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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 Audio IFF (AIFF) @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 3GPP AMR @tab X @tab X
  36. @item ASF @tab X @tab X
  37. @item AVI @tab X @tab X
  38. @item AVISynth @tab @tab X
  39. @item AVS @tab @tab X
  40. @tab Multimedia format used by the Creature Shock game.
  41. @item Beam Software SIFF @tab @tab X
  42. @tab Audio and video format used in some games by Beam Software.
  43. @item Bethesda Softworks VID @tab @tab X
  44. @tab Used in some games from Bethesda Softworks.
  45. @item Brute Force & Ignorance @tab @tab X
  46. @tab Used in the game Flash Traffic: City of Angels.
  47. @item Interplay C93 @tab @tab X
  48. @tab Used in the game Cyberia from Interplay.
  49. @item Delphine Software International CIN @tab @tab X
  50. @tab Multimedia format used by Delphine Software games.
  51. @item CRC testing format @tab X @tab
  52. @item Creative Voice @tab X @tab X
  53. @tab Created for the Sound Blaster Pro.
  54. @item CRYO APC @tab @tab X
  55. @tab Audio format used in some games by CRYO Interactive Entertainment.
  56. @item D-Cinema audio @tab X @tab X
  57. @item DV video @tab X @tab X
  58. @item DXA @tab @tab X
  59. @tab This format is used in the non-Windows version of the Feeble Files
  60. game and different game cutscenes repacked for use with ScummVM.
  61. @item Electronic Arts cdata @tab @tab X
  62. @item Electronic Arts Multimedia @tab @tab X
  63. @tab Used in various EA games; files have extensions like WVE and UV2.
  64. @item FFM (FFserver live feed) @tab X @tab X
  65. @item Flash (SWF) @tab X @tab X
  66. @item Flash 9 (AVM2) @tab X @tab X
  67. @tab Only embedded audio is decoded.
  68. @item FLI/FLC/FLX animation @tab @tab X
  69. @tab .fli/.flc files
  70. @item FLV @tab X @tab X
  71. @tab Macromedia Flash video files
  72. @item framecrc testing format @tab X @tab
  73. @item FunCom ISS @tab @tab X
  74. @tab Audio format used in various games from FunCom like The Longest Journey.
  75. @item GIF Animation @tab X @tab
  76. @item GXF @tab X @tab X
  77. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  78. playout servers.
  79. @item id Cinematic @tab @tab X
  80. @tab Used in Quake II.
  81. @item id RoQ @tab X @tab X
  82. @tab Used in Quake III, Jedi Knight 2, other computer games.
  83. @item IFF @tab @tab X
  84. @tab Interchange File Format
  85. @item Interplay MVE @tab @tab X
  86. @tab Format used in various Interplay computer games.
  87. @item LMLM4 @tab @tab X
  88. @tab Used by Linux Media Labs MPEG-4 PCI boards
  89. @item Matroska @tab X @tab X
  90. @item Matroska audio @tab X @tab
  91. @item MAXIS XA @tab @tab X
  92. @tab Used in Sim City 3000; file extension .xa.
  93. @item Monkey's Audio @tab @tab X
  94. @item Motion Pixels MVI @tab @tab X
  95. @item MOV/QuickTime/MP4 @tab X @tab X
  96. @tab 3GP, 3GP2, PSP, iPod variants supported
  97. @item MP2 @tab X @tab
  98. @item MP3 @tab X @tab
  99. @item MPEG audio @tab X @tab X
  100. @item MPEG-1 System @tab X @tab X
  101. @tab muxed audio and video, VCD format supported
  102. @item MPEG-PS (program stream) @tab X @tab X
  103. @tab also known as @code{VOB} file, SVCD and DVD format supported
  104. @item MPEG-TS (transport stream) @tab X @tab X
  105. @tab also known as DVB Transport Stream
  106. @item MPEG-4 @tab X @tab X
  107. @tab MPEG-4 is a variant of QuickTime.
  108. @item MIME multipart JPEG @tab X @tab
  109. @item MSN TCP webcam @tab @tab X
  110. @tab Used by MSN Messenger webcam streams.
  111. @item MTV @tab @tab X
  112. @item Musepack @tab @tab X
  113. @item Musepack SV8 @tab @tab X
  114. @item Material eXchange Format (MXF) @tab X @tab X
  115. @tab SMPTE 377M, used by D-Cinema, broadcast industry.
  116. @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
  117. @tab SMPTE 386M, D-10/IMX Mapping.
  118. @item NC camera feed @tab @tab X
  119. @tab NC (AVIP NC4600) camera streams
  120. @item Nullsoft Streaming Video @tab @tab X
  121. @item NuppelVideo @tab @tab X
  122. @item NUT @tab X @tab X
  123. @tab NUT Open Container Format
  124. @item Ogg @tab X @tab X
  125. @item TechnoTrend PVA @tab @tab X
  126. @tab Used by TechnoTrend DVB PCI boards.
  127. @item raw ADTS (AAC) @tab X @tab X
  128. @item raw AC-3 @tab X @tab X
  129. @item raw CRI ADX @tab X @tab X
  130. @item raw Dirac @tab X @tab X
  131. @item raw DNxHD @tab X @tab X
  132. @item raw DTS @tab X @tab X
  133. @item raw E-AC-3 @tab X @tab X
  134. @item raw FLAC @tab X @tab X
  135. @item raw GSM @tab @tab X
  136. @item raw H.261 @tab X @tab X
  137. @item raw H.263 @tab X @tab X
  138. @item raw H.264 @tab X @tab X
  139. @item raw Ingenient MJPEG @tab @tab X
  140. @item raw MJPEG @tab X @tab X
  141. @item raw MLP @tab @tab X
  142. @item raw MPEG @tab @tab X
  143. @item raw MPEG-1 @tab @tab X
  144. @item raw MPEG-2 @tab @tab X
  145. @item raw MPEG-4 @tab X @tab X
  146. @item raw NULL @tab X @tab
  147. @item raw video @tab X @tab X
  148. @item raw id RoQ @tab X @tab
  149. @item raw Shorten @tab @tab X
  150. @item raw VC-1 @tab @tab X
  151. @item raw PCM A-law @tab X @tab X
  152. @item raw PCM mu-law @tab X @tab X
  153. @item raw PCM signed 8 bit @tab X @tab X
  154. @item raw PCM signed 16 bit big-endian @tab X @tab X
  155. @item raw PCM signed 16 bit little-endian @tab X @tab X
  156. @item raw PCM signed 24 bit big-endian @tab X @tab X
  157. @item raw PCM signed 24 bit little-endian @tab X @tab X
  158. @item raw PCM signed 32 bit big-endian @tab X @tab X
  159. @item raw PCM signed 32 bit little-endian @tab X @tab X
  160. @item raw PCM unsigned 8 bit @tab X @tab X
  161. @item raw PCM unsigned 16 bit big-endian @tab X @tab X
  162. @item raw PCM unsigned 16 bit little-endian @tab X @tab X
  163. @item raw PCM unsigned 24 bit big-endian @tab X @tab X
  164. @item raw PCM unsigned 24 bit little-endian @tab X @tab X
  165. @item raw PCM unsigned 32 bit big-endian @tab X @tab X
  166. @item raw PCM unsigned 32 bit little-endian @tab X @tab X
  167. @item raw PCM floating-point 32 bit big-endian @tab X @tab X
  168. @item raw PCM floating-point 32 bit little-endian @tab X @tab X
  169. @item raw PCM floating-point 64 bit big-endian @tab X @tab X
  170. @item raw PCM floating-point 64 bit little-endian @tab X @tab X
  171. @item RDT @tab @tab X
  172. @item REDCODE R3D @tab @tab X
  173. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  174. @item RealMedia @tab X @tab X
  175. @item Redirector @tab @tab X
  176. @item Renderware TeXture Dictionary @tab @tab X
  177. @item RL2 @tab @tab X
  178. @tab Audio and video format used in some games by Entertainment Software Partners.
  179. @item RPL/ARMovie @tab @tab X
  180. @item RTP @tab @tab X
  181. @item RTSP @tab @tab X
  182. @item SDP @tab @tab X
  183. @item Sega FILM/CPK @tab @tab X
  184. @tab Used in many Sega Saturn console games.
  185. @item Sierra SOL @tab @tab X
  186. @tab .sol files used in Sierra Online games.
  187. @item Sierra VMD @tab @tab X
  188. @tab Used in Sierra CD-ROM games.
  189. @item Smacker @tab @tab X
  190. @tab Multimedia format used by many games.
  191. @item Sony OpenMG (OMA) @tab @tab X
  192. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  193. @item Sony PlayStation STR @tab @tab X
  194. @item SUN AU format @tab X @tab X
  195. @item THP @tab @tab X
  196. @tab Used on the Nintendo GameCube.
  197. @item Tiertex Limited SEQ @tab @tab X
  198. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  199. @item True Audio @tab @tab X
  200. @item VC-1 test bitstream @tab X @tab X
  201. @item WAV @tab X @tab X
  202. @item WavPack @tab @tab X
  203. @item Wing Commander III movie @tab @tab X
  204. @tab Multimedia format used in Origin's Wing Commander III computer game.
  205. @item Westwood Studios audio @tab @tab X
  206. @tab Multimedia format used in Westwood Studios games.
  207. @item Westwood Studios VQA @tab @tab X
  208. @tab Multimedia format used in Westwood Studios games.
  209. @item YUV4MPEG pipe @tab X @tab X
  210. @end multitable
  211. @code{X} means that encoding (resp. decoding) is supported.
  212. @section Image Formats
  213. FFmpeg can read and write images for each frame of a video sequence. The
  214. following image formats are supported:
  215. @multitable @columnfractions .4 .1 .1 .4
  216. @item Name @tab Encoding @tab Decoding @tab Comments
  217. @item .Y.U.V @tab X @tab X @tab one raw file per component
  218. @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
  219. @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
  220. @item JPEG 2000 @tab @tab E @tab decoding supported through external library libopenjpeg
  221. @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
  222. @item PCX @tab @tab X @tab PC Paintbrush
  223. @item PGM, PPM @tab X @tab X
  224. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
  225. @item PNG @tab X @tab X @tab 2/4 bpp not supported yet
  226. @item PTX @tab @tab X @tab V.Flash PTX format
  227. @item RAS @tab @tab X @tab Sun Rasterfile
  228. @item SGI @tab X @tab X @tab SGI RGB image format
  229. @item Targa @tab @tab X @tab Targa (.TGA) image format
  230. @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
  231. @end multitable
  232. @code{X} means that encoding (resp. decoding) is supported.
  233. @code{E} means that support is provided through an external library.
  234. @section Video Codecs
  235. @multitable @columnfractions .4 .1 .1 .4
  236. @item Name @tab Encoding @tab Decoding @tab Comments
  237. @item 4X Video @tab @tab X
  238. @tab Used in certain computer games.
  239. @item American Laser Games MM @tab @tab X
  240. @tab Used in games like Mad Dog McCree.
  241. @item AMV @tab @tab X
  242. @tab Used in Chinese MP3 players.
  243. @item Apple Animation @tab X @tab X
  244. @tab fourcc: 'rle '
  245. @item Apple Graphics @tab @tab X
  246. @tab fourcc: 'smc '
  247. @item Apple MJPEG-B @tab @tab X
  248. @item Apple QuickDraw @tab @tab X
  249. @tab fourcc: qdrw
  250. @item Apple Video @tab @tab X
  251. @tab fourcc: rpza
  252. @item Asus v1 @tab X @tab X
  253. @tab fourcc: ASV1
  254. @item Asus v2 @tab X @tab X
  255. @tab fourcc: ASV2
  256. @item ATI VCR1 @tab @tab X
  257. @tab fourcc: VCR1
  258. @item ATI VCR2 @tab @tab X
  259. @tab fourcc: VCR2
  260. @item Autodesk RLE @tab @tab X
  261. @tab fourcc: AASC
  262. @item AVID DNxHD @tab X @tab X
  263. @tab aka SMPTE VC3
  264. @item AVS video @tab @tab X
  265. @tab Video encoding used by the Creature Shock game.
  266. @item Bethsoft VID @tab @tab X
  267. @tab Used in some games from Bethesda Softworks.
  268. @item C93 video @tab @tab X
  269. @tab Codec used in Cyberia game.
  270. @item CamStudio @tab @tab X
  271. @tab fourcc: CSCD
  272. @item Cin video @tab @tab X
  273. @tab Codec used in Delphine Software games.
  274. @item Cinepak @tab @tab X
  275. @item Cirrus Logic AccuPak @tab @tab X
  276. @tab fourcc: CLJR
  277. @item Creative YUV @tab @tab X
  278. @tab fourcc: CYUV
  279. @item Dirac @tab E @tab E
  280. @tab supported through external libdirac/libschroedinger libraries
  281. @item Duck TrueMotion v1 @tab @tab X
  282. @tab fourcc: DUCK
  283. @item Duck TrueMotion v2 @tab @tab X
  284. @tab fourcc: TM20
  285. @item DV @tab X @tab X
  286. @item DXA Video @tab @tab X
  287. @tab Codec originally used in Feeble Files game.
  288. @item Electronic Arts CMV @tab @tab X
  289. @tab Used in NHL 95 game.
  290. @item Electronic Arts TGV @tab @tab X
  291. @item Electronic Arts TGQ @tab @tab X
  292. @item Electronic Arts TQI @tab @tab X
  293. @item FFmpeg Video 1 @tab X @tab X
  294. @tab experimental lossless codec (fourcc: FFV1)
  295. @item Flash Screen Video @tab X @tab X
  296. @tab fourcc: FSV1
  297. @item FLIC video @tab @tab X
  298. @item FLV @tab X @tab X
  299. @tab Sorenson H.263 used in Flash
  300. @item Fraps FPS1 @tab @tab X
  301. @item H.261 @tab X @tab X
  302. @item H.263(+) @tab X @tab X
  303. @tab also known as RealVideo 1.0
  304. @item H.264 @tab E @tab X
  305. @tab encoding supported through external library libx264
  306. @item HuffYUV @tab X @tab X
  307. @item IBM Ultimotion @tab @tab X
  308. @tab fourcc: ULTI
  309. @item id Cinematic video @tab @tab X
  310. @tab Used in Quake II.
  311. @item id RoQ @tab X @tab X
  312. @tab Used in Quake III, Jedi Knight 2, other computer games.
  313. @item Intel Indeo 3 @tab @tab X
  314. @item Interplay Video @tab @tab X
  315. @tab Used in Interplay .MVE files.
  316. @item JPEG-LS @tab X @tab X
  317. @tab fourcc: MJLS, lossless and near-lossless is supported.
  318. @item KMVC @tab @tab X
  319. @tab Codec used in Worms games.
  320. @item LOCO @tab @tab X
  321. @item lossless MJPEG @tab X @tab X
  322. @item Microsoft RLE @tab @tab X
  323. @item Microsoft Video-1 @tab @tab X
  324. @item Mimic @tab @tab X
  325. @tab Used in MSN Messenger Webcam streams.
  326. @item Miro VideoXL @tab @tab X
  327. @tab fourcc: VIXL
  328. @item MJPEG @tab X @tab X
  329. @item Motion Pixels Video @tab @tab X
  330. @item MPEG-1 @tab X @tab X
  331. @item MPEG-2 @tab X @tab X
  332. @item MPEG-4 @tab X @tab X
  333. @item MSMPEG4 V1 @tab X @tab X
  334. @item MSMPEG4 V2 @tab X @tab X
  335. @item MSMPEG4 V3 @tab X @tab X
  336. @item MSZH @tab @tab X
  337. @tab Part of LCL
  338. @item On2 VP3 @tab @tab X
  339. @tab still experimental
  340. @item On2 VP5 @tab @tab X
  341. @tab fourcc: VP50
  342. @item On2 VP6 @tab @tab X
  343. @tab fourcc: VP60,VP61,VP62
  344. @item planar RGB @tab @tab X
  345. @tab fourcc: 8BPS
  346. @item QPEG @tab @tab X
  347. @tab fourccs: QPEG, Q1.0, Q1.1
  348. @item RealVideo 1.0 @tab X @tab X
  349. @item RealVideo 2.0 @tab X @tab X
  350. @item RealVideo 3.0 @tab @tab X
  351. @tab still far from ideal
  352. @item RealVideo 4.0 @tab @tab X
  353. @item Renderware TXD @tab @tab X
  354. @tab Texture dictionaries used by the Renderware Engine.
  355. @item RTjpeg @tab @tab X
  356. @tab Video encoding used in NuppelVideo files.
  357. @item Smacker video @tab @tab X
  358. @tab Video encoding used in Smacker.
  359. @item Snow @tab X @tab X
  360. @tab experimental wavelet codec (fourcc: SNOW)
  361. @item Sony PlayStation MDEC @tab @tab X
  362. @item Sorenson Video 1 @tab X @tab X
  363. @tab fourcc: SVQ1
  364. @item Sorenson Video 3 @tab @tab X
  365. @tab fourcc: SVQ3
  366. @item Sunplus MJPEG @tab @tab X
  367. @tab fourcc: SP5X
  368. @item TechSmith Camtasia @tab @tab X
  369. @tab fourcc: TSCC
  370. @item Theora @tab E @tab X
  371. @tab encoding supported through external library libtheora
  372. @item THP @tab @tab X
  373. @tab Used on the Nintendo GameCube.
  374. @item Tiertex Seq video @tab @tab X
  375. @tab Codec used in DOS CD-ROM FlashBack game.
  376. @item VC-1 @tab @tab X
  377. @item VMD Video @tab @tab X
  378. @tab Used in Sierra VMD files.
  379. @item VMware Video @tab @tab X
  380. @tab Codec used in videos captured by VMware.
  381. @item Westwood VQA @tab @tab X
  382. @item Winnov WNV1 @tab @tab X
  383. @item WMV7 @tab X @tab X
  384. @item WMV8 @tab X @tab X
  385. @item WMV9 @tab @tab X
  386. @tab not completely working
  387. @item Xan/WC3 @tab @tab X
  388. @tab Used in Wing Commander III .MVE files.
  389. @item YAMAHA SMAF @tab X @tab X
  390. @item ZLIB @tab X @tab X
  391. @tab part of LCL, encoder experimental
  392. @item ZMBV @tab X @tab X
  393. @tab Encoder works only in PAL8.
  394. @end multitable
  395. @code{X} means that encoding (resp. decoding) is supported.
  396. @code{E} means that support is provided through an external library.
  397. @section Audio Codecs
  398. @multitable @columnfractions .4 .1 .1 .4
  399. @item Name @tab Encoding @tab Decoding @tab Comments
  400. @item 4X IMA ADPCM @tab @tab X
  401. @item 8SVX audio @tab @tab X
  402. @item AAC @tab E @tab X
  403. @tab encoding supported through external library libfaac
  404. @item AC-3 @tab IX @tab IX
  405. @item AMR-NB @tab E @tab E
  406. @tab supported through external library libamrnb
  407. @item AMR-WB @tab E @tab E
  408. @tab supported through external library libamrwb
  409. @item AMV IMA ADPCM @tab @tab X
  410. @tab Used in AMV files
  411. @item Apple lossless audio @tab X @tab X
  412. @tab QuickTime fourcc 'alac'
  413. @item Apple MACE 3 @tab @tab X
  414. @item Apple MACE 6 @tab @tab X
  415. @item ATRAC 3 @tab @tab X
  416. @item CD-ROM XA ADPCM @tab @tab X
  417. @item Cin audio @tab @tab X
  418. @tab Codec used in Delphine Software International games.
  419. @item Creative ADPCM @tab @tab X
  420. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  421. @item CRI ADX ADPCM @tab X @tab X
  422. @tab Used in Sega Dreamcast games.
  423. @item DSP Group TrueSpeech @tab @tab X
  424. @item DTS Coherent Audio @tab @tab X
  425. @item Duck DK3 IMA ADPCM @tab @tab X
  426. @tab Used in some Sega Saturn console games.
  427. @item Duck DK4 IMA ADPCM @tab @tab X
  428. @tab Used in some Sega Saturn console games.
  429. @item DV audio @tab @tab X
  430. @item Electronic Arts ADPCM @tab @tab X
  431. @tab Used in various EA titles.
  432. @item Enhanced AC-3 @tab @tab X
  433. @item FLAC lossless audio @tab IX @tab X
  434. @item G.726 ADPCM @tab X @tab X
  435. @item GSM @tab E @tab E
  436. @tab supported through external library libgsm
  437. @item GSM_MS @tab E @tab E
  438. @tab supported through external library libgsm
  439. @item id RoQ DPCM @tab X @tab X
  440. @tab Used in Quake III, Jedi Knight 2, other computer games.
  441. @item Intel Music Coder @tab @tab X
  442. @item Interplay MVE DPCM @tab @tab X
  443. @tab Used in various Interplay computer games.
  444. @item ISS IMA ADPCM @tab @tab X
  445. @tab Used in FunCom games.
  446. @item MAXIS EA ADPCM @tab @tab X
  447. @tab Used in Sim City 3000.
  448. @item Microsoft ADPCM @tab X @tab X
  449. @item MLP/TrueHD @tab @tab X
  450. @tab Used in DVD-Audio and Blu-Ray discs.
  451. @item Monkey's Audio @tab @tab X
  452. @tab Only versions 3.97-3.99 are supported.
  453. @item MPEG audio layer 3 @tab E @tab IX
  454. @tab encoding supported through external library LAME
  455. @item MPEG audio layer 2 @tab IX @tab IX
  456. @item MS IMA ADPCM @tab X @tab X
  457. @item Musepack @tab @tab X
  458. @tab SV7 and SV8 are supported.
  459. @item Nellymoser ASAO @tab X @tab X
  460. @item QCELP / PureVoice @tab @tab X
  461. @item Qdesign QDM2 @tab @tab X
  462. @tab There are still some distortions.
  463. @item QT IMA ADPCM @tab X @tab X
  464. @item RA144 @tab @tab X
  465. @tab Real 14400 bit/s codec
  466. @item RA288 @tab @tab X
  467. @tab Real 28800 bit/s codec
  468. @item RADnet @tab IX @tab IX
  469. @tab Real low bitrate AC-3 codec
  470. @item Real COOK @tab @tab X
  471. @tab All versions except 5.1 are supported.
  472. @item Shorten @tab @tab X
  473. @item Sierra Online DPCM @tab @tab X
  474. @tab Used in Sierra Online game audio files.
  475. @item Smacker audio @tab @tab X
  476. @item SMJPEG IMA ADPCM @tab @tab X
  477. @tab Used in certain Loki game ports.
  478. @item Sonic @tab X @tab X
  479. @tab experimental codec
  480. @item Sonic lossless @tab X @tab X
  481. @tab experimental codec
  482. @item Speex @tab @tab E
  483. @tab supported through external library libspeex
  484. @item THP ADPCM @tab @tab X
  485. @tab Used on the Nintendo GameCube.
  486. @item True Audio (TTA) @tab @tab X
  487. @item Vorbis @tab X @tab X
  488. @item WavPack @tab @tab X
  489. @item Westwood Studios IMA ADPCM @tab @tab X
  490. @tab Used in Westwood Studios games like Command and Conquer.
  491. @item WMA v1/v2 @tab X @tab X
  492. @item Xan DPCM @tab @tab X
  493. @tab Used in Origin's Wing Commander IV AVI files.
  494. @end multitable
  495. @code{X} means that encoding (resp. decoding) is supported.
  496. @code{E} means that support is provided through an external library.
  497. @code{I} means that an integer-only version is available, too (ensures high
  498. performance on systems without hardware floating point support).
  499. @section Subtitle Formats
  500. @multitable @columnfractions .4 .1 .1 .1 .1 .1
  501. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
  502. @item SSA/ASS @tab X @tab X
  503. @item DVB @tab X @tab X @tab X @tab X
  504. @item DVD @tab X @tab X @tab X @tab X
  505. @item XSUB @tab @tab @tab @tab X
  506. @end multitable
  507. @code{X} means that the feature is supported.
  508. @section Network Protocols
  509. @multitable @columnfractions .4 .1 .1 .1 .1 .1
  510. @item Name @tab Support
  511. @item file @tab X
  512. @item Gopher @tab X
  513. @item HTTP @tab X
  514. @item pipe @tab X
  515. @item RTP @tab X
  516. @item TCP @tab X
  517. @item UDP @tab X
  518. @end multitable
  519. @code{X} means that the protocol is supported.
  520. @chapter Platform Specific information
  521. @section BSD
  522. BSD make will not build FFmpeg, you need to install and use GNU Make
  523. (@file{gmake}).
  524. @section Windows
  525. To get help and instructions for building FFmpeg under Windows, check out
  526. the FFmpeg Windows Help Forum at
  527. @url{http://ffmpeg.arrozcru.org/}.
  528. @subsection Native Windows compilation
  529. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  530. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  531. You can find detailed installation
  532. instructions in the download section and the FAQ.
  533. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  534. installer provides. It also requires coreutils to be installed and many other
  535. packages updated to the latest version. The minimum version for some packages
  536. are listed below:
  537. @itemize
  538. @item bash 3.1
  539. @item msys-make 3.81-2 (note: not mingw32-make)
  540. @item w32api 3.13
  541. @item mingw-runtime 3.15
  542. @end itemize
  543. You will also need to pass @code{-fno-common} to the compiler to work around
  544. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  545. Within the MSYS shell, configure and make with:
  546. @example
  547. ./configure --enable-memalign-hack --extra-cflags=-fno-common
  548. make
  549. make install
  550. @end example
  551. This will install @file{ffmpeg.exe} along with many other development files
  552. to @file{/usr/local}. You may specify another install path using the
  553. @code{--prefix} option in @file{configure}.
  554. Notes:
  555. @itemize
  556. @item In order to compile vhooks, you must have a POSIX-compliant libdl in
  557. your MinGW system. Get dlfcn-win32 from
  558. @url{http://code.google.com/p/dlfcn-win32}.
  559. @item In order to compile FFplay, you must have the MinGW development library
  560. of SDL. Get it from @url{http://www.libsdl.org}.
  561. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  562. where SDL was installed. Verify that @file{sdl-config} can be launched from
  563. the MSYS command line.
  564. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  565. you can build libavutil, libavcodec and libavformat as DLLs.
  566. @end itemize
  567. @subsection Microsoft Visual C++ compatibility
  568. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  569. want to use the libav* libraries in your own applications, you can still
  570. compile those applications using MSVC++. But the libav* libraries you link
  571. to @emph{must} be built with MinGW. However, you will not be able to debug
  572. inside the libav* libraries, since MSVC++ does not recognize the debug
  573. symbols generated by GCC.
  574. We strongly recommend you to move over from MSVC++ to MinGW tools.
  575. This description of how to use the FFmpeg libraries with MSVC++ is based on
  576. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  577. you might have to modify the procedures slightly.
  578. @subsubsection Using static libraries
  579. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  580. @enumerate
  581. @item Create a new console application ("File / New / Project") and then
  582. select "Win32 Console Application". On the appropriate page of the
  583. Application Wizard, uncheck the "Precompiled headers" option.
  584. @item Write the source code for your application, or, for testing, just
  585. copy the code from an existing sample application into the source file
  586. that MSVC++ has already created for you. For example, you can copy
  587. @file{output_example.c} from the FFmpeg distribution.
  588. @item Open the "Project / Properties" dialog box. In the "Configuration"
  589. combo box, select "All Configurations" so that the changes you make will
  590. affect both debug and release builds. In the tree view on the left hand
  591. side, select "C/C++ / General", then edit the "Additional Include
  592. Directories" setting to contain the path where the FFmpeg includes were
  593. installed (i.e. @file{c:\msys\1.0\local\include}).
  594. Do not add MinGW's include directory here, or the include files will
  595. conflict with MSVC's.
  596. @item Still in the "Project / Properties" dialog box, select
  597. "Linker / General" from the tree view and edit the
  598. "Additional Library Directories" setting to contain the @file{lib}
  599. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  600. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  601. and the directory where MinGW's GCC libs are installed
  602. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  603. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  604. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  605. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  606. to the end of "Additional Dependencies".
  607. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  608. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  609. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  610. the "Configuration" combo box and make sure that "Runtime Library" is
  611. set to "Multi-threaded DLL".
  612. @item Click "OK" to close the "Project / Properties" dialog box.
  613. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  614. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  615. and install it in MSVC++'s include directory
  616. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  617. @item MSVC++ also does not understand the @code{inline} keyword used by
  618. FFmpeg, so you must add this line before @code{#include}ing libav*:
  619. @example
  620. #define inline _inline
  621. @end example
  622. @item Build your application, everything should work.
  623. @end enumerate
  624. @subsubsection Using shared libraries
  625. This is how to create DLL and LIB files that are compatible with MSVC++:
  626. @enumerate
  627. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  628. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  629. The standard location for @file{vcvars32.bat} is
  630. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  631. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  632. If this corresponds to your setup, add the following line as the first line
  633. of @file{msys.bat}:
  634. @example
  635. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  636. @end example
  637. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  638. and run @file{c:\msys\1.0\msys.bat} from there.
  639. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  640. from @file{Microsoft (R) Library Manager}, this means your environment
  641. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  642. is on the path and will be used by FFmpeg to create
  643. MSVC++-compatible import libraries.
  644. @item Build FFmpeg with
  645. @example
  646. ./configure --enable-shared --enable-memalign-hack
  647. make
  648. make install
  649. @end example
  650. Your install path (@file{/usr/local/} by default) should now have the
  651. necessary DLL and LIB files under the @file{bin} directory.
  652. @end enumerate
  653. To use those files with MSVC++, do the same as you would do with
  654. the static libraries, as described above. But in Step 4,
  655. you should only need to add the directory where the LIB files are installed
  656. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  657. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  658. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  659. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  660. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  661. statically linked into the DLLs. The @file{bin} directory contains a bunch
  662. of DLL files, but the ones that are actually used to run your application
  663. are the ones with a major version number in their filenames
  664. (i.e. @file{avcodec-51.dll}).
  665. @subsection Cross compilation for Windows with Linux
  666. You must use the MinGW cross compilation tools available at
  667. @url{http://www.mingw.org/}.
  668. Then configure FFmpeg with the following options:
  669. @example
  670. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  671. @end example
  672. (you can change the cross-prefix according to the prefix chosen for the
  673. MinGW tools).
  674. Then you can easily test FFmpeg with Wine
  675. (@url{http://www.winehq.com/}).
  676. @subsection Compilation under Cygwin
  677. The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
  678. does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
  679. or leverage the implementation in MinGW (as explained below).
  680. Just install your Cygwin with all the "Base" packages, plus the
  681. following "Devel" ones:
  682. @example
  683. binutils, gcc-core, make, subversion, mingw-runtime, diffutils
  684. @end example
  685. The experimental gcc4 package is still buggy, hence please
  686. use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
  687. Install the current binutils-20080624-2 as they work fine (the old
  688. binutils-20060709-1 proved buggy on shared builds).
  689. Then create a small library that just contains llrint():
  690. @example
  691. ar x /usr/lib/mingw/libmingwex.a llrint.o
  692. ar cq /usr/local/lib/libllrint.a llrint.o
  693. @end example
  694. Then run
  695. @example
  696. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  697. @end example
  698. to make a static build or
  699. @example
  700. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  701. @end example
  702. to build shared libraries.
  703. If you want to build FFmpeg with additional libraries, download Cygwin
  704. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  705. @example
  706. libogg-devel, libvorbis-devel
  707. @end example
  708. These library packages are only available from Cygwin Ports
  709. (@url{http://sourceware.org/cygwinports/}) :
  710. @example
  711. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
  712. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  713. libxvidcore-devel
  714. @end example
  715. The recommendation for libnut and x264 is to build them from source by
  716. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  717. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  718. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  719. @subsection Crosscompilation for Windows under Cygwin
  720. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  721. Just install your Cygwin as explained before, plus these additional
  722. "Devel" packages:
  723. @example
  724. gcc-mingw-core, mingw-runtime, mingw-zlib
  725. @end example
  726. and add some special flags to your configure invocation.
  727. For a static build run
  728. @example
  729. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  730. @end example
  731. and for a build with shared libraries
  732. @example
  733. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  734. @end example
  735. @section BeOS
  736. BeOS support is broken in mysterious ways.
  737. @section OS/2
  738. For information about compiling FFmpeg on OS/2 see
  739. @url{http://www.edm2.com/index.php/FFmpeg}.
  740. @chapter Developers Guide
  741. @section API
  742. @itemize @bullet
  743. @item libavcodec is the library containing the codecs (both encoding and
  744. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  745. @item libavformat is the library containing the file format handling (mux and
  746. demux code for several formats). Look at @file{ffplay.c} to use it in a
  747. player. See @file{output_example.c} to use it to generate audio or video
  748. streams.
  749. @end itemize
  750. @section Integrating libavcodec or libavformat in your program
  751. You can integrate all the source code of the libraries to link them
  752. statically to avoid any version problem. All you need is to provide a
  753. 'config.mak' and a 'config.h' in the parent directory. See the defines
  754. generated by ./configure to understand what is needed.
  755. You can use libavcodec or libavformat in your commercial program, but
  756. @emph{any patch you make must be published}. The best way to proceed is
  757. to send your patches to the FFmpeg mailing list.
  758. @node Coding Rules
  759. @section Coding Rules
  760. FFmpeg is programmed in the ISO C90 language with a few additional
  761. features from ISO C99, namely:
  762. @itemize @bullet
  763. @item
  764. the @samp{inline} keyword;
  765. @item
  766. @samp{//} comments;
  767. @item
  768. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  769. @item
  770. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  771. @end itemize
  772. These features are supported by all compilers we care about, so we will not
  773. accept patches to remove their use unless they absolutely do not impair
  774. clarity and performance.
  775. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  776. compiles with several other compilers, such as the Compaq ccc compiler
  777. or Sun Studio 9, and we would like to keep it that way unless it would
  778. be exceedingly involved. To ensure compatibility, please do not use any
  779. additional C99 features or GCC extensions. Especially watch out for:
  780. @itemize @bullet
  781. @item
  782. mixing statements and declarations;
  783. @item
  784. @samp{long long} (use @samp{int64_t} instead);
  785. @item
  786. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  787. @item
  788. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  789. @end itemize
  790. Indent size is 4.
  791. The presentation is the one specified by 'indent -i4 -kr -nut'.
  792. The TAB character is forbidden outside of Makefiles as is any
  793. form of trailing whitespace. Commits containing either will be
  794. rejected by the Subversion repository.
  795. The main priority in FFmpeg is simplicity and small code size in order to
  796. minimize the bug count.
  797. Comments: Use the JavaDoc/Doxygen
  798. format (see examples below) so that code documentation
  799. can be generated automatically. All nontrivial functions should have a comment
  800. above them explaining what the function does, even if it is just one sentence.
  801. All structures and their member variables should be documented, too.
  802. @example
  803. /**
  804. * @@file mpeg.c
  805. * MPEG codec.
  806. * @@author ...
  807. */
  808. /**
  809. * Summary sentence.
  810. * more text ...
  811. * ...
  812. */
  813. typedef struct Foobar@{
  814. int var1; /**< var1 description */
  815. int var2; ///< var2 description
  816. /** var3 description */
  817. int var3;
  818. @} Foobar;
  819. /**
  820. * Summary sentence.
  821. * more text ...
  822. * ...
  823. * @@param my_parameter description of my_parameter
  824. * @@return return value description
  825. */
  826. int myfunc(int my_parameter)
  827. ...
  828. @end example
  829. fprintf and printf are forbidden in libavformat and libavcodec,
  830. please use av_log() instead.
  831. Casts should be used only when necessary. Unneeded parentheses
  832. should also be avoided if they don't make the code easier to understand.
  833. @section Development Policy
  834. @enumerate
  835. @item
  836. Contributions should be licensed under the LGPL 2.1, including an
  837. "or any later version" clause, or the MIT license. GPL 2 including
  838. an "or any later version" clause is also acceptable, but LGPL is
  839. preferred.
  840. @item
  841. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  842. enabled code which breaks compilation or compiles but does not work or
  843. breaks the regression tests)
  844. You can commit unfinished stuff (for testing etc), but it must be disabled
  845. (#ifdef etc) by default so it does not interfere with other developers'
  846. work.
  847. @item
  848. You do not have to over-test things. If it works for you, and you think it
  849. should work for others, then commit. If your code has problems
  850. (portability, triggers compiler bugs, unusual environment etc) they will be
  851. reported and eventually fixed.
  852. @item
  853. Do not commit unrelated changes together, split them into self-contained
  854. pieces. Also do not forget that if part B depends on part A, but A does not
  855. depend on B, then A can and should be committed first and separate from B.
  856. Keeping changes well split into self-contained parts makes reviewing and
  857. understanding them on the commit log mailing list easier. This also helps
  858. in case of debugging later on.
  859. Also if you have doubts about splitting or not splitting, do not hesitate to
  860. ask/discuss it on the developer mailing list.
  861. @item
  862. Do not change behavior of the program (renaming options etc) without
  863. first discussing it on the ffmpeg-devel mailing list. Do not remove
  864. functionality from the code. Just improve!
  865. Note: Redundant code can be removed.
  866. @item
  867. Do not commit changes to the build system (Makefiles, configure script)
  868. which change behavior, defaults etc, without asking first. The same
  869. applies to compiler warning fixes, trivial looking fixes and to code
  870. maintained by other developers. We usually have a reason for doing things
  871. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  872. list, and if the code maintainers say OK, you may commit. This does not
  873. apply to files you wrote and/or maintain.
  874. @item
  875. We refuse source indentation and other cosmetic changes if they are mixed
  876. with functional changes, such commits will be rejected and removed. Every
  877. developer has his own indentation style, you should not change it. Of course
  878. if you (re)write something, you can use your own style, even though we would
  879. prefer if the indentation throughout FFmpeg was consistent (Many projects
  880. force a given indentation style - we do not.). If you really need to make
  881. indentation changes (try to avoid this), separate them strictly from real
  882. changes.
  883. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  884. then either do NOT change the indentation of the inner part within (do not
  885. move it to the right)! or do so in a separate commit
  886. @item
  887. Always fill out the commit log message. Describe in a few lines what you
  888. changed and why. You can refer to mailing list postings if you fix a
  889. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  890. @item
  891. If you apply a patch by someone else, include the name and email address in
  892. the log message. Since the ffmpeg-cvslog mailing list is publicly
  893. archived you should add some SPAM protection to the email address. Send an
  894. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  895. you applied the patch.
  896. @item
  897. When applying patches that have been discussed (at length) on the mailing
  898. list, reference the thread in the log message.
  899. @item
  900. Do NOT commit to code actively maintained by others without permission.
  901. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  902. timeframe (12h for build failures and security fixes, 3 days small changes,
  903. 1 week for big patches) then commit your patch if you think it is OK.
  904. Also note, the maintainer can simply ask for more time to review!
  905. @item
  906. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  907. are sent there and reviewed by all the other developers. Bugs and possible
  908. improvements or general questions regarding commits are discussed there. We
  909. expect you to react if problems with your code are uncovered.
  910. @item
  911. Update the documentation if you change behavior or add features. If you are
  912. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  913. maintainer(s) will review and commit your stuff.
  914. @item
  915. Try to keep important discussions and requests (also) on the public
  916. developer mailing list, so that all developers can benefit from them.
  917. @item
  918. Never write to unallocated memory, never write over the end of arrays,
  919. always check values read from some untrusted source before using them
  920. as array index or other risky things.
  921. @item
  922. Remember to check if you need to bump versions for the specific libav
  923. parts (libavutil, libavcodec, libavformat) you are changing. You need
  924. to change the version integer.
  925. Incrementing the first component means no backward compatibility to
  926. previous versions (e.g. removal of a function from the public API).
  927. Incrementing the second component means backward compatible change
  928. (e.g. addition of a function to the public API or extension of an
  929. existing data structure).
  930. Incrementing the third component means a noteworthy binary compatible
  931. change (e.g. encoder bug fix that matters for the decoder).
  932. @item
  933. Compiler warnings indicate potential bugs or code with bad style. If a type of
  934. warning always points to correct and clean code, that warning should
  935. be disabled, not the code changed.
  936. Thus the remaining warnings can either be bugs or correct code.
  937. If it is a bug, the bug has to be fixed. If it is not, the code should
  938. be changed to not generate a warning unless that causes a slowdown
  939. or obfuscates the code.
  940. @item
  941. If you add a new file, give it a proper license header. Do not copy and
  942. paste it from a random place, use an existing file as template.
  943. @end enumerate
  944. We think our rules are not too hard. If you have comments, contact us.
  945. Note, these rules are mostly borrowed from the MPlayer project.
  946. @section Submitting patches
  947. First, (@pxref{Coding Rules}) above if you did not yet.
  948. When you submit your patch, try to send a unified diff (diff '-up'
  949. option). We cannot read other diffs :-)
  950. Also please do not submit a patch which contains several unrelated changes.
  951. Split it into separate, self-contained pieces. This does not mean splitting
  952. file by file. Instead, make the patch as small as possible while still
  953. keeping it as a logical unit that contains an individual change, even
  954. if it spans multiple files. This makes reviewing your patches much easier
  955. for us and greatly increases your chances of getting your patch applied.
  956. Run the regression tests before submitting a patch so that you can
  957. verify that there are no big problems.
  958. Patches should be posted as base64 encoded attachments (or any other
  959. encoding which ensures that the patch will not be trashed during
  960. transmission) to the ffmpeg-devel mailing list, see
  961. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  962. It also helps quite a bit if you tell us what the patch does (for example
  963. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  964. and has no lrint()')
  965. Also please if you send several patches, send each patch as a separate mail,
  966. do not attach several unrelated patches to the same mail.
  967. @section New codecs or formats checklist
  968. @enumerate
  969. @item
  970. Did you use av_cold for codec initialization and close functions?
  971. @item
  972. Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
  973. AVInputFormat/AVOutputFormat struct?
  974. @item
  975. Did you bump the minor version number in @file{avcodec.h} or
  976. @file{avformat.h}?
  977. @item
  978. Did you register it in @file{allcodecs.c} or @file{allformats.c}?
  979. @item
  980. Did you add the CodecID to @file{avcodec.h}?
  981. @item
  982. If it has a fourcc, did you add it to @file{libavformat/riff.c},
  983. even if it is only a decoder?
  984. @item
  985. Did you add a rule to compile the appropriate files in the Makefile?
  986. Remember to do this even if you're just adding a format to a file that is
  987. already being compiled by some other rule, like a raw demuxer.
  988. @item
  989. Did you add an entry to the table of supported formats or codecs in the
  990. documentation?
  991. @item
  992. Did you add an entry in the Changelog?
  993. @item
  994. If it depends on a parser or a library, did you add that dependency in
  995. configure?
  996. @item
  997. Did you "svn add" the appropriate files before commiting?
  998. @end enumerate
  999. @section patch submission checklist
  1000. @enumerate
  1001. @item
  1002. Do the regression tests pass with the patch applied?
  1003. @item
  1004. Does @code{make checkheaders} pass with the patch applied?
  1005. @item
  1006. Is the patch a unified diff?
  1007. @item
  1008. Is the patch against latest FFmpeg SVN?
  1009. @item
  1010. Are you subscribed to ffmpeg-dev?
  1011. (the list is subscribers only due to spam)
  1012. @item
  1013. Have you checked that the changes are minimal, so that the same cannot be
  1014. achieved with a smaller patch and/or simpler final code?
  1015. @item
  1016. If the change is to speed critical code, did you benchmark it?
  1017. @item
  1018. If you did any benchmarks, did you provide them in the mail?
  1019. @item
  1020. Have you checked that the patch does not introduce buffer overflows or
  1021. other security issues?
  1022. @item
  1023. Did you test your decoder or demuxer against damaged data? If no, see
  1024. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  1025. should not crash or end in a (near) infinite loop when fed damaged data.
  1026. @item
  1027. Is the patch created from the root of the source tree, so it can be
  1028. applied with @code{patch -p0}?
  1029. @item
  1030. Does the patch not mix functional and cosmetic changes?
  1031. @item
  1032. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  1033. @item
  1034. Is the patch attached to the email you send?
  1035. @item
  1036. Is the mime type of the patch correct? It should be text/x-diff or
  1037. text/x-patch or at least text/plain and not application/octet-stream.
  1038. @item
  1039. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  1040. @item
  1041. If the patch fixes a bug, did you provide enough information, including
  1042. a sample, so the bug can be reproduced and the fix can be verified?
  1043. Note please do not attach samples >100k to mails but rather provide a
  1044. URL, you can upload to ftp://upload.ffmpeg.org
  1045. @item
  1046. Did you provide a verbose summary about what the patch does change?
  1047. @item
  1048. Did you provide a verbose explanation why it changes things like it does?
  1049. @item
  1050. Did you provide a verbose summary of the user visible advantages and
  1051. disadvantages if the patch is applied?
  1052. @item
  1053. Did you provide an example so we can verify the new feature added by the
  1054. patch easily?
  1055. @item
  1056. If you added a new file, did you insert a license header? It should be
  1057. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  1058. @item
  1059. You should maintain alphabetical order in alphabetically ordered lists as
  1060. long as doing so does not break API/ABI compatibility.
  1061. @item
  1062. Lines with similar content should be aligned vertically when doing so
  1063. improves readability.
  1064. @item
  1065. Did you provide a suggestion for a clear commit log message?
  1066. @end enumerate
  1067. @section Patch review process
  1068. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  1069. clear note that the patch is not for SVN.
  1070. Reviews and comments will be posted as replies to the patch on the
  1071. mailing list. The patch submitter then has to take care of every comment,
  1072. that can be by resubmitting a changed patch or by discussion. Resubmitted
  1073. patches will themselves be reviewed like any other patch. If at some point
  1074. a patch passes review with no comments then it is approved, that can for
  1075. simple and small patches happen immediately while large patches will generally
  1076. have to be changed and reviewed many times before they are approved.
  1077. After a patch is approved it will be committed to the repository.
  1078. We will review all submitted patches, but sometimes we are quite busy so
  1079. especially for large patches this can take several weeks.
  1080. When resubmitting patches, please do not make any significant changes
  1081. not related to the comments received during review. Such patches will
  1082. be rejected. Instead, submit significant changes or new features as
  1083. separate patches.
  1084. @section Regression tests
  1085. Before submitting a patch (or committing to the repository), you should at least
  1086. test that you did not break anything.
  1087. The regression tests build a synthetic video stream and a synthetic
  1088. audio stream. These are then encoded and decoded with all codecs or
  1089. formats. The CRC (or MD5) of each generated file is recorded in a
  1090. result file. A 'diff' is launched to compare the reference results and
  1091. the result file.
  1092. The regression tests then go on to test the FFserver code with a
  1093. limited set of streams. It is important that this step runs correctly
  1094. as well.
  1095. Run 'make test' to test all the codecs and formats.
  1096. Run 'make fulltest' to test all the codecs, formats and FFserver.
  1097. [Of course, some patches may change the results of the regression tests. In
  1098. this case, the reference results of the regression tests shall be modified
  1099. accordingly].
  1100. @bye