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| \input texinfo @c -*- texinfo -*-
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| 
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| @settitle General Documentation
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| @titlepage
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| @sp 7
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| @center @titlefont{General Documentation}
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| @sp 3
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| @end titlepage
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| 
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| 
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| @chapter external libraries
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| 
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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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| 
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| @section AMR
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| 
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| AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
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| use of the AMR wideband (floating-point mode) and the AMR narrowband
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| (floating-point mode) reference decoders and encoders.
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| 
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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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| 
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| Note that libamr is copyrighted without any sort of license grant. This means
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| that you can use it if you legally obtained it but you are not allowed to
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| redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
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| you create are non-free and unredistributable!}
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| 
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| 
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| @chapter Supported File Formats and Codecs
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| 
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| You can use the @code{-formats} option to have an exhaustive list.
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| 
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| @section File Formats
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| 
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| FFmpeg supports the following file formats through the @code{libavformat}
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| library:
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| 
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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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| @item AVM2 (Flash 9) @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 X  @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 MAXIS EA XA      @tab    @tab X
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| @tab Used in Sim City 3000; file extension .xa.
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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 CD-ROM 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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| @item Monkey's Audio @tab    @tab X
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| @item SIFF @tab    @tab X
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| @tab Audio and video format used in some games by Beam Software
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| @item LMLM4 @tab    @tab X
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| @tab Used by Linux Media Labs MPEG-4 PCI boards
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| @item PVA @tab    @tab X
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| @tab Used by TechnoTrend DVB PCI boards
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| @item MSN TCP Webcam @tab    @tab X
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| @tab Used by MSN Messenger Webcam streams.
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| @item RL2 @tab    @tab X
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| @tab Audio and video format used in some games by Entertainment Software Partners
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| @item IFF @tab    @tab X
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| @tab Interchange File Format
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| @item BFI @tab    @tab X
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| @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels
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| @item OMA @tab    @tab X
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| @tab Audio format used in Sony Sonic Stage and Sony Vegas
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| @end multitable
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| 
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| @code{X} means that encoding (resp. decoding) is supported.
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| 
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| @section Image Formats
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| 
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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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| 
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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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| @item RAS          @tab   @tab X @tab Sun Rasterfile
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| @item PCX          @tab   @tab X @tab PC Paintbrush
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| @end multitable
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| 
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| @code{X} means that encoding (resp. decoding) is supported.
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| 
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| @section Video Codecs
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| 
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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 CD-ROM 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   X @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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| @item AMV                    @tab     @tab  X @tab Used in Chinese MP3 players.
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| @item Mimic                  @tab     @tab  X @tab Used in MSN Messenger Webcam streams.
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| @end multitable
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| 
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| @code{X} means that encoding (resp. decoding) is supported.
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| 
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| @section Audio Codecs
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| 
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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 X   @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 AMV IMA ADPCM          @tab      @tab X
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| @tab Used in AMV files
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| @item MS IMA ADPCM           @tab X    @tab X
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| @item QT IMA ADPCM           @tab X    @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 MAXIS EA ADPCM         @tab      @tab X
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| @tab Used in Sim City 3000.
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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.
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| @item Sierra Online DPCM     @tab      @tab X
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| @tab Used in Sierra Online game audio files.
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| @item Apple MACE 3           @tab      @tab X
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| @item Apple MACE 6           @tab      @tab X
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| @item FLAC lossless audio    @tab X    @tab X
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| @item Shorten lossless audio @tab      @tab X
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| @item Apple lossless audio   @tab      @tab X
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| @tab QuickTime fourcc 'alac'
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| @item FFmpeg Sonic           @tab X    @tab X
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| @tab experimental lossy/lossless codec
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| @item Qdesign QDM2           @tab      @tab X
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| @tab there are still some distortions
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| @item Real COOK              @tab      @tab X
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| @tab All versions except 5.1 are supported
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| @item DSP Group TrueSpeech   @tab      @tab X
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| @item True Audio (TTA)       @tab      @tab X
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| @item Smacker Audio          @tab      @tab X
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| @item WavPack Audio          @tab      @tab X
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| @item Cin Audio              @tab      @tab X
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| @tab Codec used in Delphine Software games.
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| @item Intel Music Coder      @tab      @tab X
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| @item Musepack               @tab      @tab X
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| @tab SV7 and SV8 are supported
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| @item DTS Coherent Audio     @tab      @tab X
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| @item ATRAC 3                @tab      @tab X
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| @item Monkey's Audio         @tab      @tab X @tab Only versions 3.97-3.99 are supported
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| @item Nellymoser ASAO        @tab      @tab X
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| @item 8SVX Audio             @tab      @tab X
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| @end multitable
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| 
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| @code{X} means that encoding (resp. decoding) is supported.
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| 
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| @code{I} means that an integer-only version is available, too (ensures high
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| performance on systems without hardware floating point support).
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| 
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| @chapter Platform Specific information
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| 
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| @section BSD
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| 
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| BSD make will not build FFmpeg, you need to install and use GNU Make
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| (@file{gmake}).
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| 
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| @section Windows
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| 
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| To get help and instructions for building FFmpeg under Windows, check out
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| the FFmpeg Windows Help Forum at
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| @url{http://arrozcru.no-ip.org/ffmpeg/}.
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| 
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| @subsection Native Windows compilation
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| 
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| FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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| the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
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| install the coreutils package, and update to the latest MSYS make (note: not
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| mingw32-make). You can find detailed installation
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| instructions in the download section and the FAQ.
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| 
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| Within the MSYS shell, configure and make with:
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| 
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| @example
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| ./configure --enable-memalign-hack
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| make
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| make install
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| @end example
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| 
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| This will install @file{ffmpeg.exe} along with many other development files
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| to @file{/usr/local}. You may specify another install path using the
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| @code{--prefix} option in @file{configure}.
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| 
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| Notes:
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| 
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| @itemize
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| 
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| @item Use at least bash 3.1. Older versions are known to fail on the
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| configure script.
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| 
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| @item In order to compile vhooks, you must have a POSIX-compliant libdl in
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| your MinGW system. Get dlfcn-win32 from
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| @url{http://code.google.com/p/dlfcn-win32}.
 | |
| 
 | |
| @item In order to compile FFplay, you must have the MinGW development library
 | |
| of SDL. Get it from @url{http://www.libsdl.org}.
 | |
| Edit the @file{bin/sdl-config} script so that it points to the correct prefix
 | |
| where SDL was installed. Verify that @file{sdl-config} can be launched from
 | |
| the MSYS command line.
 | |
| 
 | |
| @item By using @code{./configure --enable-shared} when configuring FFmpeg,
 | |
| you can build libavutil, libavcodec and libavformat as DLLs.
 | |
| 
 | |
| @end itemize
 | |
| 
 | |
| @subsection Microsoft Visual C++ compatibility
 | |
| 
 | |
| As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
 | |
| want to use the libav* libraries in your own applications, you can still
 | |
| compile those applications using MSVC++. But the libav* libraries you link
 | |
| to @emph{must} be built with MinGW. However, you will not be able to debug
 | |
| inside the libav* libraries, since MSVC++ does not recognize the debug
 | |
| symbols generated by GCC.
 | |
| We strongly recommend you to move over from MSVC++ to MinGW tools.
 | |
| 
 | |
| This description of how to use the FFmpeg libraries with MSVC++ is based on
 | |
| Microsoft Visual C++ 2005 Express Edition. If you have a different version,
 | |
| you might have to modify the procedures slightly.
 | |
| 
 | |
| @subsubsection Using static libraries
 | |
| 
 | |
| Assuming you have just built and installed FFmpeg in @file{/usr/local}.
 | |
| 
 | |
| @enumerate
 | |
| 
 | |
| @item Create a new console application ("File / New / Project") and then
 | |
| select "Win32 Console Application". On the appropriate page of the
 | |
| Application Wizard, uncheck the "Precompiled headers" option.
 | |
| 
 | |
| @item Write the source code for your application, or, for testing, just
 | |
| copy the code from an existing sample application into the source file
 | |
| that MSVC++ has already created for you. For example, you can copy
 | |
| @file{output_example.c} from the FFmpeg distribution.
 | |
| 
 | |
| @item Open the "Project / Properties" dialog box. In the "Configuration"
 | |
| combo box, select "All Configurations" so that the changes you make will
 | |
| affect both debug and release builds. In the tree view on the left hand
 | |
| side, select "C/C++ / General", then edit the "Additional Include
 | |
| Directories" setting to contain the path where the FFmpeg includes were
 | |
| installed (i.e. @file{c:\msys\1.0\local\include}).
 | |
| Do not add MinGW's include directory here, or the include files will
 | |
| conflict with MSVC's.
 | |
| 
 | |
| @item Still in the "Project / Properties" dialog box, select
 | |
| "Linker / General" from the tree view and edit the
 | |
| "Additional Library Directories" setting to contain the @file{lib}
 | |
| directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
 | |
| the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
 | |
| and the directory where MinGW's GCC libs are installed
 | |
| (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
 | |
| "Linker / Input" from the tree view, and add the files @file{libavformat.a},
 | |
| @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
 | |
| @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
 | |
| to the end of "Additional Dependencies".
 | |
| 
 | |
| @item Now, select "C/C++ / Code Generation" from the tree view. Select
 | |
| "Debug" in the "Configuration" combo box. Make sure that "Runtime
 | |
| Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
 | |
| the "Configuration" combo box and make sure that "Runtime Library" is
 | |
| set to "Multi-threaded DLL".
 | |
| 
 | |
| @item Click "OK" to close the "Project / Properties" dialog box.
 | |
| 
 | |
| @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
 | |
| Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
 | |
| and install it in MSVC++'s include directory
 | |
| (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
 | |
| 
 | |
| @item MSVC++ also does not understand the @code{inline} keyword used by
 | |
| FFmpeg, so you must add this line before @code{#include}ing libav*:
 | |
| @example
 | |
| #define inline _inline
 | |
| @end example
 | |
| 
 | |
| @item Build your application, everything should work.
 | |
| 
 | |
| @end enumerate
 | |
| 
 | |
| @subsubsection Using shared libraries
 | |
| 
 | |
| This is how to create DLL and LIB files that are compatible with MSVC++:
 | |
| 
 | |
| @enumerate
 | |
| 
 | |
| @item Add a call to @file{vcvars32.bat} (which sets up the environment
 | |
| variables for the Visual C++ tools) as the first line of @file{msys.bat}.
 | |
| The standard location for @file{vcvars32.bat} is
 | |
| @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
 | |
| and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
 | |
| If this corresponds to your setup, add the following line as the first line
 | |
| of @file{msys.bat}:
 | |
| 
 | |
| @example
 | |
| call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
 | |
| @end example
 | |
| 
 | |
| Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
 | |
| and run @file{c:\msys\1.0\msys.bat} from there.
 | |
| 
 | |
| @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
 | |
| from @file{Microsoft (R) Library Manager}, this means your environment
 | |
| variables are set up correctly, the @file{Microsoft (R) Library Manager}
 | |
| is on the path and will be used by FFmpeg to create
 | |
| MSVC++-compatible import libraries.
 | |
| 
 | |
| @item Build FFmpeg with
 | |
| 
 | |
| @example
 | |
| ./configure --enable-shared --enable-memalign-hack
 | |
| make
 | |
| make install
 | |
| @end example
 | |
| 
 | |
| Your install path (@file{/usr/local/} by default) should now have the
 | |
| necessary DLL and LIB files under the @file{bin} directory.
 | |
| 
 | |
| @end enumerate
 | |
| 
 | |
| To use those files with MSVC++, do the same as you would do with
 | |
| the static libraries, as described above. But in Step 4,
 | |
| you should only need to add the directory where the LIB files are installed
 | |
| (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
 | |
| installed in the @file{bin} directory. And instead of adding @file{libxx.a}
 | |
| files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
 | |
| @file{avutil.lib}. There should be no need for @file{libmingwex.a},
 | |
| @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
 | |
| statically linked into the DLLs. The @file{bin} directory contains a bunch
 | |
| of DLL files, but the ones that are actually used to run your application
 | |
| are the ones with a major version number in their filenames
 | |
| (i.e. @file{avcodec-51.dll}).
 | |
| 
 | |
| @subsection Cross compilation for Windows with Linux
 | |
| 
 | |
| You must use the MinGW cross compilation tools available at
 | |
| @url{http://www.mingw.org/}.
 | |
| 
 | |
| Then configure FFmpeg with the following options:
 | |
| @example
 | |
| ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
 | |
| @end example
 | |
| (you can change the cross-prefix according to the prefix chosen for the
 | |
| MinGW tools).
 | |
| 
 | |
| Then you can easily test FFmpeg with Wine
 | |
| (@url{http://www.winehq.com/}).
 | |
| 
 | |
| @subsection Compilation under Cygwin
 | |
| 
 | |
| The main issue with Cygwin is that newlib, its C library, does not
 | |
| contain llrint().  However, it is possible to leverage the
 | |
| implementation in MinGW.
 | |
| 
 | |
| Just install your Cygwin with all the "Base" packages, plus the
 | |
| following "Devel" ones:
 | |
| @example
 | |
| binutils, gcc-core, make, subversion, mingw-runtime
 | |
| @end example
 | |
| 
 | |
| Do not install binutils-20060709-1 (they are buggy on shared builds);
 | |
| use binutils-20050610-1 instead.
 | |
| 
 | |
| Then create a small library that just contains llrint():
 | |
| 
 | |
| @example
 | |
| ar x /usr/lib/mingw/libmingwex.a llrint.o
 | |
| ar cq /usr/local/lib/libllrint.a llrint.o
 | |
| @end example
 | |
| 
 | |
| Then run
 | |
| 
 | |
| @example
 | |
| ./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
 | |
| @end example
 | |
| 
 | |
| to make a static build or
 | |
| 
 | |
| @example
 | |
| ./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
 | |
| @end example
 | |
| 
 | |
| to build shared libraries.
 | |
| 
 | |
| If you want to build FFmpeg with additional libraries, download Cygwin
 | |
| "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
 | |
| and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
 | |
| (@url{http://cygwinports.dotsrc.org/}).
 | |
| 
 | |
| @subsection Crosscompilation for Windows under Cygwin
 | |
| 
 | |
| With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
 | |
| 
 | |
| Just install your Cygwin as explained before, plus these additional
 | |
| "Devel" packages:
 | |
| @example
 | |
| gcc-mingw-core, mingw-runtime, mingw-zlib
 | |
| @end example
 | |
| 
 | |
| and add some special flags to your configure invocation.
 | |
| 
 | |
| For a static build run
 | |
| @example
 | |
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
 | |
| @end example
 | |
| 
 | |
| and for a build with shared libraries
 | |
| @example
 | |
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
 | |
| @end example
 | |
| 
 | |
| @section BeOS
 | |
| 
 | |
| BeOS support is broken in mysterious ways.
 | |
| 
 | |
| @section OS/2
 | |
| 
 | |
| For information about compiling FFmpeg on OS/2 see
 | |
| @url{http://www.edm2.com/index.php/FFmpeg}.
 | |
| 
 | |
| @chapter Developers Guide
 | |
| 
 | |
| @section API
 | |
| @itemize @bullet
 | |
| @item libavcodec is the library containing the codecs (both encoding and
 | |
| decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
 | |
| 
 | |
| @item libavformat is the library containing the file format handling (mux and
 | |
| demux code for several formats). Look at @file{ffplay.c} to use it in a
 | |
| player. See @file{output_example.c} to use it to generate audio or video
 | |
| streams.
 | |
| 
 | |
| @end itemize
 | |
| 
 | |
| @section Integrating libavcodec or libavformat in your program
 | |
| 
 | |
| You can integrate all the source code of the libraries to link them
 | |
| statically to avoid any version problem. All you need is to provide a
 | |
| 'config.mak' and a 'config.h' in the parent directory. See the defines
 | |
| generated by ./configure to understand what is needed.
 | |
| 
 | |
| You can use libavcodec or libavformat in your commercial program, but
 | |
| @emph{any patch you make must be published}. The best way to proceed is
 | |
| to send your patches to the FFmpeg mailing list.
 | |
| 
 | |
| @node Coding Rules
 | |
| @section Coding Rules
 | |
| 
 | |
| FFmpeg is programmed in the ISO C90 language with a few additional
 | |
| features from ISO C99, namely:
 | |
| @itemize @bullet
 | |
| @item
 | |
| the @samp{inline} keyword;
 | |
| @item
 | |
| @samp{//} comments;
 | |
| @item
 | |
| designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
 | |
| @item
 | |
| compound literals (@samp{x = (struct s) @{ 17, 23 @};})
 | |
| @end itemize
 | |
| 
 | |
| These features are supported by all compilers we care about, so we will not
 | |
| accept patches to remove their use unless they absolutely do not impair
 | |
| clarity and performance.
 | |
| 
 | |
| All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
 | |
| compiles with several other compilers, such as the Compaq ccc compiler
 | |
| or Sun Studio 9, and we would like to keep it that way unless it would
 | |
| be exceedingly involved. To ensure compatibility, please do not use any
 | |
| additional C99 features or GCC extensions. Especially watch out for:
 | |
| @itemize @bullet
 | |
| @item
 | |
| mixing statements and declarations;
 | |
| @item
 | |
| @samp{long long} (use @samp{int64_t} instead);
 | |
| @item
 | |
| @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
 | |
| @item
 | |
| GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
 | |
| @end itemize
 | |
| 
 | |
| Indent size is 4.
 | |
| The presentation is the one specified by 'indent -i4 -kr -nut'.
 | |
| The TAB character is forbidden outside of Makefiles as is any
 | |
| form of trailing whitespace. Commits containing either will be
 | |
| rejected by the Subversion repository.
 | |
| 
 | |
| The main priority in FFmpeg is simplicity and small code size in order to
 | |
| minimize the bug count.
 | |
| 
 | |
| Comments: Use the JavaDoc/Doxygen
 | |
| format (see examples below) so that code documentation
 | |
| can be generated automatically. All nontrivial functions should have a comment
 | |
| above them explaining what the function does, even if it is just one sentence.
 | |
| All structures and their member variables should be documented, too.
 | |
| @example
 | |
| /**
 | |
|  * @@file mpeg.c
 | |
|  * MPEG codec.
 | |
|  * @@author ...
 | |
|  */
 | |
| 
 | |
| /**
 | |
|  * Summary sentence.
 | |
|  * more text ...
 | |
|  * ...
 | |
|  */
 | |
| typedef struct Foobar@{
 | |
|     int var1; /**< var1 description */
 | |
|     int var2; ///< var2 description
 | |
|     /** var3 description */
 | |
|     int var3;
 | |
| @} Foobar;
 | |
| 
 | |
| /**
 | |
|  * Summary sentence.
 | |
|  * more text ...
 | |
|  * ...
 | |
|  * @@param my_parameter description of my_parameter
 | |
|  * @@return return value description
 | |
|  */
 | |
| int myfunc(int my_parameter)
 | |
| ...
 | |
| @end example
 | |
| 
 | |
| fprintf and printf are forbidden in libavformat and libavcodec,
 | |
| please use av_log() instead.
 | |
| 
 | |
| Casts should be used only when necessary. Unneeded parentheses
 | |
| should also be avoided if they don't make the code easier to understand.
 | |
| 
 | |
| @section Development Policy
 | |
| 
 | |
| @enumerate
 | |
| @item
 | |
|    Contributions should be licensed under the LGPL 2.1, including an
 | |
|    "or any later version" clause, or the MIT license.  GPL 2 including
 | |
|    an "or any later version" clause is also acceptable, but LGPL is
 | |
|    preferred.
 | |
| @item
 | |
|    You must not commit code which breaks FFmpeg! (Meaning unfinished but
 | |
|    enabled code which breaks compilation or compiles but does not work or
 | |
|    breaks the regression tests)
 | |
|    You can commit unfinished stuff (for testing etc), but it must be disabled
 | |
|    (#ifdef etc) by default so it does not interfere with other developers'
 | |
|    work.
 | |
| @item
 | |
|    You do not have to over-test things. If it works for you, and you think it
 | |
|    should work for others, then commit. If your code has problems
 | |
|    (portability, triggers compiler bugs, unusual environment etc) they will be
 | |
|    reported and eventually fixed.
 | |
| @item
 | |
|    Do not commit unrelated changes together, split them into self-contained
 | |
|    pieces. Also do not forget that if part B depends on part A, but A does not
 | |
|    depend on B, then A can and should be committed first and separate from B.
 | |
|    Keeping changes well split into self-contained parts makes reviewing and
 | |
|    understanding them on the commit log mailing list easier. This also helps
 | |
|    in case of debugging later on.
 | |
|    Also if you have doubts about splitting or not splitting, do not hesitate to
 | |
|    ask/discuss it on the developer mailing list.
 | |
| @item
 | |
|    Do not change behavior of the program (renaming options etc) without
 | |
|    first discussing it on the ffmpeg-devel mailing list. Do not remove
 | |
|    functionality from the code. Just improve!
 | |
| 
 | |
|    Note: Redundant code can be removed.
 | |
| @item
 | |
|    Do not commit changes to the build system (Makefiles, configure script)
 | |
|    which change behavior, defaults etc, without asking first. The same
 | |
|    applies to compiler warning fixes, trivial looking fixes and to code
 | |
|    maintained by other developers. We usually have a reason for doing things
 | |
|    the way we do. Send your changes as patches to the ffmpeg-devel mailing
 | |
|    list, and if the code maintainers say OK, you may commit. This does not
 | |
|    apply to files you wrote and/or maintain.
 | |
| @item
 | |
|    We refuse source indentation and other cosmetic changes if they are mixed
 | |
|    with functional changes, such commits will be rejected and removed. Every
 | |
|    developer has his own indentation style, you should not change it. Of course
 | |
|    if you (re)write something, you can use your own style, even though we would
 | |
|    prefer if the indentation throughout FFmpeg was consistent (Many projects
 | |
|    force a given indentation style - we do not.). If you really need to make
 | |
|    indentation changes (try to avoid this), separate them strictly from real
 | |
|    changes.
 | |
| 
 | |
|    NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
 | |
|    then either do NOT change the indentation of the inner part within (do not
 | |
|    move it to the right)! or do so in a separate commit
 | |
| @item
 | |
|    Always fill out the commit log message. Describe in a few lines what you
 | |
|    changed and why. You can refer to mailing list postings if you fix a
 | |
|    particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
 | |
| @item
 | |
|    If you apply a patch by someone else, include the name and email address in
 | |
|    the log message. Since the ffmpeg-cvslog mailing list is publicly
 | |
|    archived you should add some SPAM protection to the email address. Send an
 | |
|    answer to ffmpeg-devel (or wherever you got the patch from) saying that
 | |
|    you applied the patch.
 | |
| @item
 | |
|    When applying patches that have been discussed (at length) on the mailing
 | |
|    list, reference the thread in the log message.
 | |
| @item
 | |
|     Do NOT commit to code actively maintained by others without permission.
 | |
|     Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
 | |
|     timeframe (12h for build failures and security fixes, 3 days small changes,
 | |
|     1 week for big patches) then commit your patch if you think it is OK.
 | |
|     Also note, the maintainer can simply ask for more time to review!
 | |
| @item
 | |
|     Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
 | |
|     are sent there and reviewed by all the other developers. Bugs and possible
 | |
|     improvements or general questions regarding commits are discussed there. We
 | |
|     expect you to react if problems with your code are uncovered.
 | |
| @item
 | |
|     Update the documentation if you change behavior or add features. If you are
 | |
|     unsure how best to do this, send a patch to ffmpeg-devel, the documentation
 | |
|     maintainer(s) will review and commit your stuff.
 | |
| @item
 | |
|     Try to keep important discussions and requests (also) on the public
 | |
|     developer mailing list, so that all developers can benefit from them.
 | |
| @item
 | |
|     Never write to unallocated memory, never write over the end of arrays,
 | |
|     always check values read from some untrusted source before using them
 | |
|     as array index or other risky things.
 | |
| @item
 | |
|     Remember to check if you need to bump versions for the specific libav
 | |
|     parts (libavutil, libavcodec, libavformat) you are changing. You need
 | |
|     to change the version integer and the version string.
 | |
|     Incrementing the first component means no backward compatibility to
 | |
|     previous versions (e.g. removal of a function from the public API).
 | |
|     Incrementing the second component means backward compatible change
 | |
|     (e.g. addition of a function to the public API).
 | |
|     Incrementing the third component means a noteworthy binary compatible
 | |
|     change (e.g. encoder bug fix that matters for the decoder).
 | |
| @item
 | |
|     If you add a new codec, remember to update the changelog, add it to
 | |
|     the supported codecs table in the documentation and bump the second
 | |
|     component of the @file{libavcodec} version number appropriately. If
 | |
|     it has a fourcc, add it to @file{libavformat/riff.c}, even if it
 | |
|     is only a decoder.
 | |
| @item
 | |
|     Compiler warnings indicate potential bugs or code with bad style. If a type of
 | |
|     warning always points to correct and clean code, that warning should
 | |
|     be disabled, not the code changed.
 | |
|     Thus the remaining warnings can either be bugs or correct code.
 | |
|     If it is a bug, the bug has to be fixed. If it is not, the code should
 | |
|     be changed to not generate a warning unless that causes a slowdown
 | |
|     or obfuscates the code.
 | |
| @item
 | |
|     If you add a new file, give it a proper license header. Do not copy and
 | |
|     paste it from a random place, use an existing file as template.
 | |
| @end enumerate
 | |
| 
 | |
| We think our rules are not too hard. If you have comments, contact us.
 | |
| 
 | |
| Note, these rules are mostly borrowed from the MPlayer project.
 | |
| 
 | |
| @section Submitting patches
 | |
| 
 | |
| First, (@pxref{Coding Rules}) above if you did not yet.
 | |
| 
 | |
| When you submit your patch, try to send a unified diff (diff '-up'
 | |
| option). We cannot read other diffs :-)
 | |
| 
 | |
| Also please do not submit a patch which contains several unrelated changes.
 | |
| Split it into separate, self-contained pieces. This does not mean splitting
 | |
| file by file. Instead, make the patch as small as possible while still
 | |
| keeping it as a logical unit that contains an individual change, even
 | |
| if it spans multiple files. This makes reviewing your patches much easier
 | |
| for us and greatly increases your chances of getting your patch applied.
 | |
| 
 | |
| Run the regression tests before submitting a patch so that you can
 | |
| verify that there are no big problems.
 | |
| 
 | |
| Patches should be posted as base64 encoded attachments (or any other
 | |
| encoding which ensures that the patch will not be trashed during
 | |
| transmission) to the ffmpeg-devel mailing list, see
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| @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
 | |
|     If you add a new demuxer or decoder, have you checked that it does not
 | |
|     crash with damaged input (see tools/trasher)?
 | |
| @item
 | |
|     Is the patch created from the root of the source tree, so it can be
 | |
|     applied with @code{patch -p0}?
 | |
| @item
 | |
|     Does the patch not mix functional and cosmetic changes?
 | |
| @item
 | |
|     Did you add tabs or trailing whitespace to the code? Both are forbidden.
 | |
| @item
 | |
|     Is the patch attached to the email you send?
 | |
| @item
 | |
|     Is the mime type of the patch correct? It should be text/x-diff or
 | |
|     text/x-patch or at least text/plain and not application/octet-stream.
 | |
| @item
 | |
|     If the patch fixes a bug, did you provide a verbose analysis of the bug?
 | |
| @item
 | |
|     If the patch fixes a bug, did you provide enough information, including
 | |
|     a sample, so the bug can be reproduced and the fix can be verified?
 | |
|     Note please do not attach samples >100k to mails but rather provide a
 | |
|     URL, you can upload to ftp://upload.mplayerhq.hu
 | |
| @item
 | |
|     Did you provide a verbose summary about what the patch does change?
 | |
| @item
 | |
|     Did you provide a verbose explanation why it changes things like it does?
 | |
| @item
 | |
|     Did you provide a verbose summary of the user visible advantages and
 | |
|     disadvantages if the patch is applied?
 | |
| @item
 | |
|     Did you provide an example so we can verify the new feature added by the
 | |
|     patch easily?
 | |
| @item
 | |
|     If you added a new file, did you insert a license header? It should be
 | |
|     taken from FFmpeg, not randomly copied and pasted from somewhere else.
 | |
| @item
 | |
|     You should maintain alphabetical order in alphabetically ordered lists as
 | |
|     long as doing so does not break API/ABI compatibility.
 | |
| @item
 | |
|     Lines with similar content should be aligned vertically when doing so
 | |
|     improves readability.
 | |
| @item
 | |
|     Did you provide a suggestion for a clear commit log message?
 | |
| @item
 | |
|     Did you test your decoder or demuxer against damaged data? If no, see
 | |
|     tools/trasher and the noise bitstream filter. Your decoder or demuxer
 | |
|     should not crash or end in a (near) infinite loop when fed damaged data.
 | |
| @end enumerate
 | |
| 
 | |
| @section Patch review process
 | |
| 
 | |
| All patches posted to ffmpeg-devel will be reviewed, unless they contain a
 | |
| clear note that the patch is not for SVN.
 | |
| Reviews and comments will be posted as replies to the patch on the
 | |
| mailing list. The patch submitter then has to take care of every comment,
 | |
| that can be by resubmitting a changed patch or by discussion. Resubmitted
 | |
| patches will themselves be reviewed like any other patch. If at some point
 | |
| a patch passes review with no comments then it is approved, that can for
 | |
| simple and small patches happen immediately while large patches will generally
 | |
| have to be changed and reviewed many times before they are approved.
 | |
| After a patch is approved it will be committed to the repository.
 | |
| 
 | |
| We will review all submitted patches, but sometimes we are quite busy so
 | |
| especially for large patches this can take several weeks.
 | |
| 
 | |
| When resubmitting patches, please do not make any significant changes
 | |
| not related to the comments received during review. Such patches will
 | |
| be rejected. Instead, submit  significant changes or new features as
 | |
| separate patches.
 | |
| 
 | |
| @section Regression tests
 | |
| 
 | |
| Before submitting a patch (or committing to the repository), you should at least
 | |
| test that you did not break anything.
 | |
| 
 | |
| The regression tests build a synthetic video stream and a synthetic
 | |
| audio stream. These are then encoded and decoded with all codecs or
 | |
| formats. The CRC (or MD5) of each generated file is recorded in a
 | |
| result file. A 'diff' is launched to compare the reference results and
 | |
| the result file.
 | |
| 
 | |
| The regression tests then go on to test the FFserver code with a
 | |
| limited set of streams. It is important that this step runs correctly
 | |
| as well.
 | |
| 
 | |
| Run 'make test' to test all the codecs and formats.
 | |
| 
 | |
| Run 'make fulltest' to test all the codecs, formats and FFserver.
 | |
| 
 | |
| [Of course, some patches may change the results of the regression tests. In
 | |
| this case, the reference results of the regression tests shall be modified
 | |
| accordingly].
 | |
| 
 | |
| @bye
 |