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  1. \input texinfo @c -*- texinfo -*-
  2. @settitle General Documentation
  3. @titlepage
  4. @sp 7
  5. @center @titlefont{General Documentation}
  6. @sp 3
  7. @end titlepage
  8. @chapter external libraries
  9. FFmpeg can be hooked up with a number of external libraries to add support
  10. for more formats. None of them are used by default, their use has to be
  11. explicitly requested by passing the appropriate flags to @file{./configure}.
  12. @section AMR
  13. AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
  14. use of the AMR wideband (floating-point mode) and the AMR narrowband
  15. (floating-point mode) reference decoders and encoders.
  16. Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
  17. installing the libraries. Then pass @code{--enable-libamr-nb} and/or
  18. @code{--enable-libamr-wb} to configure to enable the libraries.
  19. Note that libamr is copyrighted without any sort of license grant. This means
  20. that you can use it if you legally obtained it but you are not allowed to
  21. redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
  22. you create are non-free and unredistributable!}
  23. @chapter Supported File Formats and Codecs
  24. You can use the @code{-formats} option to have an exhaustive list.
  25. @section File Formats
  26. FFmpeg supports the following file formats through the @code{libavformat}
  27. library:
  28. @multitable @columnfractions .4 .1 .1 .4
  29. @item Name @tab Encoding @tab Decoding @tab Comments
  30. @item 4xm @tab @tab X
  31. @tab 4X Technologies format, used in some games.
  32. @item ADTS AAC audio @tab X @tab X
  33. @item American Laser Games MM @tab @tab X
  34. @tab Multimedia format used in games like Mad Dog McCree.
  35. @item ASF @tab X @tab X
  36. @item AVI @tab X @tab X
  37. @item AVM2 (Flash 9) @tab X @tab X
  38. @tab Only embedded audio is decoded.
  39. @item AVS @tab @tab X
  40. @tab Multimedia format used by the Creature Shock game.
  41. @item Bethsoft VID @tab @tab X
  42. @tab Used in some games from Bethesda Softworks.
  43. @item BFI @tab @tab X
  44. @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
  45. @item C93 @tab @tab X
  46. @tab Used in the game Cyberia from Interplay.
  47. @item CIN @tab @tab X
  48. @tab Multimedia format used by Delphine Software games.
  49. @item Creative VOC @tab X @tab X
  50. @tab Created for the Sound Blaster Pro.
  51. @item CRYO APC @tab @tab X
  52. @tab Audio format used in some games by CRYO Interactive Entertainment.
  53. @item DV @tab X @tab X
  54. @item DXA @tab @tab X
  55. @tab This format is used in the non-Windows version of the Feeble Files
  56. game and different game cutscenes repacked for use with ScummVM.
  57. @item Electronic Arts Multimedia @tab @tab X
  58. @tab Used in various EA games; files have extensions like WVE and UV2.
  59. @item FLIC @tab @tab X
  60. @tab .fli/.flc files
  61. @item FLV @tab X @tab X
  62. @tab Macromedia Flash video files
  63. @item FunCom ISS @tab @tab X
  64. @tab Audio format used in various games from FunCom like The Longest Journey.
  65. @item GXF @tab X @tab X
  66. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  67. playout servers.
  68. @item id Cinematic @tab @tab X
  69. @tab Used in Quake II.
  70. @item id RoQ @tab X @tab X
  71. @tab Used in Quake III, Jedi Knight 2, other computer games.
  72. @item IFF @tab @tab X
  73. @tab Interchange File Format
  74. @item Interplay MVE @tab @tab X
  75. @tab Format used in various Interplay computer games.
  76. @item LMLM4 @tab @tab X
  77. @tab Used by Linux Media Labs MPEG-4 PCI boards
  78. @item Matroska @tab X @tab X
  79. @item MAXIS EA XA @tab @tab X
  80. @tab Used in Sim City 3000; file extension .xa.
  81. @item Monkey's Audio @tab @tab X
  82. @item Motion Pixels MVI @tab @tab X
  83. @item MOV/QuickTime @tab X @tab X
  84. @item MPEG audio @tab X @tab X
  85. @item MPEG-1 systems @tab X @tab X
  86. @tab muxed audio and video
  87. @item MPEG-2 PS @tab X @tab X
  88. @tab also known as @code{VOB} file
  89. @item MPEG-2 TS @tab @tab X
  90. @tab also known as DVB Transport Stream
  91. @item MPEG-4 @tab X @tab X
  92. @tab MPEG-4 is a variant of QuickTime.
  93. @item MSN TCP webcam @tab @tab X
  94. @tab Used by MSN Messenger webcam streams.
  95. @item MXF @tab X @tab X
  96. @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
  97. @item Nullsoft Video @tab @tab X
  98. @item NUT @tab X @tab X
  99. @tab NUT Open Container Format
  100. @item OMA @tab @tab X
  101. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  102. @item PlayStation STR @tab @tab X
  103. @item PVA @tab @tab X
  104. @tab Used by TechnoTrend DVB PCI boards.
  105. @item raw AC-3 @tab X @tab X
  106. @item raw CRI ADX audio @tab X @tab X
  107. @item raw MJPEG @tab X @tab X
  108. @item raw MPEG video @tab X @tab X
  109. @item raw MPEG-4 video @tab X @tab X
  110. @item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
  111. @item raw Shorten audio @tab @tab X
  112. @item R3D REDCODE @tab @tab X
  113. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  114. @item RealMedia @tab X @tab X
  115. @item RL2 @tab @tab X
  116. @tab Audio and video format used in some games by Entertainment Software Partners.
  117. @item Sega FILM/CPK @tab @tab X
  118. @tab Used in many Sega Saturn console games.
  119. @item SEQ @tab @tab X
  120. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  121. @item Sierra Online @tab @tab X
  122. @tab .sol files used in Sierra Online games.
  123. @item Sierra VMD @tab @tab X
  124. @tab Used in Sierra CD-ROM games.
  125. @item SIFF @tab @tab X
  126. @tab Audio and video format used in some games by Beam Software.
  127. @item Smacker @tab @tab X
  128. @tab Multimedia format used by many games.
  129. @item SUN AU format @tab X @tab X
  130. @item THP @tab @tab X
  131. @tab Used on the Nintendo GameCube.
  132. @item WAV @tab X @tab X
  133. @item WC3 Movie @tab @tab X
  134. @tab Multimedia format used in Origin's Wing Commander III computer game.
  135. @item Westwood Studios VQA/AUD @tab @tab X
  136. @tab Multimedia formats used in Westwood Studios games.
  137. @end multitable
  138. @code{X} means that encoding (resp. decoding) is supported.
  139. @section Image Formats
  140. FFmpeg can read and write images for each frame of a video sequence. The
  141. following image formats are supported:
  142. @multitable @columnfractions .4 .1 .1 .4
  143. @item Name @tab Encoding @tab Decoding @tab Comments
  144. @item .Y.U.V @tab X @tab X @tab one raw file per component
  145. @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
  146. @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
  147. @item JPEG 2000 @tab @tab E @tab decoding supported through external library libopenjpeg
  148. @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
  149. @item PCX @tab @tab X @tab PC Paintbrush
  150. @item PGM, PPM @tab X @tab X
  151. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
  152. @item PNG @tab X @tab X @tab 2/4 bpp not supported yet
  153. @item PTX @tab @tab X @tab V.Flash PTX format
  154. @item RAS @tab @tab X @tab Sun Rasterfile
  155. @item SGI @tab X @tab X @tab SGI RGB image format
  156. @item Targa @tab @tab X @tab Targa (.TGA) image format
  157. @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
  158. @end multitable
  159. @code{X} means that encoding (resp. decoding) is supported.
  160. @code{E} means that support is provided through an external library.
  161. @section Video Codecs
  162. @multitable @columnfractions .4 .1 .1 .4
  163. @item Name @tab Encoding @tab Decoding @tab Comments
  164. @item 4X Video @tab @tab X
  165. @tab Used in certain computer games.
  166. @item American Laser Games Video @tab @tab X
  167. @tab Used in games like Mad Dog McCree.
  168. @item AMV @tab @tab X
  169. @tab Used in Chinese MP3 players.
  170. @item Apple Animation @tab X @tab X
  171. @tab fourcc: 'rle '
  172. @item Apple Graphics @tab @tab X
  173. @tab fourcc: 'smc '
  174. @item Apple MJPEG-B @tab @tab X
  175. @item Apple QuickDraw @tab @tab X
  176. @tab fourcc: qdrw
  177. @item Apple Video @tab @tab X
  178. @tab fourcc: rpza
  179. @item Asus v1 @tab X @tab X
  180. @tab fourcc: ASV1
  181. @item Asus v2 @tab X @tab X
  182. @tab fourcc: ASV2
  183. @item ATI VCR1 @tab @tab X
  184. @tab fourcc: VCR1
  185. @item ATI VCR2 @tab @tab X
  186. @tab fourcc: VCR2
  187. @item Autodesk RLE @tab @tab X
  188. @tab fourcc: AASC
  189. @item AVID DNxHD @tab X @tab X
  190. @tab aka SMPTE VC3
  191. @item AVS video @tab @tab X
  192. @tab Video encoding used by the Creature Shock game.
  193. @item Bethsoft VID @tab @tab X
  194. @tab Used in some games from Bethesda Softworks.
  195. @item C93 video @tab @tab X
  196. @tab Codec used in Cyberia game.
  197. @item CamStudio @tab @tab X
  198. @tab fourcc: CSCD
  199. @item Cin video @tab @tab X
  200. @tab Codec used in Delphine Software games.
  201. @item Cinepak @tab @tab X
  202. @item Cirrus Logic AccuPak @tab @tab X
  203. @tab fourcc: CLJR
  204. @item Creative YUV @tab @tab X
  205. @tab fourcc: CYUV
  206. @item Dirac @tab E @tab E
  207. @tab supported through external libdirac/libschroedinger libraries
  208. @item Duck TrueMotion v1 @tab @tab X
  209. @tab fourcc: DUCK
  210. @item Duck TrueMotion v2 @tab @tab X
  211. @tab fourcc: TM20
  212. @item DV @tab X @tab X
  213. @item DXA Video @tab @tab X
  214. @tab Codec originally used in Feeble Files game.
  215. @item Electronic Arts CMV @tab @tab X
  216. @tab Used in NHL 95 game.
  217. @item Electronic Arts TGV @tab @tab X
  218. @item Electronic Arts TGQ @tab @tab X
  219. @item Electronic Arts TQI @tab @tab X
  220. @item FFmpeg Video 1 @tab X @tab X
  221. @tab experimental lossless codec (fourcc: FFV1)
  222. @item Flash Screen Video @tab X @tab X
  223. @tab fourcc: FSV1
  224. @item FLIC video @tab @tab X
  225. @item FLV @tab X @tab X
  226. @tab Sorenson H.263 used in Flash
  227. @item Fraps FPS1 @tab @tab X
  228. @item H.261 @tab X @tab X
  229. @item H.263(+) @tab X @tab X
  230. @tab also known as RealVideo 1.0
  231. @item H.264 @tab E @tab X
  232. @tab encoding supported through external library libx264
  233. @item HuffYUV @tab X @tab X
  234. @item IBM Ultimotion @tab @tab X
  235. @tab fourcc: ULTI
  236. @item id Cinematic video @tab @tab X
  237. @tab Used in Quake II.
  238. @item id RoQ @tab X @tab X
  239. @tab Used in Quake III, Jedi Knight 2, other computer games.
  240. @item Intel Indeo 3 @tab @tab X
  241. @item Interplay Video @tab @tab X
  242. @tab Used in Interplay .MVE files.
  243. @item JPEG-LS @tab X @tab X
  244. @tab fourcc: MJLS, lossless and near-lossless is supported.
  245. @item KMVC @tab @tab X
  246. @tab Codec used in Worms games.
  247. @item LOCO @tab @tab X
  248. @item lossless MJPEG @tab X @tab X
  249. @item Microsoft RLE @tab @tab X
  250. @item Microsoft Video-1 @tab @tab X
  251. @item Mimic @tab @tab X
  252. @tab Used in MSN Messenger Webcam streams.
  253. @item Miro VideoXL @tab @tab X
  254. @tab fourcc: VIXL
  255. @item MJPEG @tab X @tab X
  256. @item Motion Pixels Video @tab @tab X
  257. @item MPEG-1 @tab X @tab X
  258. @item MPEG-2 @tab X @tab X
  259. @item MPEG-4 @tab X @tab X
  260. @item MSMPEG4 V1 @tab X @tab X
  261. @item MSMPEG4 V2 @tab X @tab X
  262. @item MSMPEG4 V3 @tab X @tab X
  263. @item MSZH @tab @tab X
  264. @tab Part of LCL
  265. @item On2 VP3 @tab @tab X
  266. @tab still experimental
  267. @item On2 VP5 @tab @tab X
  268. @tab fourcc: VP50
  269. @item On2 VP6 @tab @tab X
  270. @tab fourcc: VP60,VP61,VP62
  271. @item planar RGB @tab @tab X
  272. @tab fourcc: 8BPS
  273. @item QPEG @tab @tab X
  274. @tab fourccs: QPEG, Q1.0, Q1.1
  275. @item RealVideo 1.0 @tab X @tab X
  276. @item RealVideo 2.0 @tab X @tab X
  277. @item RealVideo 3.0 @tab @tab X
  278. @tab still far from ideal
  279. @item RealVideo 4.0 @tab @tab X
  280. @item Renderware TXD @tab @tab X
  281. @tab Texture dictionaries used by the Renderware Engine.
  282. @item RTjpeg @tab @tab X
  283. @tab Video encoding used in NuppelVideo files.
  284. @item Smacker video @tab @tab X
  285. @tab Video encoding used in Smacker.
  286. @item Snow @tab X @tab X
  287. @tab experimental wavelet codec (fourcc: SNOW)
  288. @item Sony PlayStation MDEC @tab @tab X
  289. @item Sorenson Video 1 @tab X @tab X
  290. @tab fourcc: SVQ1
  291. @item Sorenson Video 3 @tab @tab X
  292. @tab fourcc: SVQ3
  293. @item Sunplus MJPEG @tab @tab X
  294. @tab fourcc: SP5X
  295. @item TechSmith Camtasia @tab @tab X
  296. @tab fourcc: TSCC
  297. @item Theora @tab E @tab X
  298. @tab encoding supported through external library libtheora
  299. @item THP @tab @tab X
  300. @tab Used on the Nintendo GameCube.
  301. @item Tiertex Seq video @tab @tab X
  302. @tab Codec used in DOS CD-ROM FlashBack game.
  303. @item VC-1 @tab @tab X
  304. @item VMD Video @tab @tab X
  305. @tab Used in Sierra VMD files.
  306. @item VMware Video @tab @tab X
  307. @tab Codec used in videos captured by VMware.
  308. @item Westwood VQA @tab @tab X
  309. @item Winnov WNV1 @tab @tab X
  310. @item WMV7 @tab X @tab X
  311. @item WMV8 @tab X @tab X
  312. @item WMV9 @tab @tab X
  313. @tab not completely working
  314. @item Xan/WC3 @tab @tab X
  315. @tab Used in Wing Commander III .MVE files.
  316. @item ZLIB @tab X @tab X
  317. @tab part of LCL, encoder experimental
  318. @item ZMBV @tab X @tab X
  319. @tab Encoder works only in PAL8.
  320. @end multitable
  321. @code{X} means that encoding (resp. decoding) is supported.
  322. @code{E} means that support is provided through an external library.
  323. @section Audio Codecs
  324. @multitable @columnfractions .4 .1 .1 .4
  325. @item Name @tab Encoding @tab Decoding @tab Comments
  326. @item 4X IMA ADPCM @tab @tab X
  327. @item 8SVX audio @tab @tab X
  328. @item AAC @tab E @tab X
  329. @tab encoding supported through external library libfaac
  330. @item AC-3 @tab IX @tab IX
  331. @item AMR-NB @tab E @tab E
  332. @tab supported through external library libamrnb
  333. @item AMR-WB @tab E @tab E
  334. @tab supported through external library libamrwb
  335. @item AMV IMA ADPCM @tab @tab X
  336. @tab Used in AMV files
  337. @item Apple lossless audio @tab X @tab X
  338. @tab QuickTime fourcc 'alac'
  339. @item Apple MACE 3 @tab @tab X
  340. @item Apple MACE 6 @tab @tab X
  341. @item ATRAC 3 @tab @tab X
  342. @item CD-ROM XA ADPCM @tab @tab X
  343. @item Cin audio @tab @tab X
  344. @tab Codec used in Delphine Software International games.
  345. @item Creative ADPCM @tab @tab X
  346. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  347. @item CRI ADX ADPCM @tab X @tab X
  348. @tab Used in Sega Dreamcast games.
  349. @item DSP Group TrueSpeech @tab @tab X
  350. @item DTS Coherent Audio @tab @tab X
  351. @item Duck DK3 IMA ADPCM @tab @tab X
  352. @tab Used in some Sega Saturn console games.
  353. @item Duck DK4 IMA ADPCM @tab @tab X
  354. @tab Used in some Sega Saturn console games.
  355. @item DV audio @tab @tab X
  356. @item Electronic Arts ADPCM @tab @tab X
  357. @tab Used in various EA titles.
  358. @item Enhanced AC-3 @tab @tab X
  359. @item FLAC lossless audio @tab IX @tab X
  360. @item G.726 ADPCM @tab X @tab X
  361. @item GSM @tab E @tab E
  362. @tab supported through external library libgsm
  363. @item GSM_MS @tab E @tab E
  364. @tab supported through external library libgsm
  365. @item id RoQ DPCM @tab X @tab X
  366. @tab Used in Quake III, Jedi Knight 2, other computer games.
  367. @item Intel Music Coder @tab @tab X
  368. @item Interplay MVE DPCM @tab @tab X
  369. @tab Used in various Interplay computer games.
  370. @item ISS IMA ADPCM @tab @tab X
  371. @tab Used in FunCom games.
  372. @item MAXIS EA ADPCM @tab @tab X
  373. @tab Used in Sim City 3000.
  374. @item Microsoft ADPCM @tab X @tab X
  375. @item MLP/TrueHD @tab @tab X
  376. @tab Used in DVD-Audio and Blu-Ray discs.
  377. @item Monkey's Audio @tab @tab X
  378. @tab Only versions 3.97-3.99 are supported.
  379. @item MPEG audio layer 3 @tab E @tab IX
  380. @tab encoding supported through external library LAME
  381. @item MPEG audio layer 2 @tab IX @tab IX
  382. @item MS IMA ADPCM @tab X @tab X
  383. @item Musepack @tab @tab X
  384. @tab SV7 and SV8 are supported.
  385. @item Nellymoser ASAO @tab X @tab X
  386. @item QCELP / PureVoice @tab @tab X
  387. @item Qdesign QDM2 @tab @tab X
  388. @tab There are still some distortions.
  389. @item QT IMA ADPCM @tab X @tab X
  390. @item RA144 @tab @tab X
  391. @tab Real 14400 bit/s codec
  392. @item RA288 @tab @tab X
  393. @tab Real 28800 bit/s codec
  394. @item RADnet @tab IX @tab IX
  395. @tab Real low bitrate AC-3 codec
  396. @item Real COOK @tab @tab X
  397. @tab All versions except 5.1 are supported.
  398. @item Shorten @tab @tab X
  399. @item Sierra Online DPCM @tab @tab X
  400. @tab Used in Sierra Online game audio files.
  401. @item Smacker audio @tab @tab X
  402. @item SMJPEG IMA ADPCM @tab @tab X
  403. @tab Used in certain Loki game ports.
  404. @item Sonic @tab X @tab X
  405. @tab experimental codec
  406. @item Sonic lossless @tab X @tab X
  407. @tab experimental codec
  408. @item Speex @tab @tab E
  409. @tab supported through external library libspeex
  410. @item THP ADPCM @tab @tab X
  411. @tab Used on the Nintendo GameCube.
  412. @item True Audio (TTA) @tab @tab X
  413. @item Vorbis @tab X @tab X
  414. @item WavPack @tab @tab X
  415. @item Westwood Studios IMA ADPCM @tab @tab X
  416. @tab Used in Westwood Studios games like Command and Conquer.
  417. @item WMA v1/v2 @tab X @tab X
  418. @item Xan DPCM @tab @tab X
  419. @tab Used in Origin's Wing Commander IV AVI files.
  420. @end multitable
  421. @code{X} means that encoding (resp. decoding) is supported.
  422. @code{E} means that support is provided through an external library.
  423. @code{I} means that an integer-only version is available, too (ensures high
  424. performance on systems without hardware floating point support).
  425. @section Subtitle Formats
  426. @multitable @columnfractions .4 .1 .1 .1 .1 .1
  427. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
  428. @item ASS/SSA @tab X @tab X
  429. @item DVB @tab X @tab X @tab X @tab X @tab X
  430. @item DVD @tab X @tab X @tab X @tab X @tab X
  431. @item XSUB @tab @tab @tab @tab X @tab
  432. @end multitable
  433. @code{X} means that the feature is supported.
  434. @chapter Platform Specific information
  435. @section BSD
  436. BSD make will not build FFmpeg, you need to install and use GNU Make
  437. (@file{gmake}).
  438. @section Windows
  439. To get help and instructions for building FFmpeg under Windows, check out
  440. the FFmpeg Windows Help Forum at
  441. @url{http://ffmpeg.arrozcru.org/}.
  442. @subsection Native Windows compilation
  443. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  444. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  445. You can find detailed installation
  446. instructions in the download section and the FAQ.
  447. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  448. installer provides. It also requires coreutils to be installed and many other
  449. packages updated to the latest version. The minimum version for some packages
  450. are listed below:
  451. @itemize
  452. @item bash 3.1
  453. @item msys-make 3.81-2 (note: not mingw32-make)
  454. @item w32api 3.13
  455. @item mingw-runtime 3.15
  456. @end itemize
  457. You will also need to pass @code{-fno-common} to the compiler to work around
  458. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  459. Within the MSYS shell, configure and make with:
  460. @example
  461. ./configure --enable-memalign-hack --extra-cflags=-fno-common
  462. make
  463. make install
  464. @end example
  465. This will install @file{ffmpeg.exe} along with many other development files
  466. to @file{/usr/local}. You may specify another install path using the
  467. @code{--prefix} option in @file{configure}.
  468. Notes:
  469. @itemize
  470. @item In order to compile vhooks, you must have a POSIX-compliant libdl in
  471. your MinGW system. Get dlfcn-win32 from
  472. @url{http://code.google.com/p/dlfcn-win32}.
  473. @item In order to compile FFplay, you must have the MinGW development library
  474. of SDL. Get it from @url{http://www.libsdl.org}.
  475. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  476. where SDL was installed. Verify that @file{sdl-config} can be launched from
  477. the MSYS command line.
  478. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  479. you can build libavutil, libavcodec and libavformat as DLLs.
  480. @end itemize
  481. @subsection Microsoft Visual C++ compatibility
  482. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  483. want to use the libav* libraries in your own applications, you can still
  484. compile those applications using MSVC++. But the libav* libraries you link
  485. to @emph{must} be built with MinGW. However, you will not be able to debug
  486. inside the libav* libraries, since MSVC++ does not recognize the debug
  487. symbols generated by GCC.
  488. We strongly recommend you to move over from MSVC++ to MinGW tools.
  489. This description of how to use the FFmpeg libraries with MSVC++ is based on
  490. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  491. you might have to modify the procedures slightly.
  492. @subsubsection Using static libraries
  493. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  494. @enumerate
  495. @item Create a new console application ("File / New / Project") and then
  496. select "Win32 Console Application". On the appropriate page of the
  497. Application Wizard, uncheck the "Precompiled headers" option.
  498. @item Write the source code for your application, or, for testing, just
  499. copy the code from an existing sample application into the source file
  500. that MSVC++ has already created for you. For example, you can copy
  501. @file{output_example.c} from the FFmpeg distribution.
  502. @item Open the "Project / Properties" dialog box. In the "Configuration"
  503. combo box, select "All Configurations" so that the changes you make will
  504. affect both debug and release builds. In the tree view on the left hand
  505. side, select "C/C++ / General", then edit the "Additional Include
  506. Directories" setting to contain the path where the FFmpeg includes were
  507. installed (i.e. @file{c:\msys\1.0\local\include}).
  508. Do not add MinGW's include directory here, or the include files will
  509. conflict with MSVC's.
  510. @item Still in the "Project / Properties" dialog box, select
  511. "Linker / General" from the tree view and edit the
  512. "Additional Library Directories" setting to contain the @file{lib}
  513. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  514. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  515. and the directory where MinGW's GCC libs are installed
  516. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  517. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  518. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  519. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  520. to the end of "Additional Dependencies".
  521. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  522. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  523. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  524. the "Configuration" combo box and make sure that "Runtime Library" is
  525. set to "Multi-threaded DLL".
  526. @item Click "OK" to close the "Project / Properties" dialog box.
  527. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  528. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  529. and install it in MSVC++'s include directory
  530. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  531. @item MSVC++ also does not understand the @code{inline} keyword used by
  532. FFmpeg, so you must add this line before @code{#include}ing libav*:
  533. @example
  534. #define inline _inline
  535. @end example
  536. @item Build your application, everything should work.
  537. @end enumerate
  538. @subsubsection Using shared libraries
  539. This is how to create DLL and LIB files that are compatible with MSVC++:
  540. @enumerate
  541. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  542. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  543. The standard location for @file{vcvars32.bat} is
  544. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  545. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  546. If this corresponds to your setup, add the following line as the first line
  547. of @file{msys.bat}:
  548. @example
  549. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  550. @end example
  551. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  552. and run @file{c:\msys\1.0\msys.bat} from there.
  553. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  554. from @file{Microsoft (R) Library Manager}, this means your environment
  555. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  556. is on the path and will be used by FFmpeg to create
  557. MSVC++-compatible import libraries.
  558. @item Build FFmpeg with
  559. @example
  560. ./configure --enable-shared --enable-memalign-hack
  561. make
  562. make install
  563. @end example
  564. Your install path (@file{/usr/local/} by default) should now have the
  565. necessary DLL and LIB files under the @file{bin} directory.
  566. @end enumerate
  567. To use those files with MSVC++, do the same as you would do with
  568. the static libraries, as described above. But in Step 4,
  569. you should only need to add the directory where the LIB files are installed
  570. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  571. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  572. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  573. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  574. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  575. statically linked into the DLLs. The @file{bin} directory contains a bunch
  576. of DLL files, but the ones that are actually used to run your application
  577. are the ones with a major version number in their filenames
  578. (i.e. @file{avcodec-51.dll}).
  579. @subsection Cross compilation for Windows with Linux
  580. You must use the MinGW cross compilation tools available at
  581. @url{http://www.mingw.org/}.
  582. Then configure FFmpeg with the following options:
  583. @example
  584. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  585. @end example
  586. (you can change the cross-prefix according to the prefix chosen for the
  587. MinGW tools).
  588. Then you can easily test FFmpeg with Wine
  589. (@url{http://www.winehq.com/}).
  590. @subsection Compilation under Cygwin
  591. The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
  592. does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
  593. or leverage the implementation in MinGW (as explained below).
  594. Just install your Cygwin with all the "Base" packages, plus the
  595. following "Devel" ones:
  596. @example
  597. binutils, gcc-core, make, subversion, mingw-runtime, diffutils
  598. @end example
  599. The experimental gcc4 package is still buggy, hence please
  600. use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
  601. Install the current binutils-20080624-2 as they work fine (the old
  602. binutils-20060709-1 proved buggy on shared builds).
  603. Then create a small library that just contains llrint():
  604. @example
  605. ar x /usr/lib/mingw/libmingwex.a llrint.o
  606. ar cq /usr/local/lib/libllrint.a llrint.o
  607. @end example
  608. Then run
  609. @example
  610. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  611. @end example
  612. to make a static build or
  613. @example
  614. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  615. @end example
  616. to build shared libraries.
  617. If you want to build FFmpeg with additional libraries, download Cygwin
  618. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  619. @example
  620. libogg-devel, libvorbis-devel
  621. @end example
  622. These library packages are only available from Cygwin Ports
  623. (@url{http://sourceware.org/cygwinports/}) :
  624. @example
  625. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
  626. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  627. libxvidcore-devel
  628. @end example
  629. The recommendation for libnut and x264 is to build them from source by
  630. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  631. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  632. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  633. @subsection Crosscompilation for Windows under Cygwin
  634. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  635. Just install your Cygwin as explained before, plus these additional
  636. "Devel" packages:
  637. @example
  638. gcc-mingw-core, mingw-runtime, mingw-zlib
  639. @end example
  640. and add some special flags to your configure invocation.
  641. For a static build run
  642. @example
  643. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  644. @end example
  645. and for a build with shared libraries
  646. @example
  647. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  648. @end example
  649. @section BeOS
  650. BeOS support is broken in mysterious ways.
  651. @section OS/2
  652. For information about compiling FFmpeg on OS/2 see
  653. @url{http://www.edm2.com/index.php/FFmpeg}.
  654. @chapter Developers Guide
  655. @section API
  656. @itemize @bullet
  657. @item libavcodec is the library containing the codecs (both encoding and
  658. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  659. @item libavformat is the library containing the file format handling (mux and
  660. demux code for several formats). Look at @file{ffplay.c} to use it in a
  661. player. See @file{output_example.c} to use it to generate audio or video
  662. streams.
  663. @end itemize
  664. @section Integrating libavcodec or libavformat in your program
  665. You can integrate all the source code of the libraries to link them
  666. statically to avoid any version problem. All you need is to provide a
  667. 'config.mak' and a 'config.h' in the parent directory. See the defines
  668. generated by ./configure to understand what is needed.
  669. You can use libavcodec or libavformat in your commercial program, but
  670. @emph{any patch you make must be published}. The best way to proceed is
  671. to send your patches to the FFmpeg mailing list.
  672. @node Coding Rules
  673. @section Coding Rules
  674. FFmpeg is programmed in the ISO C90 language with a few additional
  675. features from ISO C99, namely:
  676. @itemize @bullet
  677. @item
  678. the @samp{inline} keyword;
  679. @item
  680. @samp{//} comments;
  681. @item
  682. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  683. @item
  684. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  685. @end itemize
  686. These features are supported by all compilers we care about, so we will not
  687. accept patches to remove their use unless they absolutely do not impair
  688. clarity and performance.
  689. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  690. compiles with several other compilers, such as the Compaq ccc compiler
  691. or Sun Studio 9, and we would like to keep it that way unless it would
  692. be exceedingly involved. To ensure compatibility, please do not use any
  693. additional C99 features or GCC extensions. Especially watch out for:
  694. @itemize @bullet
  695. @item
  696. mixing statements and declarations;
  697. @item
  698. @samp{long long} (use @samp{int64_t} instead);
  699. @item
  700. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  701. @item
  702. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  703. @end itemize
  704. Indent size is 4.
  705. The presentation is the one specified by 'indent -i4 -kr -nut'.
  706. The TAB character is forbidden outside of Makefiles as is any
  707. form of trailing whitespace. Commits containing either will be
  708. rejected by the Subversion repository.
  709. The main priority in FFmpeg is simplicity and small code size in order to
  710. minimize the bug count.
  711. Comments: Use the JavaDoc/Doxygen
  712. format (see examples below) so that code documentation
  713. can be generated automatically. All nontrivial functions should have a comment
  714. above them explaining what the function does, even if it is just one sentence.
  715. All structures and their member variables should be documented, too.
  716. @example
  717. /**
  718. * @@file mpeg.c
  719. * MPEG codec.
  720. * @@author ...
  721. */
  722. /**
  723. * Summary sentence.
  724. * more text ...
  725. * ...
  726. */
  727. typedef struct Foobar@{
  728. int var1; /**< var1 description */
  729. int var2; ///< var2 description
  730. /** var3 description */
  731. int var3;
  732. @} Foobar;
  733. /**
  734. * Summary sentence.
  735. * more text ...
  736. * ...
  737. * @@param my_parameter description of my_parameter
  738. * @@return return value description
  739. */
  740. int myfunc(int my_parameter)
  741. ...
  742. @end example
  743. fprintf and printf are forbidden in libavformat and libavcodec,
  744. please use av_log() instead.
  745. Casts should be used only when necessary. Unneeded parentheses
  746. should also be avoided if they don't make the code easier to understand.
  747. @section Development Policy
  748. @enumerate
  749. @item
  750. Contributions should be licensed under the LGPL 2.1, including an
  751. "or any later version" clause, or the MIT license. GPL 2 including
  752. an "or any later version" clause is also acceptable, but LGPL is
  753. preferred.
  754. @item
  755. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  756. enabled code which breaks compilation or compiles but does not work or
  757. breaks the regression tests)
  758. You can commit unfinished stuff (for testing etc), but it must be disabled
  759. (#ifdef etc) by default so it does not interfere with other developers'
  760. work.
  761. @item
  762. You do not have to over-test things. If it works for you, and you think it
  763. should work for others, then commit. If your code has problems
  764. (portability, triggers compiler bugs, unusual environment etc) they will be
  765. reported and eventually fixed.
  766. @item
  767. Do not commit unrelated changes together, split them into self-contained
  768. pieces. Also do not forget that if part B depends on part A, but A does not
  769. depend on B, then A can and should be committed first and separate from B.
  770. Keeping changes well split into self-contained parts makes reviewing and
  771. understanding them on the commit log mailing list easier. This also helps
  772. in case of debugging later on.
  773. Also if you have doubts about splitting or not splitting, do not hesitate to
  774. ask/discuss it on the developer mailing list.
  775. @item
  776. Do not change behavior of the program (renaming options etc) without
  777. first discussing it on the ffmpeg-devel mailing list. Do not remove
  778. functionality from the code. Just improve!
  779. Note: Redundant code can be removed.
  780. @item
  781. Do not commit changes to the build system (Makefiles, configure script)
  782. which change behavior, defaults etc, without asking first. The same
  783. applies to compiler warning fixes, trivial looking fixes and to code
  784. maintained by other developers. We usually have a reason for doing things
  785. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  786. list, and if the code maintainers say OK, you may commit. This does not
  787. apply to files you wrote and/or maintain.
  788. @item
  789. We refuse source indentation and other cosmetic changes if they are mixed
  790. with functional changes, such commits will be rejected and removed. Every
  791. developer has his own indentation style, you should not change it. Of course
  792. if you (re)write something, you can use your own style, even though we would
  793. prefer if the indentation throughout FFmpeg was consistent (Many projects
  794. force a given indentation style - we do not.). If you really need to make
  795. indentation changes (try to avoid this), separate them strictly from real
  796. changes.
  797. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  798. then either do NOT change the indentation of the inner part within (do not
  799. move it to the right)! or do so in a separate commit
  800. @item
  801. Always fill out the commit log message. Describe in a few lines what you
  802. changed and why. You can refer to mailing list postings if you fix a
  803. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  804. @item
  805. If you apply a patch by someone else, include the name and email address in
  806. the log message. Since the ffmpeg-cvslog mailing list is publicly
  807. archived you should add some SPAM protection to the email address. Send an
  808. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  809. you applied the patch.
  810. @item
  811. When applying patches that have been discussed (at length) on the mailing
  812. list, reference the thread in the log message.
  813. @item
  814. Do NOT commit to code actively maintained by others without permission.
  815. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  816. timeframe (12h for build failures and security fixes, 3 days small changes,
  817. 1 week for big patches) then commit your patch if you think it is OK.
  818. Also note, the maintainer can simply ask for more time to review!
  819. @item
  820. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  821. are sent there and reviewed by all the other developers. Bugs and possible
  822. improvements or general questions regarding commits are discussed there. We
  823. expect you to react if problems with your code are uncovered.
  824. @item
  825. Update the documentation if you change behavior or add features. If you are
  826. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  827. maintainer(s) will review and commit your stuff.
  828. @item
  829. Try to keep important discussions and requests (also) on the public
  830. developer mailing list, so that all developers can benefit from them.
  831. @item
  832. Never write to unallocated memory, never write over the end of arrays,
  833. always check values read from some untrusted source before using them
  834. as array index or other risky things.
  835. @item
  836. Remember to check if you need to bump versions for the specific libav
  837. parts (libavutil, libavcodec, libavformat) you are changing. You need
  838. to change the version integer.
  839. Incrementing the first component means no backward compatibility to
  840. previous versions (e.g. removal of a function from the public API).
  841. Incrementing the second component means backward compatible change
  842. (e.g. addition of a function to the public API or extension of an
  843. existing data structure).
  844. Incrementing the third component means a noteworthy binary compatible
  845. change (e.g. encoder bug fix that matters for the decoder).
  846. @item
  847. Compiler warnings indicate potential bugs or code with bad style. If a type of
  848. warning always points to correct and clean code, that warning should
  849. be disabled, not the code changed.
  850. Thus the remaining warnings can either be bugs or correct code.
  851. If it is a bug, the bug has to be fixed. If it is not, the code should
  852. be changed to not generate a warning unless that causes a slowdown
  853. or obfuscates the code.
  854. @item
  855. If you add a new file, give it a proper license header. Do not copy and
  856. paste it from a random place, use an existing file as template.
  857. @end enumerate
  858. We think our rules are not too hard. If you have comments, contact us.
  859. Note, these rules are mostly borrowed from the MPlayer project.
  860. @section Submitting patches
  861. First, (@pxref{Coding Rules}) above if you did not yet.
  862. When you submit your patch, try to send a unified diff (diff '-up'
  863. option). We cannot read other diffs :-)
  864. Also please do not submit a patch which contains several unrelated changes.
  865. Split it into separate, self-contained pieces. This does not mean splitting
  866. file by file. Instead, make the patch as small as possible while still
  867. keeping it as a logical unit that contains an individual change, even
  868. if it spans multiple files. This makes reviewing your patches much easier
  869. for us and greatly increases your chances of getting your patch applied.
  870. Run the regression tests before submitting a patch so that you can
  871. verify that there are no big problems.
  872. Patches should be posted as base64 encoded attachments (or any other
  873. encoding which ensures that the patch will not be trashed during
  874. transmission) to the ffmpeg-devel mailing list, see
  875. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  876. It also helps quite a bit if you tell us what the patch does (for example
  877. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  878. and has no lrint()')
  879. Also please if you send several patches, send each patch as a separate mail,
  880. do not attach several unrelated patches to the same mail.
  881. @section New codecs or formats checklist
  882. @enumerate
  883. @item
  884. Did you use av_cold for codec initialization and close functions?
  885. @item
  886. Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
  887. AVInputFormat/AVOutputFormat struct?
  888. @item
  889. Did you bump the minor version number in @file{avcodec.h} or
  890. @file{avformat.h}?
  891. @item
  892. Did you register it in @file{allcodecs.c} or @file{allformats.c}?
  893. @item
  894. Did you add the CodecID to @file{avcodec.h}?
  895. @item
  896. If it has a fourcc, did you add it to @file{libavformat/riff.c},
  897. even if it is only a decoder?
  898. @item
  899. Did you add a rule to compile the appropriate files in the Makefile?
  900. Remember to do this even if you're just adding a format to a file that is
  901. already being compiled by some other rule, like a raw demuxer.
  902. @item
  903. Did you add an entry to the table of supported formats or codecs in the
  904. documentation?
  905. @item
  906. Did you add an entry in the Changelog?
  907. @item
  908. If it depends on a parser or a library, did you add that dependency in
  909. configure?
  910. @item
  911. Did you "svn add" the appropriate files before commiting?
  912. @end enumerate
  913. @section patch submission checklist
  914. @enumerate
  915. @item
  916. Do the regression tests pass with the patch applied?
  917. @item
  918. Does @code{make checkheaders} pass with the patch applied?
  919. @item
  920. Is the patch a unified diff?
  921. @item
  922. Is the patch against latest FFmpeg SVN?
  923. @item
  924. Are you subscribed to ffmpeg-dev?
  925. (the list is subscribers only due to spam)
  926. @item
  927. Have you checked that the changes are minimal, so that the same cannot be
  928. achieved with a smaller patch and/or simpler final code?
  929. @item
  930. If the change is to speed critical code, did you benchmark it?
  931. @item
  932. If you did any benchmarks, did you provide them in the mail?
  933. @item
  934. Have you checked that the patch does not introduce buffer overflows or
  935. other security issues?
  936. @item
  937. Did you test your decoder or demuxer against damaged data? If no, see
  938. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  939. should not crash or end in a (near) infinite loop when fed damaged data.
  940. @item
  941. Is the patch created from the root of the source tree, so it can be
  942. applied with @code{patch -p0}?
  943. @item
  944. Does the patch not mix functional and cosmetic changes?
  945. @item
  946. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  947. @item
  948. Is the patch attached to the email you send?
  949. @item
  950. Is the mime type of the patch correct? It should be text/x-diff or
  951. text/x-patch or at least text/plain and not application/octet-stream.
  952. @item
  953. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  954. @item
  955. If the patch fixes a bug, did you provide enough information, including
  956. a sample, so the bug can be reproduced and the fix can be verified?
  957. Note please do not attach samples >100k to mails but rather provide a
  958. URL, you can upload to ftp://upload.ffmpeg.org
  959. @item
  960. Did you provide a verbose summary about what the patch does change?
  961. @item
  962. Did you provide a verbose explanation why it changes things like it does?
  963. @item
  964. Did you provide a verbose summary of the user visible advantages and
  965. disadvantages if the patch is applied?
  966. @item
  967. Did you provide an example so we can verify the new feature added by the
  968. patch easily?
  969. @item
  970. If you added a new file, did you insert a license header? It should be
  971. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  972. @item
  973. You should maintain alphabetical order in alphabetically ordered lists as
  974. long as doing so does not break API/ABI compatibility.
  975. @item
  976. Lines with similar content should be aligned vertically when doing so
  977. improves readability.
  978. @item
  979. Did you provide a suggestion for a clear commit log message?
  980. @end enumerate
  981. @section Patch review process
  982. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  983. clear note that the patch is not for SVN.
  984. Reviews and comments will be posted as replies to the patch on the
  985. mailing list. The patch submitter then has to take care of every comment,
  986. that can be by resubmitting a changed patch or by discussion. Resubmitted
  987. patches will themselves be reviewed like any other patch. If at some point
  988. a patch passes review with no comments then it is approved, that can for
  989. simple and small patches happen immediately while large patches will generally
  990. have to be changed and reviewed many times before they are approved.
  991. After a patch is approved it will be committed to the repository.
  992. We will review all submitted patches, but sometimes we are quite busy so
  993. especially for large patches this can take several weeks.
  994. When resubmitting patches, please do not make any significant changes
  995. not related to the comments received during review. Such patches will
  996. be rejected. Instead, submit significant changes or new features as
  997. separate patches.
  998. @section Regression tests
  999. Before submitting a patch (or committing to the repository), you should at least
  1000. test that you did not break anything.
  1001. The regression tests build a synthetic video stream and a synthetic
  1002. audio stream. These are then encoded and decoded with all codecs or
  1003. formats. The CRC (or MD5) of each generated file is recorded in a
  1004. result file. A 'diff' is launched to compare the reference results and
  1005. the result file.
  1006. The regression tests then go on to test the FFserver code with a
  1007. limited set of streams. It is important that this step runs correctly
  1008. as well.
  1009. Run 'make test' to test all the codecs and formats.
  1010. Run 'make fulltest' to test all the codecs, formats and FFserver.
  1011. [Of course, some patches may change the results of the regression tests. In
  1012. this case, the reference results of the regression tests shall be modified
  1013. accordingly].
  1014. @bye