section Why does ffmpeg not decode audio in VOB files ?
+@section Why does FFmpeg not decode audio in VOB files?
-The audio is AC3 (a.k.a. A/52). AC3 decoding is an optional component in ffmpeg
-as the component that handles AC3 decoding (liba52) is currently released under
-the GPL. If you have liba52 installed on your system, enable AC3 decoding
-with @code{./configure --enable-liba52 --enable-gpl}. Take care: by
-enabling AC3, you automatically change the license of libavcodec from
+The audio is AC-3 (a.k.a. A/52). AC-3 decoding is an optional component in FFmpeg
+as the component that handles AC-3 decoding is currently released under the GPL.
+Enable AC-3 decoding with @code{./configure --enable-gpl}. Take care: By
+enabling AC-3, you automatically change the license of libavcodec from
LGPL to GPL.
-@section Which codecs are supported by Windows ?
-
-Windows does not support standard formats like MPEG very well, unless you
-install some additional codecs
-
-The following list of video codecs should work on most Windows systems:
-@table @option
-@item msmpeg4v2
-.avi/.asf
-@item msmpeg4
-.asf only
-@item wmv1
-.asf only
-@item wmv2
-.asf only
-@item mpeg4
-only if you have some MPEG-4 codec installed like ffdshow or XviD
-@item mpeg1
-.mpg only
-@end table
-Note, ASF files often have .wmv or .wma extensions in Windows. It should also
-be mentioned that Microsoft claims a patent on the ASF format, and may sue
-or threaten users who create ASF files with non-Microsoft software. It is
-strongly advised to avoid ASF where possible.
-
-The following list of audio codecs should work on most Windows systems:
-@table @option
-@item adpcm_ima_wav
-@item adpcm_ms
-@item pcm
-@item mp3
-if some MP3 codec like LAME is installed
-@end table
-
@section Why does the chrominance data seem to be sampled at a different time from the luminance data on bt8x8 captures on Linux?
This is a well-known bug in the bt8x8 driver. For 2.4.26 there is a patch at
@@ -131,12 +185,6 @@ will cause somewhat too strong filtering. A fix is to apply (@url{http://svn.mpl
or (@url{http://svn.mplayerhq.hu/michael/trunk/patches/bttv-comb-2.6.6.patch?view=co})
and pass 'combfilter=2'.
-@section I have a problem with an old version of ffmpeg; where should I report it?
-Nowhere. Upgrade to the latest release or if there is no recent release upgrade
-to Subversion HEAD. You could also try to report it. Maybe you will get lucky and
-become the first person in history to get an answer different from "upgrade
-to Subversion HEAD".
-
@section -f jpeg doesn't work.
Try '-f image2 test%d.jpg'.
@@ -146,11 +194,6 @@ Try '-f image2 test%d.jpg'.
Some codecs, like MPEG-1/2, only allow a small number of fixed framerates.
Choose a different codec with the -vcodec command line option.
-@section ffmpeg does not work; What is wrong?
-
-Try a 'make distclean' in the ffmpeg source directory before the build. If this does not help see
-(@url{http://ffmpeg.org/bugreports.php}).
-
@section How do I encode XviD or DivX video with ffmpeg?
Both XviD and DivX (version 4+) are implementations of the ISO MPEG-4
@@ -165,34 +208,34 @@ default.
@table @option
@item needed stuff
--acodec aac -vcodec mpeg4 width<=320 height<=240
+-acodec libfaac -vcodec mpeg4 width<=320 height<=240
@item working stuff
4mv, title
@item non-working stuff
B-frames
@item example command line
-ffmpeg -i input -acodec aac -ab 128kb -vcodec mpeg4 -b 1200kb -mbd 2 -flags +4mv+trell -aic 2 -cmp 2 -subcmp 2 -s 320x180 -title X output.mp4
+ffmpeg -i input -acodec libfaac -ab 128kb -vcodec mpeg4 -b 1200kb -mbd 2 -flags +4mv+trell -aic 2 -cmp 2 -subcmp 2 -s 320x180 -title X output.mp4
@end table
@section How do I encode videos which play on the PSP?
@table @option
@item needed stuff
--acodec aac -vcodec mpeg4 width*height<=76800 width%16=0 height%16=0 -ar 24000 -r 30000/1001 or 15000/1001 -f psp
+-acodec libfaac -vcodec mpeg4 width*height<=76800 width%16=0 height%16=0 -ar 24000 -r 30000/1001 or 15000/1001 -f psp
@item working stuff
4mv, title
@item non-working stuff
B-frames
@item example command line
-ffmpeg -i input -acodec aac -ab 128kb -vcodec mpeg4 -b 1200kb -ar 24000 -mbd 2 -flags +4mv+trell -aic 2 -cmp 2 -subcmp 2 -s 368x192 -r 30000/1001 -title X -f psp output.mp4
+ffmpeg -i input -acodec libfaac -ab 128kb -vcodec mpeg4 -b 1200kb -ar 24000 -mbd 2 -flags +4mv+trell -aic 2 -cmp 2 -subcmp 2 -s 368x192 -r 30000/1001 -title X -f psp output.mp4
@item needed stuff for H.264
--acodec aac -vcodec h264 width*height<=76800 width%16=0? height%16=0? -ar 48000 -coder 1 -r 30000/1001 or 15000/1001 -f psp
+-acodec libfaac -vcodec h264 width*height<=76800 width%16=0? height%16=0? -ar 48000 -coder 1 -r 30000/1001 or 15000/1001 -f psp
@item working stuff for H.264
title, loop filter
@item non-working stuff for H.264
CAVLC
@item example command line
-ffmpeg -i input -acodec aac -ab 128kb -vcodec h264 -b 1200kb -ar 48000 -mbd 2 -coder 1 -cmp 2 -subcmp 2 -s 368x192 -r 30000/1001 -title X -f psp -flags loop -trellis 2 -partitions parti4x4+parti8x8+partp4x4+partp8x8+partb8x8 output.mp4
+ffmpeg -i input -acodec libfaac -ab 128kb -vcodec h264 -b 1200kb -ar 48000 -mbd 2 -coder 1 -cmp 2 -subcmp 2 -s 368x192 -r 30000/1001 -title X -f psp -flags loop -trellis 2 -partitions parti4x4+parti8x8+partp4x4+partp8x8+partb8x8 output.mp4
@end table
@section Which are good parameters for encoding high quality MPEG-4?
@@ -230,99 +273,141 @@ Just create an "input.avs" text file with this single line ...
For ANY other help on Avisynth, please visit @url{http://www.avisynth.org/}.
-@section My bugreport/mail to ffmpeg-devel/user has not received any replies.
+@section How can I join video files?
-Likely reasons
-@itemize
-@item We are busy and haven't had time yet to read your report or
-investigate the issue.
-@item You didn't follow bugreports.html.
-@item You didn't use Subversion HEAD.
-@item You reported a segmentation fault without gdb output.
-@item You describe a problem but not how to reproduce it.
-@item It's unclear if you use ffmpeg as command line tool or use
-libav* from another application.
-@item You speak about a video having problems on playback but
-not what you use to play it.
-@item We have no faint clue what you are talking about besides
-that it is related to FFmpeg.
-@end itemize
+A few multimedia containers (MPEG-1, MPEG-2 PS, DV) allow to join video files by
+merely concatenating them.
-@chapter Development
+Hence you may concatenate your multimedia files by first transcoding them to
+these privileged formats, then using the humble @code{cat} command (or the
+equally humble @code{copy} under Windows), and finally transcoding back to your
+format of choice.
-@section When will the next FFmpeg version be released? / Why are FFmpeg releases so few and far between?
+@example
+ffmpeg -i input1.avi -sameq intermediate1.mpg
+ffmpeg -i input2.avi -sameq intermediate2.mpg
+cat intermediate1.mpg intermediate2.mpg > intermediate_all.mpg
+ffmpeg -i intermediate_all.mpg -sameq output.avi
+@end example
-Like most open source projects FFmpeg suffers from a certain lack of
-manpower. For this reason the developers have to prioritize the work
-they do and putting out releases is not at the top of the list, fixing
-bugs and reviewing patches takes precedence. Please don't complain or
-request more timely and/or frequent releases unless you are willing to
-help out creating them.
+Notice that you should either use @code{-sameq} or set a reasonably high
+bitrate for your intermediate and output files, if you want to preserve
+video quality.
-@section Why doesn't FFmpeg support feature [xyz]?
+Also notice that you may avoid the huge intermediate files by taking advantage
+of named pipes, should your platform support it:
-Because no one has taken on that task yet. FFmpeg development is
-driven by the tasks that are important to the individual developers.
-If there is a feature that is important to you, the best way to get
-it implemented is to undertake the task yourself.
+@example
+mkfifo intermediate1.mpg
+mkfifo intermediate2.mpg
+ffmpeg -i input1.avi -sameq -y intermediate1.mpg < /dev/null &
+ffmpeg -i input2.avi -sameq -y intermediate2.mpg < /dev/null &
+cat intermediate1.mpg intermediate2.mpg |\
+ffmpeg -f mpeg -i - -sameq -vcodec mpeg4 -acodec libmp3lame output.avi
+@end example
+
+Similarly, the yuv4mpegpipe format, and the raw video, raw audio codecs also
+allow concatenation, and the transcoding step is almost lossless.
+
+For example, let's say we want to join two FLV files into an output.flv file:
+@example
+mkfifo temp1.a
+mkfifo temp1.v
+mkfifo temp2.a
+mkfifo temp2.v
+mkfifo all.a
+mkfifo all.v
+ffmpeg -i input1.flv -vn -f u16le -acodec pcm_s16le -ac 2 -ar 44100 - > temp1.a < /dev/null &
+ffmpeg -i input2.flv -vn -f u16le -acodec pcm_s16le -ac 2 -ar 44100 - > temp2.a < /dev/null &
+ffmpeg -i input1.flv -an -f yuv4mpegpipe - > temp1.v < /dev/null &
+ffmpeg -i input2.flv -an -f yuv4mpegpipe - > temp2.v < /dev/null &
+cat temp1.a temp2.a > all.a &
+cat temp1.v temp2.v > all.v &
+ffmpeg -f u16le -acodec pcm_s16le -ac 2 -ar 44100 -i all.a \
+ -f yuv4mpegpipe -i all.v \
+ -sameq -y output.flv
+rm temp[12].[av] all.[av]
+@end example
+
+@section FFmpeg does not adhere to the -maxrate setting, some frames are bigger than maxrate/fps.
+
+Read the MPEG spec about video buffer verifier.
+
+@section I want CBR, but no matter what I do frame sizes differ.
+
+You do not understand what CBR is, please read the MPEG spec.
+Read about video buffer verifier and constant bitrate.
+The one sentence summary is that there is a buffer and the input rate is
+constant, the output can vary as needed.
+
+@section How do I check if a stream is CBR?
+
+To quote the MPEG-2 spec:
+"There is no way to tell that a bitstream is constant bitrate without
+examining all of the vbv_delay values and making complicated computations."
+
+
+@chapter Development
-@section Are there examples illustrating how to use the FFmpeg libraries, particularly libavcodec and libavformat ?
+@section Are there examples illustrating how to use the FFmpeg libraries, particularly libavcodec and libavformat?
Yes. Read the Developers Guide of the FFmpeg documentation. Alternatively,
examine the source code for one of the many open source projects that
-already incorporate ffmpeg at (@url{projects.php}).
+already incorporate ffmpeg at (@url{projects.html}).
-@section Can you support my C compiler XXX ?
+@section Can you support my C compiler XXX?
It depends. If your compiler is C99-compliant, then patches to support
it are likely to be welcome if they do not pollute the source code
with @code{#ifdef}s related to the compiler.
-@section Visual C++ produces many errors.
+@section Is Microsoft Visual C++ supported?
-Visual C++ is not compliant to the C standard and does not support
-the inline assembly used in FFmpeg.
-If you wish - for whatever weird reason - to use Visual C++ for your
-project then you can link the Visual C++ code with libav* as long as
+No. Microsoft Visual C++ is not compliant to the C99 standard and does
+not - among other things - support the inline assembly used in FFmpeg.
+If you wish to use MSVC++ for your
+project then you can link the MSVC++ code with libav* as long as
you compile the latter with a working C compiler. For more information, see
-the @emph{Visual C++ compatibility} section in the FFmpeg documentation.
+the @emph{Microsoft Visual C++ compatibility} section in the FFmpeg
+documentation.
-There have been efforts to make FFmpeg compatible with Visual C++ in the
+There have been efforts to make FFmpeg compatible with MSVC++ in the
past. However, they have all been rejected as too intrusive, especially
-since MinGW does the job perfectly adequately. None of the core developers
-work with Visual C++ and thus this item is low priority. Should you find
+since MinGW does the job adequately. None of the core developers
+work with MSVC++ and thus this item is low priority. Should you find
the silver bullet that solves this problem, feel free to shoot it at us.
-@section Can I use FFmpeg or libavcodec under Windows ?
+We strongly recommend you to move over from MSVC++ to MinGW tools.
+
+@section Can I use FFmpeg or libavcodec under Windows?
-Yes, but the MinGW tools @emph{must} be used to compile FFmpeg. You
-can link the resulting DLLs with any other Windows program. Read the
-@emph{Native Windows Compilation} and @emph{Visual C++ compatibility}
-sections in the FFmpeg documentation to find more information.
+Yes, but the Cygwin or MinGW tools @emph{must} be used to compile FFmpeg.
+Read the @emph{Windows} section in the FFmpeg documentation to find more
+information.
-To get help and instructions for using FFmpeg under Windows, check out
+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/}.
-@section Can you add automake, libtool or autoconf support ?
+@section Can you add automake, libtool or autoconf support?
No. These tools are too bloated and they complicate the build.
-@section Why not rewrite ffmpeg in object-oriented C++ ?
+@section Why not rewrite ffmpeg in object-oriented C++?
ffmpeg is already organized in a highly modular manner and does not need to
be rewritten in a formal object language. Further, many of the developers
favor straight C; it works for them. For more arguments on this matter,
read "Programming Religion" at (@url{http://www.tux.org/lkml/#s15}).
-@section Why are the ffmpeg programs devoid of debugging symbols ?
+@section Why are the ffmpeg programs devoid of debugging symbols?
The build process creates ffmpeg_g, ffplay_g, etc. which contain full debug
information. Those binaries are strip'd to create ffmpeg, ffplay, etc. If
you need the debug information, used the *_g versions.
-@section I do not like the LGPL, can I contribute code under the GPL instead ?
+@section I do not like the LGPL, can I contribute code under the GPL instead?
Yes, as long as the code is optional and can easily and cleanly be placed
under #ifdef CONFIG_GPL without breaking anything. So for example a new codec
@@ -336,7 +421,15 @@ the whole libav*. If you wish, disable some parts with configure switches.
You can also try to hack it and remove more, but if you had problems fixing
the compilation failure then you are probably not qualified for this.
-@section I have a file in memory / a API different from *open/*read/ libc how do i use it with libavformat ?
+@section I'm using libavcodec from within my C++ application but the linker complains about missing symbols which seem to be available.
+
+FFmpeg is a pure C project, so to use the libraries within your C++ application
+you need to explicitly state that you are using a C library. You can do this by
+encompassing your FFmpeg includes using @code{extern "C"}.
+
+See @url{http://www.parashift.com/c++-faq-lite/mixing-c-and-cpp.html#faq-32.3}
+
+@section I have a file in memory / a API different from *open/*read/ libc how do i use it with libavformat?
You have to implement a URLProtocol, see libavformat/file.c in FFmpeg
and libmpdemux/demux_lavf.c in MPlayer sources.
@@ -345,19 +438,35 @@ and libmpdemux/demux_lavf.c in MPlayer sources.
The standard MSys bash (2.04) is broken. You need to install 2.05 or later.
+@section I get "./configure: line <xxx>: pr: command not found" in MSys.
+
+The standard MSys install doesn't come with pr. You need to get it from the coreutils package.
+
@section I tried to pass RTP packets into a decoder, but it doesn't work.
-Of course not, you MUST strip ALL RTP headers and assemble valid packets
-first, an MP3 decoder decodes MP3 packets not bastardized MP3 packets
-encapsulated in RTP. The same applies to all decoders, this is not specific
-to ffmpeg or libavcodec.
+RTP is a container format like any other, you must first depacketize the
+codec frames/samples stored in RTP and then feed to the decoder.
-@section where can i find libav* headers for pascal/delphi
+@section Where can I find libav* headers for Pascal/Delphi?
see @url{http://www.iversenit.dk/dev/ffmpeg-headers/}
-@section where are the docs about ffv1, msmpeg4, asv1, 4xm?
+@section Where is the documentation about ffv1, msmpeg4, asv1, 4xm?
see @url{http://svn.mplayerhq.hu/michael/trunk/docs/}
+@section How do I feed H.263-RTP (and other codecs in RTP) to libavcodec?
+
+Even if peculiar since it is network oriented, RTP is a container like any
+other. You have to @emph{demux} RTP before feeding the payload to libavcodec.
+In this specific case please look at RFC 4629 to see how it should be done.
+
+@section AVStream.r_frame_rate is wrong, it is much larger than the framerate.
+
+r_frame_rate is NOT the average framerate, it is the smallest framerate
+that can accurately represent all timestamps. So no, it is not
+wrong if it is larger than the average!
+For example, if you have mixed 25 and 30 fps content, then r_frame_rate
+will be 150.
+
@bye
diff --git a/contrib/ffmpeg/doc/ffmpeg-doc.texi b/contrib/ffmpeg/doc/ffmpeg-doc.texi
index e4e6430fd..baa257726 100644
--- a/contrib/ffmpeg/doc/ffmpeg-doc.texi
+++ b/contrib/ffmpeg/doc/ffmpeg-doc.texi
@@ -30,7 +30,7 @@ FFmpeg can grab video and audio from devices given that you specify the input
format and device.
@example
-ffmpeg -f audio_device -i /dev/dsp -f video4linux2 -i /dev/video0 /tmp/out.mpg
+ffmpeg -f oss -i /dev/dsp -f video4linux2 -i /dev/video0 /tmp/out.mpg
@end example
Note that you must activate the right video source and channel before
@@ -44,14 +44,14 @@ standard mixer.
FFmpeg can grab the X11 display.
@example
-ffmpeg -f x11grab -i :0.0 /tmp/out.mpg
+ffmpeg -f x11grab -s cif -i :0.0 /tmp/out.mpg
@end example
0.0 is display.screen number of your X11 server, same as
the DISPLAY environment variable.
@example
-ffmpeg -f x11grab -i :0.0+10,20 /tmp/out.mpg
+ffmpeg -f x11grab -s cif -i :0.0+10,20 /tmp/out.mpg
@end example
0.0 is display.screen number of your X11 server, same as the DISPLAY environment
@@ -127,7 +127,7 @@ stream, in the order of the definition of output streams.
* You can transcode decrypted VOBs
@example
-ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800k -g 300 -bf 2 -acodec mp3 -ab 128k snatch.avi
+ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800k -g 300 -bf 2 -acodec libmp3lame -ab 128k snatch.avi
@end example
This is a typical DVD ripping example; the input is a VOB file, the
@@ -135,7 +135,7 @@ output an AVI file with MPEG-4 video and MP3 audio. Note that in this
command we use B-frames so the MPEG-4 stream is DivX5 compatible, and
GOP size is 300 which means one intra frame every 10 seconds for 29.97fps
input video. Furthermore, the audio stream is MP3-encoded so you need
-to enable LAME support by passing @code{--enable-mp3lame} to configure.
+to enable LAME support by passing @code{--enable-libmp3lame} to configure.
The mapping is particularly useful for DVD transcoding
to get the desired audio language.
@@ -212,7 +212,8 @@ input filename
Overwrite output files.
@item -t duration
-Set the recording time in seconds.
+Restrict the transcoded/captured video sequence
+to the duration specified in seconds.
@code{hh:mm:ss[.xxx]} syntax is also supported.
@item -fs limit_size
@@ -254,8 +255,8 @@ Set the track.
@item -year number
Set the year.
-@item -v verbose
-Control amount of logging.
+@item -v number
+Set the logging verbosity level.
@item -target type
Specify target file type ("vcd", "svcd", "dvd", "dv", "dv50", "pal-vcd",
@@ -308,6 +309,54 @@ The following abbreviations are recognized:
352x288
@item 4cif
704x576
+@item qqvga
+160x120
+@item qvga
+320x240
+@item vga
+640x480
+@item svga
+800x600
+@item xga
+1024x768
+@item uxga
+1600x1200
+@item qxga
+2048x1536
+@item sxga
+1280x1024
+@item qsxga
+2560x2048
+@item hsxga
+5120x4096
+@item wvga
+852x480
+@item wxga
+1366x768
+@item wsxga
+1600x1024
+@item wuxga
+1920x1200
+@item woxga
+2560x1600
+@item wqsxga
+3200x2048
+@item wquxga
+3840x2400
+@item whsxga
+6400x4096
+@item whuxga
+7680x4800
+@item cga
+320x200
+@item ega
+640x350
+@item hd480
+852x480
+@item hd720
+1280x720
+@item hd1080
+1920x1080
@end table
@item -aspect aspect
@@ -338,11 +387,11 @@ Disable video recording.
@item -bt tolerance
Set video bitrate tolerance (in bit/s).
@item -maxrate bitrate
-Set max video bitrate tolerance (in bit/s).
+Set max video bitrate (in bit/s).
@item -minrate bitrate
-Set min video bitrate tolerance (in bit/s).
+Set min video bitrate (in bit/s).
@item -bufsize size
-Set rate control buffer size (in bits).
+Set video buffer verifier buffer size (in bits).
@item -vcodec codec
Force video codec to @var{codec}. Use the @code{copy} special value to
tell that the raw codec data must be copied as is.
@@ -367,7 +416,10 @@ Add a new video stream to the current output stream.
@table @option
@item -pix_fmt format
-Set pixel format.
+Set pixel format. Use 'list' as parameter to show all the supported
+pixel formats.
+@item -sws_flags flags
+Set SwScaler flags (only available when compiled with SwScaler support).
@item -g gop_size
Set the group of pictures size.
@item -intra
@@ -417,7 +469,7 @@ Set rate control equation (@pxref{FFmpeg formula
evaluator}) (default = @code{tex^qComp}).
@item -rc_override override
rate control override for specific intervals
-@item -me method
+@item -me_method method
Set motion estimation method to @var{method}.
Available methods are (from lowest to best quality):
@table @samp
@@ -426,6 +478,8 @@ Try just the (0, 0) vector.
@item phods
@item log
@item x1
+@item hex
+@item umh
@item epzs
(default method)
@item full
@@ -537,6 +591,8 @@ The alternative is to deinterlace the input stream with
Calculate PSNR of compressed frames.
@item -vstats
Dump video coding statistics to @file{vstats_HHMMSS.log}.
+@item -vstats_file file
+Dump video coding statistics to @var{file}.
@item -vhook module
Insert video processing @var{module}. @var{module} contains the module
name and its parameters separated by spaces.
@@ -656,6 +712,16 @@ Audio sync method. "Stretches/squeezes" the audio stream to match the timestamps
the parameter is the maximum samples per second by which the audio is changed.
-async 1 is a special case where only the start of the audio stream is corrected
without any later correction.
+@item -copyts
+Copy timestamps from input to output.
+@item -shortest
+Finish encoding when the shortest input stream ends.
+@item -dts_delta_threshold
+Timestamp discontinuity delta threshold.
+@item -muxdelay seconds
+Set the maximum demux-decode delay.
+@item -muxpreload seconds
+Set the initial demux-decode delay.
@end table
@node FFmpeg formula evaluator
@@ -784,873 +850,4 @@ It allows almost lossless encoding.
@end itemize
-
-@chapter external libraries
-
-FFmpeg can be hooked up with a number of external libraries to add support
-for more formats.
-
-@section AMR
-
-AMR comes in two different flavors, WB and NB. FFmpeg can make use of the
-AMR WB (floating-point mode) and the AMR NB (both floating-point and
-fixed-point mode) reference decoders and encoders.
-
-@itemize
-
-@item For AMR WB floating-point download TS26.204 V5.1.0 from
-@url{http://www.3gpp.org/ftp/Specs/archive/26_series/26.204/26204-510.zip}
-and extract the source to @file{libavcodec/amrwb_float/}.
-
-@item For AMR NB floating-point download TS26.104 REL-5 V5.1.0 from
-@url{http://www.3gpp.org/ftp/Specs/archive/26_series/26.104/26104-510.zip}
-and extract the source to @file{libavcodec/amr_float/}.
-If you try this on Alpha, you may need to change @code{Word32} to
-@code{int} in @file{amr/typedef.h}.
-
-@item For AMR NB fixed-point download TS26.073 REL-5 V5.1.0 from
-@url{http://www.3gpp.org/ftp/Specs/archive/26_series/26.073/26073-510.zip}
-and extract the source to @file{libavcodec/amr}.
-You must also add @code{-DMMS_IO} and remove @code{-pedantic-errors}
-to/from @code{CFLAGS} in @file{libavcodec/amr/makefile}, i.e.
-``@code{CFLAGS = -Wall -I. \$(CFLAGS_\$(MODE)) -D\$(VAD) -DMMS_IO}''.
-
-@end itemize
-
-
-@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
-@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 @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 @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 (video only)
-@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 @tab X @tab Only 24 bit/pixel images are supported.
-@item SGI @tab X @tab X @tab SGI RGB image 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 @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 @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 @tab X @tab aka SMPTE VC3
-@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 IX @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 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 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 @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 @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 Only SV7 is supported
-@item DT$ Coherent Audio @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 using FFmpeg under Windows, check out
-the FFmpeg Windows Help Forum at
-@url{http://arrozcru.no-ip.org/ffmpeg/}.
-
-@subsection Native Windows compilation
-
-@itemize
-@item Install the current versions of MSYS and MinGW from
-@url{http://www.mingw.org/}. You can find detailed installation
-instructions in the download section and the FAQ.
-
-NOTE: Use at least bash 3.1. Older versions are known to be failing on the
-configure script.
-
-@item If you want to test the FFplay, also download
-the MinGW development library of SDL 1.2.x
-(@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
-@url{http://www.libsdl.org}. Unpack it in a temporary directory, and
-unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
-directory. Edit the @file{sdl-config} script so that it gives the
-correct SDL directory when invoked.
-
-@item Extract the current version of FFmpeg.
-
-@item Start the MSYS shell (file @file{msys.bat}).
-
-@item Change to the FFmpeg directory and follow
- the instructions of how to compile FFmpeg (file
-@file{INSTALL}). Usually, launching @file{./configure} and @file{make}
-suffices. If you have problems using SDL, verify that
-@file{sdl-config} can be launched from the MSYS command line.
-
-@item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
-@file{make install}. Do not forget to copy @file{SDL.dll} to the place
-you launch @file{ffplay} from.
-
-@end itemize
-
-Notes:
-@itemize
-
-@item The target @file{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 @file{avcodec.dll} and @file{avformat.dll}. With
-@code{make install} you install the FFmpeg DLLs and the associated
-headers in @file{Program Files/FFmpeg}.
-
-@item Visual C++ compatibility: If you used @code{./configure --enable-shared}
-when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
-C++ @code{lib} tool to build @code{avcodec.lib} and
-@code{avformat.lib}. With these libraries you can link your Visual C++
-code directly with the FFmpeg DLLs (see below).
-
-@end itemize
-
-@subsection Visual C++ compatibility
-
-FFmpeg will not compile under Visual C++ -- and it has too many
-dependencies on the GCC compiler to make a port viable. However,
-if you want to use the FFmpeg libraries in your own applications,
-you can still compile those applications using Visual C++. An
-important restriction to this is that you have to use the
-dynamically linked versions of the FFmpeg libraries (i.e. the
-DLLs), and you have to make sure that Visual-C++-compatible
-import libraries are created during the FFmpeg build process.
-
-This description of how to use the FFmpeg libraries with Visual C++ is
-based on Visual C++ 2005 Express Edition Beta 2. If you have a different
-version, you might have to modify the procedures slightly.
-
-Here are the step-by-step instructions for building the FFmpeg libraries
-so they can be used with Visual C++:
-
-@enumerate
-
-@item Install Visual C++ (if you have not done so already).
-
-@item Install MinGW and MSYS as described above.
-
-@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}:
-
-@code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
-
-@item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.
-If you get a help message with the command line options of @code{link.exe},
-this means your environment variables are set up correctly, the
-Microsoft linker is on the path and will be used by FFmpeg to
-create Visual-C++-compatible import libraries.
-
-@item Extract the current version of FFmpeg and change to the FFmpeg directory.
-
-@item Type the command
-@code{./configure --enable-shared --disable-static --enable-memalign-hack}
-to configure and, if that did not produce any errors,
-type @code{make} to build FFmpeg.
-
-@item The subdirectories @file{libavformat}, @file{libavcodec}, and
-@file{libavutil} should now contain the files @file{avformat.dll},
-@file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},
-@file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three
-DLLs to your System32 directory (typically @file{C:\Windows\System32}).
-
-@end enumerate
-
-And here is how to use these libraries with Visual C++:
-
-@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 Visual C++ has already created for you. (Note that your source
-filehas to have a @code{.cpp} extension; otherwise, Visual C++ will not
-compile the FFmpeg headers correctly because in C mode, it does not
-recognize the @code{inline} keyword.) For example, you can copy
-@file{output_example.c} from the FFmpeg distribution (but you will
-have to make minor modifications so the code will compile under
-C++, see below).
-
-@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 complete paths to the
-@file{libavformat}, @file{libavcodec}, and @file{libavutil}
-subdirectories of your FFmpeg directory. Note that the directories have
-to be separated using semicolons. Now select "Linker / General" from the
-tree view and edit the "Additional Library Directories" setting to
-contain the same three directories.
-
-@item Still in the "Project / Properties" dialog box, select "Linker / Input"
-from the tree view, then add the files @file{avformat.lib},
-@file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional
-Dependencies". Note that the names of the libraries have to be separated
-using spaces.
-
-@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 and build
-the application. Hopefully, it should compile and run cleanly. If you
-used @file{output_example.c} as your sample application, you will get a
-few compiler errors, but they are easy to fix. The first type of error
-occurs because Visual C++ does not allow an @code{int} to be converted to
-an @code{enum} without a cast. To solve the problem, insert the required
-casts (this error occurs once for a @code{CodecID} and once for a
-@code{CodecType}). The second type of error occurs because C++ requires
-the return value of @code{malloc} to be cast to the exact type of the
-pointer it is being assigned to. Visual C++ will complain that, for
-example, @code{(void *)} is being assigned to @code{(uint8_t *)} without
-an explicit cast. So insert an explicit cast in these places to silence
-the compiler. The third type of error occurs because the @code{snprintf}
-library function is called @code{_snprintf} under Visual C++. So just
-add an underscore to fix the problem. With these changes,
-@file{output_example.c} should compile under Visual C++, and the
-resulting executable should produce valid video files.
-
-@end enumerate
-
-@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
-
-Cygwin works very much like Unix.
-
-Just install your Cygwin with all the "Base" packages, plus the
-following "Devel" ones:
-@example
-binutils, gcc-core, make, subversion
-@end example
-
-Do not install binutils-20060709-1 (they are buggy on shared builds);
-use binutils-20050610-1 instead.
-
-Then run
-
-@example
-./configure --enable-static --disable-shared
-@end example
-
-to make a static build or
-
-@example
-./configure --enable-shared --disable-static
-@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
-
-The configure script should guess the configuration itself.
-Networking support is currently not finished.
-errno issues fixed by Andrew Bachmann.
-
-Old stuff:
-
-François Revol - revol at free dot fr - April 2002
-
-The configure script should guess the configuration itself,
-however I still did not test building on the net_server version of BeOS.
-
-FFserver is broken (needs poll() implementation).
-
-There are still issues with errno codes, which are negative in BeOS, and
-that FFmpeg negates when returning. This ends up turning errors into
-valid results, then crashes.
-(To be fixed)
-
-@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.
-
-Main priority in FFmpeg is simplicity and small code size (=less
-bugs).
-
-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.
-
-@section Development Policy
-
-@enumerate
-@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/disscuss 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
- Do NOT commit to code actively maintained by others without permission.
- Send a patch to ffmpeg-devel instead. If noone 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
- Do not change code to hide warnings without ensuring that the underlying
- logic is correct and thus the warning was inappropriate.
-@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). I cannot read other diffs :-)
-
-Also please do not submit patches which contain several unrelated changes.
-Split them into individual self-contained patches; this makes reviewing
-them much easier.
-
-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()')
-
-@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 disscussion. 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
diff --git a/contrib/ffmpeg/doc/ffserver-doc.texi b/contrib/ffmpeg/doc/ffserver-doc.texi
index ed67bb6c0..9b0373360 100644
--- a/contrib/ffmpeg/doc/ffserver-doc.texi
+++ b/contrib/ffmpeg/doc/ffserver-doc.texi
@@ -49,8 +49,8 @@ I understand that FreeBSD systems work just fine as well.
@section How do I make it work?
First, build the kit. It *really* helps to have installed LAME first. Then when
-you run the ffserver ./configure, make sure that you have the --enable-mp3lame
-flag turned on.
+you run the ffserver ./configure, make sure that you have the
+@code{--enable-libmp3lame} flag turned on.
LAME is important as it allows for streaming audio to Windows Media Player.
Don't ask why the other audio types do not work.
diff --git a/contrib/ffmpeg/doc/ffserver.conf b/contrib/ffmpeg/doc/ffserver.conf
index a3b3ff412..f7db66ed2 100644
--- a/contrib/ffmpeg/doc/ffserver.conf
+++ b/contrib/ffmpeg/doc/ffserver.conf
@@ -109,7 +109,10 @@ VideoBufferSize 40
VideoFrameRate 3
# Size of the video frame: WxH (default: 160x128)
-# The following abbreviations are defined: sqcif, qcif, cif, 4cif
+# The following abbreviations are defined: sqcif, qcif, cif, 4cif, qqvga,
+# qvga, vga, svga, xga, uxga, qxga, sxga, qsxga, hsxga, wvga, wxga, wsxga,
+# wuxga, woxga, wqsxga, wquxga, whsxga, whuxga, cga, ega, hd480, hd720,
+# hd1080
VideoSize 160x128
# Transmit only intra frames (useful for low bitrates, but kills frame rate).
diff --git a/contrib/ffmpeg/doc/general.texi b/contrib/ffmpeg/doc/general.texi
new file mode 100644
index 000000000..8fc27d603
--- /dev/null
+++ b/contrib/ffmpeg/doc/general.texi
@@ -0,0 +1,985 @@
+\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
diff --git a/contrib/ffmpeg/doc/hooks.texi b/contrib/ffmpeg/doc/hooks.texi
index 49504509f..c410f1cb0 100644
--- a/contrib/ffmpeg/doc/hooks.texi
+++ b/contrib/ffmpeg/doc/hooks.texi
@@ -10,6 +10,12 @@
@chapter Introduction
+@var{Please be aware that vhook is deprecated, and hence its development is
+frozen (bug fixes are still accepted).
+The substitute will be 'libavfilter', the result of our 'Video Filter API'
+Google Summer of Code project. You may monitor its progress by subscribing to
+the ffmpeg-soc mailing list at
+@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-soc}.}
The video hook functionality is designed (mostly) for live video. It allows
the video to be modified or examined between the decoder and the encoder.
@@ -67,18 +73,27 @@ with the full path to the font file, as in:
@end example
where 20 is the point size.
+You can specify the filename to read RGB color names from. If it is not
+specified, these defaults are used: @file{/usr/share/X11/rgb.txt} and
+@file{/usr/lib/X11/rgb.txt}
+
Options:
@multitable @columnfractions .2 .8
+@item @option{-C <rgb.txt>} @tab The filename to read RGB color names from
@item @option{-c <color>} @tab The color of the text
@item @option{-F <fontname>} @tab The font face and size
@item @option{-t <text>} @tab The text
@item @option{-f <filename>} @tab The filename to read text from
-@item @option{-x <expresion>} @tab x coordinate of text or image
-@item @option{-y <expresion>} @tab y coordinate of text or image
+@item @option{-x <expression>}@tab x coordinate of text or image
+@item @option{-y <expression>}@tab y coordinate of text or image
@item @option{-i <filename>} @tab The filename to read a image from
+@item @option{-R <expression>}@tab Value for R color
+@item @option{-G <expression>}@tab Value for G color
+@item @option{-B <expression>}@tab Value for B color
+@item @option{-A <expression>}@tab Value for Alpha channel
@end multitable
-Expresions are functions of these variables:
+Expressions are functions of these variables:
@multitable @columnfractions .2 .8
@item @var{N} @tab frame number (starting at zero)
@item @var{H} @tab frame height
@@ -137,6 +152,30 @@ Usage examples:
a newline are treated as end-of-file. To create blank lines, use lines
that consist of space characters only.
+ # Scrolling credits with custom color from a text file
+ ffmpeg -i input.avi -vhook \
+ 'vhook/imlib2.so -C rgb.txt -c CustomColor1 -F VeraBd.ttf/16 -x 100 -y -1.0*N -f credits.txt' \
+ -sameq output.avi
+
+ This example does the same as the one above, but specifies an rgb.txt file
+ to be used, which has a custom-made color in it.
+
+ # Variable colors
+ ffmpeg -i input.avi -vhook \
+ 'vhook/imlib2.so -t Hello -R abs(255*sin(N/47*PI)) -G abs(255*sin(N/47*PI)) -B abs(255*sin(N/47*PI))' \
+ -sameq output.avi
+
+ In this example, the color for the text goes up and down from black to
+ white.
+
+ # Text fade-out
+ ffmpeg -i input.avi -vhook \
+ 'vhook/imlib2.so -t Hello -A max(0,255-exp(N/47))' \
+ -sameq output.avi
+
+ In this example, the text fades out in about 10 seconds for a 25 fps input
+ video file.
+
# scrolling credits from a graphics file
ffmpeg -sameq -i input.avi \
-vhook 'vhook/imlib2.so -x 0 -y -1.0*N -i credits.png' output.avi
diff --git a/contrib/ffmpeg/doc/issue_tracker.txt b/contrib/ffmpeg/doc/issue_tracker.txt
new file mode 100644
index 000000000..4b6a8a134
--- /dev/null
+++ b/contrib/ffmpeg/doc/issue_tracker.txt
@@ -0,0 +1,222 @@
+FFmpeg's bug/patch/feature request tracker manual
+=================================================
+
+NOTE: This is a draft.
+
+Overview:
+---------
+FFmpeg uses Roundup for tracking issues, new issues and changes to
+existing issues can be done through a web interface and through email.
+It is possible to subscribe to individual issues by adding yourself to the
+nosy list or to subscribe to the ffmpeg-issues mailing list which receives
+a mail for every change to every issue. Replies to such mails will also
+be properly added to the respective issue.
+(the above does all work already after light testing)
+The subscription URL for the ffmpeg-issues list is:
+http://live.polito/mailman/listinfo/ffmpeg-issues
+The URL of the webinterface of the tracker is:
+http(s)://roundup.mplayerhq/roundup/ffmpeg/
+Note the URLs in this document are obfuscated, you must append the top level
+domain of Hungary to the tracker, and of Italy to the mailing list.
+
+Email Interface:
+----------------
+There is a mailing list to which all new issues and changes to existing issues
+are sent. You can subscribe through
+http://live.polito/mailman/listinfo/ffmpeg-issues
+Replies to messages there will have their text added to the specific issues.
+Attachments will be added as if they had been uploaded via the web interface.
+You can change the status, substatus, topic, ... by changing the subject in
+your reply like:
+Re: [issue94] register_avcodec and allcodecs.h [type=patch;status=open;substatus=approved]
+Roundup will then change things as you requested and remove the [...] from
+the subject before forwarding the mail to the mailing list.
+
+
+NOTE: issue = (bug report || patch || feature request)
+
+Type:
+-----
+bug
+ An error, flaw, mistake, failure, or fault in FFmpeg or libav* that
+ prevents it from behaving as intended.
+
+feature request
+ Request of support for encoding or decoding of a new codec, container
+ or variant.
+ Request of support for more, less or plain different output or behavior
+ where the current implementation cannot be considered wrong.
+
+patch
+ A patch as generated by diff which conforms to the patch submission and
+ development policy.
+
+
+Priority:
+---------
+critical
+ Bugs and patches which deal with data loss and security issues.
+ No feature request can be critical.
+
+important
+ Bugs which make FFmpeg unusable for a significant number of users, and
+ patches fixing them.
+ Examples here might be completely broken MPEG-4 decoding or a build issue
+ on Linux.
+ While broken 4xm decoding or a broken OS/2 build would not be important,
+ the separation to normal is somewhat fuzzy.
+ For feature requests this priority would be used for things many people
+ want.
+
+normal
+
+
+minor
+ Bugs and patches about things like spelling errors, "mp2" instead of
+ "mp3" being shown and such.
+ Feature requests about things few people want or which do not make a big
+ difference.
+
+wish
+ Something that is desirable to have but that there is no urgency at
+ all to implement, e.g. something completely cosmetic like a website
+ restyle or a personalized doxy template or the FFmpeg logo.
+ This priority is not valid for bugs.
+
+
+Status:
+-------
+new
+ initial state
+
+open
+ intermediate states
+
+closed
+ final state
+
+
+Type/Status/Substatus:
+----------
+*/new/new
+ Initial state of new bugs, patches and feature requests submitted by
+ users.
+
+*/open/open
+ Issues which have been briefly looked at and which did not look outright
+ invalid.
+ This implicates that no real more detailed state applies yet. Conversely,
+ the more detailed states below implicate that the issue has been briefly
+ looked at.
+
+*/closed/duplicate
+ Bugs, patches or feature requests which are duplicates.
+ Note that patches dealing with the same thing in a different way are not
+ duplicates.
+ Note, if you mark something as duplicate, do not forget setting the
+ superseder so bug reports are properly linked.
+
+*/closed/invalid
+ Bugs caused by user errors, random ineligible or otherwise nonsense stuff.
+
+*/closed/needs_more_info
+ Issues for which some information has been requested by the developers,
+ but which has not been provided by anyone within reasonable time.
+
+bug/open/reproduced
+ Bugs which have been reproduced.
+
+bug/open/analyzed
+ Bugs which have been analyzed and where it is understood what causes them
+ and which exact chain of events triggers them. This analysis should be
+ available as a message in the bug report.
+ Note, do not change the status to analyzed without also providing a clear
+ and understandable analysis.
+ This state implicates that the bug either has been reproduced or that
+ reproduction is not needed as the bug is already understood.
+
+bug/open/needs_more_info
+ Bug reports which are incomplete and or where more information is needed
+ from the submitter or another person who can provide it.
+ This state implicates that the bug has not been analyzed or reproduced.
+ Note, the idea behind needs_more_info is to offload work from the
+ developers to the users whenever possible.
+
+bug/closed/fixed
+ Bugs which have to the best of our knowledge been fixed.
+
+bug/closed/wont_fix
+ Bugs which we will not fix, the reasons here could be legal, philosophical
+ or others.
+
+bug/closed/works_for_me
+ Bugs for which sufficient information was provided to reproduce but
+ reproduction failed - that is the code seems to work correctly to the
+ best of our knowledge.
+
+patch/open/approved
+ Patches which have been reviewed and approved by a developer.
+ Such patches can be applied anytime by any other developer after some
+ reasonable testing (compile + regression tests + does the patch do
+ what the author claimed).
+
+patch/open/needs_changes
+ Patches which have been reviewed and need changes to be accepted.
+
+patch/closed/applied
+ Patches which have been applied.
+
+patch/closed/rejected
+ Patches which have been rejected.
+
+feature_request/open/needs_more_info
+ Feature requests where it is not clear what exactly is wanted
+ (these also could be closed as invalid ...).
+
+feature_request/closed/implemented
+ Feature requests which have been implemented.
+
+feature_request/closed/wont_implement
+ Feature requests which will not be implemented. The reasons here could
+ be legal, philosophical or others.
+
+Note, please do not use type-status-substatus combinations other than the
+above without asking on ffmpeg-dev first!
+
+Note2, if you provide the requested info do not forget to remove the
+needs_more_info substate.
+
+Topic:
+------
+A topic is a tag you should add to your issue in order to make grouping them
+easier.
+
+avcodec
+ issues in libavcodec/*
+
+avformat
+ issues in libavformat/*
+
+avutil
+ issues in libavutil/*
+
+regression test
+ issues in tests/*
+
+ffmpeg
+ issues in or related to ffmpeg.c
+
+ffplay
+ issues in or related to ffplay.c
+
+ffserver
+ issues in or related to ffserver.c
+
+build system
+ issues in or related to configure/Makefile
+
+regression
+ bugs which were working in a past revision
+
+roundup
+ issues related to our issue tracker
diff --git a/contrib/ffmpeg/doc/optimization.txt b/contrib/ffmpeg/doc/optimization.txt
index f66c69bcf..4c0934b4b 100644
--- a/contrib/ffmpeg/doc/optimization.txt
+++ b/contrib/ffmpeg/doc/optimization.txt
@@ -1,6 +1,8 @@
optimization Tips (for libavcodec):
+===================================
What to optimize:
+-----------------
If you plan to do non-x86 architecture specific optimizations (SIMD normally),
then take a look in the i386/ directory, as most important functions are
already optimized for MMX.
@@ -9,10 +11,12 @@ If you want to do x86 optimizations then you can either try to finetune the
stuff in the i386 directory or find some other functions in the C source to
optimize, but there aren't many left.
+
Understanding these overoptimized functions:
+--------------------------------------------
As many functions tend to be a bit difficult to understand because
of optimizations, it can be hard to optimize them further, or write
-architecture-specific versions. It is recommened to look at older
+architecture-specific versions. It is recommended to look at older
revisions of the interesting files (for a web frontend try ViewVC at
http://svn.mplayerhq.hu/ffmpeg/trunk/).
Alternatively, look into the other architecture-specific versions in
@@ -24,10 +28,23 @@ NOTE: If you still don't understand some function, ask at our mailing list!!!
(http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel)
+When is an optimization justified?
+----------------------------------
+Normally, clean and simple optimizations for widely used codecs are
+justified even if they only achieve an overall speedup of 0.1%. These
+speedups accumulate and can make a big difference after awhile. Also, if
+none of the following factors get worse due to an optimization -- speed,
+binary code size, source size, source readability -- and at least one
+factor improves, then an optimization is always a good idea even if the
+overall gain is less than 0.1%. For obscure codecs that are not often
+used, the goal is more toward keeping the code clean, small, and
+readable instead of making it 1% faster.
+
WTF is that function good for ....:
-The primary purpose of that list is to avoid wasting time to optimize functions
-which are rarely used
+-----------------------------------
+The primary purpose of this list is to avoid wasting time optimizing functions
+which are rarely used.
put(_no_rnd)_pixels{,_x2,_y2,_xy2}
Used in motion compensation (en/decoding).
@@ -77,7 +94,7 @@ clear_blocks
gmc
Used for MPEG-4 gmc.
Optimizing this should have a significant effect on the gmc decoding
- speed but it's very likely impossible to write in SIMD.
+ speed.
gmc1
Used for chroma blocks in MPEG-4 gmc with 1 warp point
@@ -134,11 +151,29 @@ The minimum guaranteed alignment is written in the .h files, for example:
void (*put_pixels_clamped)(const DCTELEM *block/*align 16*/, UINT8 *pixels/*align 8*/, int line_size);
+General Tips:
+-------------
+Use asm loops like:
+asm(
+ "1: ....
+ ...
+ "jump_instruciton ....
+Do not use C loops:
+do{
+ asm(
+ ...
+}while()
+
+Use asm() instead of intrinsics. The latter requires a good optimizing compiler
+which gcc is not.
+
Links:
+======
http://www.aggregate.org/MAGIC/
x86-specific:
+-------------
http://developer.intel.com/design/pentium4/manuals/248966.htm
The IA-32 Intel Architecture Software Developer's Manual, Volume 2:
@@ -152,14 +187,45 @@ http://www.amd.com/us-en/assets/content_type/white_papers_and_tech_docs/22007.pd
ARM-specific:
-ARM Architecture Reference Manual:
-http://www.arm.com/community/academy/resources.html
+-------------
+ARM Architecture Reference Manual (up to ARMv5TE):
+http://www.arm.com/community/university/eulaarmarm.html
+
+Procedure Call Standard for the ARM Architecture:
+http://www.arm.com/pdfs/aapcs.pdf
+
+Optimization guide for ARM9E (used in Nokia 770 Internet Tablet):
+http://infocenter.arm.com/help/topic/com.arm.doc.ddi0240b/DDI0240A.pdf
+Optimization guide for ARM11 (used in Nokia N800 Internet Tablet):
+http://infocenter.arm.com/help/topic/com.arm.doc.ddi0211j/DDI0211J_arm1136_r1p5_trm.pdf
+Optimization guide for Intel XScale (used in Sharp Zaurus PDA):
+http://download.intel.com/design/intelxscale/27347302.pdf
+
+PowerPC-specific:
+-----------------
+PowerPC32/AltiVec PIM:
+www.freescale.com/files/32bit/doc/ref_manual/ALTIVECPEM.pdf
+
+PowerPC32/AltiVec PEM:
+www.freescale.com/files/32bit/doc/ref_manual/ALTIVECPIM.pdf
+
+CELL/SPU:
+http://www-01.ibm.com/chips/techlib/techlib.nsf/techdocs/30B3520C93F437AB87257060006FFE5E/$file/Language_Extensions_for_CBEA_2.4.pdf
+http://www-01.ibm.com/chips/techlib/techlib.nsf/techdocs/9F820A5FFA3ECE8C8725716A0062585F/$file/CBE_Handbook_v1.1_24APR2007_pub.pdf
+
+SPARC-specific:
+---------------
+SPARC Joint Programming Specification (JPS1): Commonality
+http://www.fujitsu.com/downloads/PRMPWR/JPS1-R1.0.4-Common-pub.pdf
-Instructions timings and optimization guide for ARM9E:
-http://www.arm.com/pdfs/DDI0222B_9EJS_r1p2.pdf
+UltraSPARC III Processor User's Manual (contains instruction timings)
+http://www.sun.com/processors/manuals/USIIIv2.pdf
+VIS Whitepaper (contains optimization guidelines)
+http://www.sun.com/processors/vis/download/vis/vis_whitepaper.pdf
GCC asm links:
+--------------
official doc but quite ugly
http://gcc.gnu.org/onlinedocs/gcc/Extended-Asm.html
diff --git a/contrib/ffmpeg/doc/snow.txt b/contrib/ffmpeg/doc/snow.txt
index 4b8fab75a..f99133971 100644
--- a/contrib/ffmpeg/doc/snow.txt
+++ b/contrib/ffmpeg/doc/snow.txt
@@ -1,7 +1,18 @@
=============================================
-SNOW Video Codec Specification Draft 20070103
+Snow Video Codec Specification Draft 20080110
=============================================
+Introduction:
+=============
+This specification describes the Snow bitstream syntax and semantics as
+well as the formal Snow decoding process.
+
+The decoding process is described precisely and any compliant decoder
+MUST produce the exact same output for a spec-conformant Snow stream.
+For encoding, though, any process which generates a stream compliant to
+the syntactical and semantic requirements and which is decodable by
+the process described in this spec shall be considered a conformant
+Snow encoder.
Definitions:
============
@@ -45,6 +56,22 @@ header:
max_ref_frames-1 u header_state
qlogs
}
+ if(!keyframe){
+ update_mc b header_state
+ if(update_mc){
+ for(plane=0; plane<2; plane++){
+ diag_mc b header_state
+ htaps/2-1 u header_state
+ for(i= p->htaps/2; i; i--)
+ |hcoeff[i]| u header_state
+ }
+ }
+ update_qlogs b header_state
+ if(update_qlogs){
+ spatial_decomposition_count u header_state
+ qlogs
+ }
+ }
spatial_decomposition_type s header_state
qlog s header_state
@@ -70,9 +97,9 @@ prediction:
block(0)
block(level):
+ mvx_diff=mvy_diff=y_diff=cb_diff=cr_diff=0
if(keyframe){
intra=1
- y_diff=cb_diff=cr_diff=0
}else{
if(level!=max_block_depth){
s_context= 2*left->level + 2*top->level + topleft->level + topright->level
@@ -103,6 +130,20 @@ block(level):
residual:
+ residual2(luma)
+ residual2(chroma_cr)
+ residual2(chroma_cb)
+
+residual2:
+ for(level=0; level<spatial_decomposition_count; level++){
+ if(level==0)
+ subband(LL, 0)
+ subband(HL, level)
+ subband(LH, level)
+ subband(HH, level)
+ }
+
+subband:
FIXME
@@ -145,6 +186,35 @@ max_ref_frames
maximum number of reference frames
this MUST NOT change within a bitstream
+update_mc
+ indicates that motion compensation filter parameters are stored in the
+ header
+
+diag_mc
+ flag to enable faster diagonal interpolation
+ this SHOULD be 1 unless it turns out to be covered by a valid patent
+
+htaps
+ number of half pel interpolation filter taps, MUST be even, >0 and <10
+
+hcoeff
+ half pel interpolation filter coefficients, hcoeff[0] are the 2 middle
+ coefficients [1] are the next outer ones and so on, resulting in a filter
+ like: ...eff[2], hcoeff[1], hcoeff[0], hcoeff[0], hcoeff[1], hcoeff[2] ...
+ the sign of the coefficients is not explicitly stored but alternates
+ after each coeff and coeff[0] is positive, so ...,+,-,+,-,+,+,-,+,-,+,...
+ hcoeff[0] is not explicitly stored but found by subtracting the sum
+ of all stored coefficients with signs from 32
+ hcoeff[0]= 32 - hcoeff[1] - hcoeff[2] - ...
+ a good choice for hcoeff and htaps is
+ htaps= 6
+ hcoeff={40,-10,2}
+ an alternative which requires more computations at both encoder and
+ decoder side and may or may not be better is
+ htaps= 8
+ hcoeff={42,-14,6,-2}
+
+
ref_frames
minimum of the number of available reference frames and max_ref_frames
for example the first frame after a key frame always has ref_frames=1
@@ -175,19 +245,121 @@ block_max_depth
quant_table
quantiztation table
+
+Highlevel bitstream structure:
+=============================
+ --------------------------------------------
+| Header |
+ --------------------------------------------
+| ------------------------------------ |
+| | Block0 | |
+| | split? | |
+| | yes no | |
+| | ......... intra? | |
+| | : Block01 : yes no | |
+| | : Block02 : ....... .......... | |
+| | : Block03 : : y DC : : ref index: | |
+| | : Block04 : : cb DC : : motion x : | |
+| | ......... : cr DC : : motion y : | |
+| | ....... .......... | |
+| ------------------------------------ |
+| ------------------------------------ |
+| | Block1 | |
+| ... |
+ --------------------------------------------
+| ------------ ------------ ------------ |
+|| Y subbands | | Cb subbands| | Cr subbands||
+|| --- --- | | --- --- | | --- --- ||
+|| |LL0||HL0| | | |LL0||HL0| | | |LL0||HL0| ||
+|| --- --- | | --- --- | | --- --- ||
+|| --- --- | | --- --- | | --- --- ||
+|| |LH0||HH0| | | |LH0||HH0| | | |LH0||HH0| ||
+|| --- --- | | --- --- | | --- --- ||
+|| --- --- | | --- --- | | --- --- ||
+|| |HL1||LH1| | | |HL1||LH1| | | |HL1||LH1| ||
+|| --- --- | | --- --- | | --- --- ||
+|| --- --- | | --- --- | | --- --- ||
+|| |HH1||HL2| | | |HH1||HL2| | | |HH1||HL2| ||
+|| ... | | ... | | ... ||
+| ------------ ------------ ------------ |
+ --------------------------------------------
+
+Decoding process:
+=================
+
+ ------------
+ | |
+ | Subbands |
+ ------------ | |
+ | | ------------
+ | Intra DC | |
+ | | LL0 subband prediction
+ ------------ |
+ \ Dequantizaton
+ ------------------- \ |
+| Reference frames | \ IDWT
+| ------- ------- | Motion \ |
+||Frame 0| |Frame 1|| Compensation . OBMC v -------
+| ------- ------- | --------------. \------> + --->|Frame n|-->output
+| ------- ------- | -------
+||Frame 2| |Frame 3||<----------------------------------/
+| ... |
+ -------------------
+
+
Range Coder:
============
+
+Binary Range Coder:
+-------------------
+The implemented range coder is an adapted version based upon "Range encoding:
+an algorithm for removing redundancy from a digitised message." by G. N. N.
+Martin.
+The symbols encoded by the Snow range coder are bits (0|1). The
+associated probabilities are not fix but change depending on the symbol mix
+seen so far.
+
+
+bit seen | new state
+---------+-----------------------------------------------
+ 0 | 256 - state_transition_table[256 - old_state];
+ 1 | state_transition_table[ old_state];
+
+state_transition_table = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 20, 21, 22, 23, 24, 25, 26, 27,
+ 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 37, 38, 39, 40, 41, 42,
+ 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 56, 57,
+ 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73,
+ 74, 75, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88,
+ 89, 90, 91, 92, 93, 94, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103,
+104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 114, 115, 116, 117, 118,
+119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 133,
+134, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 146, 147, 148, 149,
+150, 151, 152, 152, 153, 154, 155, 156, 157, 158, 159, 160, 161, 162, 163, 164,
+165, 166, 167, 168, 169, 170, 171, 171, 172, 173, 174, 175, 176, 177, 178, 179,
+180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 190, 191, 192, 194, 194,
+195, 196, 197, 198, 199, 200, 201, 202, 202, 204, 205, 206, 207, 208, 209, 209,
+210, 211, 212, 213, 215, 215, 216, 217, 218, 219, 220, 220, 222, 223, 224, 225,
+226, 227, 227, 229, 229, 230, 231, 232, 234, 234, 235, 236, 237, 238, 239, 240,
+241, 242, 243, 244, 245, 246, 247, 248, 248, 0, 0, 0, 0, 0, 0, 0};
+
FIXME
+
+Range Coding of integers:
+-------------------------
+FIXME
+
+
Neighboring Blocks:
===================
left and top are set to the respective blocks unless they are outside of
the image in which case they are set to the Null block
-top-left is set to the top left block unless its outside of the image in
+top-left is set to the top left block unless it is outside of the image in
which case it is set to the left block
-if this block has no larger parent block or its at the left side of its
+if this block has no larger parent block or it is at the left side of its
parent block and the top right block is not outside of the image then the
top right block is used for top-right else the top-left block is used
@@ -215,15 +387,129 @@ Intra DC Predicton:
the luma and chroma values of the left block are used as predictors
the used luma and chroma is the sum of the predictor and y_diff, cb_diff, cr_diff
+to reverse this in the decoder apply the following:
+block[y][x].dc[0] = block[y][x-1].dc[0] + y_diff;
+block[y][x].dc[1] = block[y][x-1].dc[1] + cb_diff;
+block[y][x].dc[2] = block[y][x-1].dc[2] + cr_diff;
+block[*][-1].dc[*]= 128;
Motion Compensation:
====================
+
+Halfpel interpolation:
+----------------------
+halfpel interpolation is done by convolution with the halfpel filter stored
+in the header:
+
+horizontal halfpel samples are found by
+H1[y][x] = hcoeff[0]*(F[y][x ] + F[y][x+1])
+ + hcoeff[1]*(F[y][x-1] + F[y][x+2])
+ + hcoeff[2]*(F[y][x-2] + F[y][x+3])
+ + ...
+h1[y][x] = (H1[y][x] + 32)>>6;
+
+vertical halfpel samples are found by
+H2[y][x] = hcoeff[0]*(F[y ][x] + F[y+1][x])
+ + hcoeff[1]*(F[y-1][x] + F[y+2][x])
+ + ...
+h2[y][x] = (H2[y][x] + 32)>>6;
+
+vertical+horizontal halfpel samples are found by
+H3[y][x] = hcoeff[0]*(H2[y][x ] + H2[y][x+1])
+ + hcoeff[1]*(H2[y][x-1] + H2[y][x+2])
+ + ...
+H3[y][x] = hcoeff[0]*(H1[y ][x] + H1[y+1][x])
+ + hcoeff[1]*(H1[y+1][x] + H1[y+2][x])
+ + ...
+h3[y][x] = (H3[y][x] + 2048)>>12;
+
+
+ F H1 F
+ | | |
+ | | |
+ | | |
+ F H1 F
+ | | |
+ | | |
+ | | |
+ F-------F-------F-> H1<-F-------F-------F
+ v v v
+ H2 H3 H2
+ ^ ^ ^
+ F-------F-------F-> H1<-F-------F-------F
+ | | |
+ | | |
+ | | |
+ F H1 F
+ | | |
+ | | |
+ | | |
+ F H1 F
+
+
+unavailable fullpel samples (outside the picture for example) shall be equal
+to the closest available fullpel sample
+
+
+Smaller pel interpolation:
+--------------------------
+if diag_mc is set then points which lie on a line between 2 vertically,
+horiziontally or diagonally adjacent halfpel points shall be interpolated
+linearls with rounding to nearest and halfway values rounded up.
+points which lie on 2 diagonals at the same time should only use the one
+diagonal not containing the fullpel point
+
+
+
+ F-->O---q---O<--h1->O---q---O<--F
+ v \ / v \ / v
+ O O O O O O O
+ | / | \ |
+ q q q q q
+ | / | \ |
+ O O O O O O O
+ ^ / \ ^ / \ ^
+ h2-->O---q---O<--h3->O---q---O<--h2
+ v \ / v \ / v
+ O O O O O O O
+ | \ | / |
+ q q q q q
+ | \ | / |
+ O O O O O O O
+ ^ / \ ^ / \ ^
+ F-->O---q---O<--h1->O---q---O<--F
+
+
+
+the remaining points shall be bilinearly interpolated from the
+up to 4 surrounding halfpel and fullpel points, again rounding should be to
+nearest and halfway values rounded up
+
+compliant Snow decoders MUST support 1-1/8 pel luma and 1/2-1/16 pel chroma
+interpolation at least
+
+
+Overlapped block motion compensation:
+-------------------------------------
FIXME
LL band prediction:
===================
-FIXME
+Each sample in the LL0 subband is predicted by the median of the left, top and
+left+top-topleft samples, samples outside the subband shall be considered to
+be 0. To reverse this prediction in the decoder apply the following.
+for(y=0; y<height; y++){
+ for(x=0; x<width; x++){
+ sample[y][x] += median(sample[y-1][x],
+ sample[y][x-1],
+ sample[y-1][x]+sample[y][x-1]-sample[y-1][x-1]);
+ }
+}
+sample[-1][*]=sample[*][-1]= 0;
+width,height here are the width and height of the LL0 subband not of the final
+video
+
Dequantizaton:
==============
@@ -231,20 +517,105 @@ FIXME
Wavelet Transform:
==================
-FIXME
+
+Snow supports 2 wavelet transforms, the symmetric biorthogonal 5/3 integer
+transform and a integer approximation of the symmetric biorthogonal 9/7
+daubechies wavelet.
+
+2D IDWT (inverse discrete wavelet transform)
+--------------------------------------------
+The 2D IDWT applies a 2D filter recursively, each time combining the
+4 lowest frequency subbands into a single subband until only 1 subband
+remains.
+The 2D filter is done by first applying a 1D filter in the vertical direction
+and then applying it in the horizontal one.
+ --------------- --------------- --------------- ---------------
+|LL0|HL0| | | | | | | | | | | |
+|---+---| HL1 | | L0|H0 | HL1 | | LL1 | HL1 | | | |
+|LH0|HH0| | | | | | | | | | | |
+|-------+-------|->|-------+-------|->|-------+-------|->| L1 | H1 |->...
+| | | | | | | | | | | |
+| LH1 | HH1 | | LH1 | HH1 | | LH1 | HH1 | | | |
+| | | | | | | | | | | |
+ --------------- --------------- --------------- ---------------
+
+
+1D Filter:
+----------
+1. interleave the samples of the low and high frequency subbands like
+s={L0, H0, L1, H1, L2, H2, L3, H3, ... }
+note, this can end with a L or a H, the number of elements shall be w
+s[-1] shall be considered equivalent to s[1 ]
+s[w ] shall be considered equivalent to s[w-2]
+
+2. perform the lifting steps in order as described below
+
+5/3 Integer filter:
+1. s[i] -= (s[i-1] + s[i+1] + 2)>>2; for all even i < w
+2. s[i] += (s[i-1] + s[i+1] )>>1; for all odd i < w
+
+\ | /|\ | /|\ | /|\ | /|\
+ \|/ | \|/ | \|/ | \|/ |
+ + | + | + | + | -1/4
+ /|\ | /|\ | /|\ | /|\ |
+/ | \|/ | \|/ | \|/ | \|/
+ | + | + | + | + +1/2
+
+
+Snow's 9/7 Integer filter:
+1. s[i] -= (3*(s[i-1] + s[i+1]) + 4)>>3; for all even i < w
+2. s[i] -= s[i-1] + s[i+1] ; for all odd i < w
+3. s[i] += ( s[i-1] + s[i+1] + 4*s[i] + 8)>>4; for all even i < w
+4. s[i] += (3*(s[i-1] + s[i+1]) )>>1; for all odd i < w
+
+\ | /|\ | /|\ | /|\ | /|\
+ \|/ | \|/ | \|/ | \|/ |
+ + | + | + | + | -3/8
+ /|\ | /|\ | /|\ | /|\ |
+/ | \|/ | \|/ | \|/ | \|/
+ (| + (| + (| + (| + -1
+\ + /|\ + /|\ + /|\ + /|\ +1/4
+ \|/ | \|/ | \|/ | \|/ |
+ + | + | + | + | +1/16
+ /|\ | /|\ | /|\ | /|\ |
+/ | \|/ | \|/ | \|/ | \|/
+ | + | + | + | + +3/2
+
+optimization tips:
+following are exactly identical
+(3a)>>1 == a + (a>>1)
+(a + 4b + 8)>>4 == ((a>>2) + b + 2)>>2
+
+16bit implementation note:
+The IDWT can be implemented with 16bits, but this requires some care to
+prevent overflows, the following list, lists the minimum number of bits needed
+for some terms
+1. lifting step
+A= s[i-1] + s[i+1] 16bit
+3*A + 4 18bit
+A + (A>>1) + 2 17bit
+
+3. lifting step
+s[i-1] + s[i+1] 17bit
+
+4. lifiting step
+3*(s[i-1] + s[i+1]) 17bit
+
TODO:
=====
Important:
finetune initial contexts
-spatial_decomposition_count per frame?
flip wavelet?
try to use the wavelet transformed predicted image (motion compensated image) as context for coding the residual coefficients
try the MV length as context for coding the residual coefficients
use extradata for stuff which is in the keyframes now?
the MV median predictor is patented IIRC
+implement per picture halfpel interpolation
+try different range coder state transition tables for different contexts
Not Important:
+compare the 6 tap and 8 tap hpel filters (psnr/bitrate and subjective quality)
spatial_scalability b vs u (!= 0 breaks syntax anyway so we can add a u later)