Split FFmpeg documentation into general documentation and the documentation
of the ffmpeg command line program. Originally committed as revision 10255 to svn://svn.ffmpeg.org/ffmpeg/trunk
This commit is contained in:
		
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								Makefile
									
									
									
									
									
								
							
							
						
						
									
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								Makefile
									
									
									
									
									
								
							@ -124,7 +124,8 @@ vhook/%.o: vhook/%.c
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	$(CC) $(CFLAGS) -c -o $@ $<
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documentation: $(addprefix doc/, ffmpeg-doc.html faq.html ffserver-doc.html \
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                                 ffplay-doc.html hooks.html $(ALLMANPAGES))
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                                 ffplay-doc.html general.html hooks.html \
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                                 $(ALLMANPAGES))
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doc/%.html: doc/%.texi
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	texi2html -monolithic -number $<
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@ -850,958 +850,4 @@ It allows almost lossless encoding.
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@end itemize
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section AMR
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AMR comes in two different flavors, WB and NB. FFmpeg can make use of the
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AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference
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decoders and encoders.
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Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libamr-nb} and/or
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@code{--enable-libamr-wb} to configure to enable the libraries.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} option to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Supported File Format @tab Encoding @tab Decoding @tab Comments
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@item MPEG audio @tab X @tab X
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@item MPEG-1 systems @tab X  @tab  X
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@tab muxed audio and video
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@item MPEG-2 PS @tab X  @tab  X
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@tab also known as @code{VOB} file
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@item MPEG-2 TS @tab    @tab  X
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@tab also known as DVB Transport Stream
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@item ASF@tab X @tab X
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@item AVI@tab X @tab X
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@item WAV@tab X @tab X
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@item Macromedia Flash@tab X @tab X
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@tab Only embedded audio is decoded.
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@item FLV              @tab  X @tab X
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@tab Macromedia Flash video files
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@item Real Audio and Video @tab X @tab X
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@item Raw AC3 @tab X  @tab  X
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@item Raw MJPEG @tab X  @tab  X
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@item Raw MPEG video @tab X  @tab  X
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@item Raw PCM8/16 bits, mulaw/Alaw@tab X  @tab  X
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@item Raw CRI ADX audio @tab X  @tab  X
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@item Raw Shorten audio @tab    @tab  X
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@item SUN AU format @tab X  @tab  X
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@item NUT @tab X @tab X @tab NUT Open Container Format
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@item QuickTime        @tab X @tab  X
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@item MPEG-4           @tab X @tab  X
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@tab MPEG-4 is a variant of QuickTime.
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@item Raw MPEG4 video  @tab  X @tab  X
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@item DV               @tab  X @tab  X
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@item 4xm              @tab    @tab X
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@tab 4X Technologies format, used in some games.
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@item Playstation STR  @tab    @tab X
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@item Id RoQ           @tab X  @tab X
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@tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Interplay MVE    @tab    @tab X
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@tab Format used in various Interplay computer games.
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@item WC3 Movie        @tab    @tab X
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@tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Sega FILM/CPK    @tab    @tab X
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@tab Used in many Sega Saturn console games.
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@item Westwood Studios VQA/AUD  @tab    @tab X
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@tab Multimedia formats used in Westwood Studios games.
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@item Id Cinematic (.cin) @tab    @tab X
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@tab Used in Quake II.
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@item FLIC format      @tab    @tab X
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@tab .fli/.flc files
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@item Sierra VMD       @tab    @tab X
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@tab Used in Sierra CD-ROM games.
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@item Sierra Online    @tab    @tab X
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@tab .sol files used in Sierra Online games.
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@item Matroska         @tab    @tab X
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@item Electronic Arts Multimedia    @tab    @tab X
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@tab Used in various EA games; files have extensions like WVE and UV2.
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@item Nullsoft Video (NSV) format @tab    @tab X
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@item ADTS AAC audio @tab X @tab X
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@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
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@item American Laser Games MM  @tab    @tab X
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@tab Multimedia format used in games like Mad Dog McCree
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@item AVS @tab    @tab X
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@tab Multimedia format used by the Creature Shock game.
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@item Smacker @tab    @tab X
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@tab Multimedia format used by many games.
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@item GXF @tab  X @tab X
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@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
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@item CIN @tab    @tab X
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@tab Multimedia format used by Delphine Software games.
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@item MXF @tab    @tab X
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@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
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@item SEQ @tab    @tab X
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@tab Tiertex .seq files used in the DOS CDROM version of the game Flashback.
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@item DXA @tab    @tab X
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@tab This format is used in non-Windows version of Feeble Files game and
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different game cutscenes repacked for use with ScummVM.
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@item THP @tab    @tab X
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@tab Used on the Nintendo GameCube.
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@item C93 @tab    @tab X
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@tab Used in the game Cyberia from Interplay.
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@item Bethsoft VID @tab    @tab X
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@tab Used in some games from Bethesda Softworks.
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@item CRYO APC @tab    @tab X
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@tab Audio format used in some games by CRYO Interactive Entertainment.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
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@item PGM, PPM     @tab X @tab X
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@item PAM          @tab X @tab X @tab PAM is a PNM extension with alpha support.
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@item PGMYUV       @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
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@item JPEG         @tab X @tab X @tab Progressive JPEG is not supported.
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@item .Y.U.V       @tab X @tab X @tab one raw file per component
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@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
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@item PNG          @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
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@item Targa        @tab   @tab X @tab Targa (.TGA) image format.
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@item TIFF         @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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@item SGI          @tab X @tab X @tab SGI RGB image format
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@item PTX          @tab   @tab X @tab V.Flash PTX format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Supported Codec @tab Encoding @tab Decoding @tab Comments
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4                 @tab  X  @tab  X
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@item MSMPEG4 V1             @tab  X  @tab  X
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@item MSMPEG4 V2             @tab  X  @tab  X
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@item MSMPEG4 V3             @tab  X  @tab  X
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@item WMV7                   @tab  X  @tab  X
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@item WMV8                   @tab  X  @tab  X @tab not completely working
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@item WMV9                   @tab     @tab  X @tab not completely working
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@item VC1                    @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263(+)               @tab  X  @tab  X @tab also known as RealVideo 1.0
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@item H.264                  @tab     @tab  X
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@item RealVideo 1.0          @tab  X  @tab  X
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@item RealVideo 2.0          @tab  X  @tab  X
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@item MJPEG                  @tab  X  @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item JPEG-LS                @tab  X  @tab  X @tab fourcc: MJLS, lossless and near-lossless is supported
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@item Apple MJPEG-B          @tab     @tab  X
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@item Sunplus MJPEG          @tab     @tab  X @tab fourcc: SP5X
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@item DV                     @tab  X  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item FFmpeg Video 1         @tab  X  @tab  X @tab experimental lossless codec (fourcc: FFV1)
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@item FFmpeg Snow            @tab  X  @tab  X @tab experimental wavelet codec (fourcc: SNOW)
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@item Asus v1                @tab  X  @tab  X @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X @tab fourcc: ASV2
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@item Creative YUV           @tab     @tab  X @tab fourcc: CYUV
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@item Sorenson Video 1       @tab  X  @tab  X @tab fourcc: SVQ1
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@item Sorenson Video 3       @tab     @tab  X @tab fourcc: SVQ3
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@item On2 VP3                @tab     @tab  X @tab still experimental
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@item On2 VP5                @tab     @tab  X @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X @tab fourcc: VP60,VP61,VP62
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@item Theora                 @tab  X  @tab  X @tab still experimental
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@item Intel Indeo 3          @tab     @tab  X
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@item FLV                    @tab  X  @tab  X @tab Sorenson H.263 used in Flash
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@item Flash Screen Video     @tab  X  @tab  X @tab fourcc: FSV1
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@item ATI VCR1               @tab     @tab  X @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X @tab fourcc: VCR2
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@item Cirrus Logic AccuPak   @tab     @tab  X @tab fourcc: CLJR
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@item 4X Video               @tab     @tab  X @tab Used in certain computer games.
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@item Sony Playstation MDEC  @tab     @tab  X
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@item Id RoQ                 @tab  X  @tab  X @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Xan/WC3                @tab     @tab  X @tab Used in Wing Commander III .MVE files.
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@item Interplay Video        @tab     @tab  X @tab Used in Interplay .MVE files.
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@item Apple Animation        @tab  X  @tab  X @tab fourcc: 'rle '
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@item Apple Graphics         @tab     @tab  X @tab fourcc: 'smc '
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@item Apple Video            @tab     @tab  X @tab fourcc: rpza
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@item Apple QuickDraw        @tab     @tab  X @tab fourcc: qdrw
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@item Cinepak                @tab     @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video-1      @tab     @tab  X
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@item Westwood VQA           @tab     @tab  X
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@item Id Cinematic Video     @tab     @tab  X @tab Used in Quake II.
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@item Planar RGB             @tab     @tab  X @tab fourcc: 8BPS
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@item FLIC video             @tab     @tab  X
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@item Duck TrueMotion v1     @tab     @tab  X @tab fourcc: DUCK
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@item Duck TrueMotion v2     @tab     @tab  X @tab fourcc: TM20
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@item VMD Video              @tab     @tab  X @tab Used in Sierra VMD files.
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@item MSZH                   @tab     @tab  X @tab Part of LCL
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@item ZLIB                   @tab  X  @tab  X @tab Part of LCL, encoder experimental
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@item TechSmith Camtasia     @tab     @tab  X @tab fourcc: TSCC
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@item IBM Ultimotion         @tab     @tab  X @tab fourcc: ULTI
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@item Miro VideoXL           @tab     @tab  X @tab fourcc: VIXL
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@item QPEG                   @tab     @tab  X @tab fourccs: QPEG, Q1.0, Q1.1
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@item LOCO                   @tab     @tab  X @tab
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@item Winnov WNV1            @tab     @tab  X @tab
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@item Autodesk Animator Studio Codec  @tab     @tab  X @tab fourcc: AASC
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@item Fraps FPS1             @tab     @tab  X @tab
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@item CamStudio              @tab     @tab  X @tab fourcc: CSCD
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@item American Laser Games Video  @tab    @tab X @tab Used in games like Mad Dog McCree
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@item ZMBV                   @tab   X @tab  X @tab Encoder works only on PAL8
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@item AVS Video              @tab     @tab  X @tab Video encoding used by the Creature Shock game.
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@item Smacker Video          @tab     @tab  X @tab Video encoding used in Smacker.
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@item RTjpeg                 @tab     @tab  X @tab Video encoding used in NuppelVideo files.
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@item KMVC                   @tab     @tab  X @tab Codec used in Worms games.
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@item VMware Video           @tab     @tab  X @tab Codec used in videos captured by VMware.
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@item Cin Video              @tab     @tab  X @tab Codec used in Delphine Software games.
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@item Tiertex Seq Video      @tab     @tab  X @tab Codec used in DOS CDROM FlashBack game.
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@item DXA Video              @tab     @tab  X @tab Codec originally used in Feeble Files game.
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@item AVID DNxHD             @tab     @tab  X @tab aka SMPTE VC3
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@item C93 Video              @tab     @tab  X @tab Codec used in Cyberia game.
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@item THP                    @tab     @tab  X @tab Used on the Nintendo GameCube.
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@item Bethsoft VID           @tab     @tab  X @tab Used in some games from Bethesda Softworks.
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@item Renderware TXD         @tab     @tab  X @tab Texture dictionaries used by the Renderware Engine.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Audio Codecs
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@multitable @columnfractions .4 .1 .1 .1 .7
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@item Supported Codec @tab Encoding @tab Decoding @tab Comments
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@item MPEG audio layer 2     @tab  IX  @tab  IX
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@item MPEG audio layer 1/3   @tab IX   @tab  IX
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@tab MP3 encoding is supported through the external library LAME.
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@item AC3                    @tab  IX  @tab  IX
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@tab liba52 is used internally for decoding.
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@item Vorbis                 @tab  X   @tab  X
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@item WMA V1/V2              @tab X    @tab X
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@item AAC                    @tab X    @tab X
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		||||
@tab Supported through the external library libfaac/libfaad.
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@item Microsoft ADPCM        @tab X    @tab X
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@item MS IMA ADPCM           @tab X    @tab X
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@item QT IMA ADPCM           @tab      @tab X
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@item 4X IMA ADPCM           @tab      @tab X
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@item G.726  ADPCM           @tab X    @tab X
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@item Duck DK3 IMA ADPCM     @tab      @tab X
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@tab Used in some Sega Saturn console games.
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@item Duck DK4 IMA ADPCM     @tab      @tab X
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@tab Used in some Sega Saturn console games.
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@item Westwood Studios IMA ADPCM @tab      @tab X
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@tab Used in Westwood Studios games like Command and Conquer.
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@item SMJPEG IMA ADPCM       @tab      @tab X
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@tab Used in certain Loki game ports.
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@item CD-ROM XA ADPCM        @tab      @tab X
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@item CRI ADX ADPCM          @tab X    @tab X
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@tab Used in Sega Dreamcast games.
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@item Electronic Arts ADPCM  @tab      @tab X
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@tab Used in various EA titles.
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		||||
@item Creative ADPCM         @tab      @tab X
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		||||
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
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@item THP ADPCM              @tab      @tab X
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		||||
@tab Used on the Nintendo GameCube.
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		||||
@item RA144                  @tab      @tab X
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		||||
@tab Real 14400 bit/s codec
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		||||
@item RA288                  @tab      @tab X
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		||||
@tab Real 28800 bit/s codec
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		||||
@item RADnet                 @tab X    @tab IX
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		||||
@tab Real low bitrate AC3 codec, liba52 is used for decoding.
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		||||
@item AMR-NB                 @tab X    @tab X
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		||||
@tab Supported through an external library.
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		||||
@item AMR-WB                 @tab X    @tab X
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		||||
@tab Supported through an external library.
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		||||
@item DV audio               @tab      @tab X
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		||||
@item Id RoQ DPCM            @tab X    @tab X
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		||||
@tab Used in Quake III, Jedi Knight 2, other computer games.
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		||||
@item Interplay MVE DPCM     @tab      @tab X
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		||||
@tab Used in various Interplay computer games.
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		||||
@item Xan DPCM               @tab      @tab X
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		||||
@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 Only SV7 is supported
 | 
			
		||||
@item DT$ Coherent Audio     @tab      @tab X
 | 
			
		||||
@item ATRAC 3                @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 If you want to use 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 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.
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
    Do not change code to hide warnings without ensuring that the underlying
 | 
			
		||||
    logic is correct and thus the warning was inappropriate.
 | 
			
		||||
@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?
 | 
			
		||||
@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
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										964
									
								
								doc/general.texi
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										964
									
								
								doc/general.texi
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,964 @@
 | 
			
		||||
\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, WB and NB. FFmpeg can make use of the
 | 
			
		||||
AMR WB (floating-point mode) and the AMR NB (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.
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@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 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    @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.
 | 
			
		||||
@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     @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.
 | 
			
		||||
@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 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 Only SV7 is supported
 | 
			
		||||
@item DT$ Coherent Audio     @tab      @tab X
 | 
			
		||||
@item ATRAC 3                @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 If you want to use 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 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.
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
    Do not change code to hide warnings without ensuring that the underlying
 | 
			
		||||
    logic is correct and thus the warning was inappropriate.
 | 
			
		||||
@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?
 | 
			
		||||
@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
 | 
			
		||||
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