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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 Flash Video (FLV) @tab @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 Quake II CIN video @tab @tab X
  80. @item id RoQ @tab X @tab X
  81. @tab Used in Quake III, Jedi Knight 2, other computer games.
  82. @item IFF @tab @tab X
  83. @tab Interchange File Format
  84. @item Interplay MVE @tab @tab X
  85. @tab Format used in various Interplay computer games.
  86. @item LMLM4 @tab @tab X
  87. @tab Used by Linux Media Labs MPEG-4 PCI boards
  88. @item Matroska @tab X @tab X
  89. @item Matroska audio @tab X @tab
  90. @item MAXIS XA @tab @tab X
  91. @tab Used in Sim City 3000; file extension .xa.
  92. @item Monkey's Audio @tab @tab X
  93. @item Motion Pixels MVI @tab @tab X
  94. @item MOV/QuickTime/MP4 @tab X @tab X
  95. @tab 3GP, 3GP2, PSP, iPod variants supported
  96. @item MP2 @tab X @tab X
  97. @item MP3 @tab X @tab X
  98. @item MPEG-1 System @tab X @tab X
  99. @tab muxed audio and video, VCD format supported
  100. @item MPEG-PS (program stream) @tab X @tab X
  101. @tab also known as @code{VOB} file, SVCD and DVD format supported
  102. @item MPEG-TS (transport stream) @tab X @tab X
  103. @tab also known as DVB Transport Stream
  104. @item MPEG-4 @tab X @tab X
  105. @tab MPEG-4 is a variant of QuickTime.
  106. @item MIME multipart JPEG @tab X @tab
  107. @item MSN TCP webcam @tab @tab X
  108. @tab Used by MSN Messenger webcam streams.
  109. @item MTV @tab @tab X
  110. @item Musepack @tab @tab X
  111. @item Musepack SV8 @tab @tab X
  112. @item Material eXchange Format (MXF) @tab X @tab X
  113. @tab SMPTE 377M, used by D-Cinema, broadcast industry.
  114. @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
  115. @tab SMPTE 386M, D-10/IMX Mapping.
  116. @item NC camera feed @tab @tab X
  117. @tab NC (AVIP NC4600) camera streams
  118. @item NTT TwinVQ (VQF) @tab @tab X
  119. @tab Nippon Telegraph and Telephone Corporation TwinVQ.
  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 Chinese AVS video @tab @tab X
  130. @item raw CRI ADX @tab X @tab X
  131. @item raw Dirac @tab X @tab X
  132. @item raw DNxHD @tab X @tab X
  133. @item raw DTS @tab X @tab X
  134. @item raw E-AC-3 @tab X @tab X
  135. @item raw FLAC @tab X @tab X
  136. @item raw GSM @tab @tab X
  137. @item raw H.261 @tab X @tab X
  138. @item raw H.263 @tab X @tab X
  139. @item raw H.264 @tab X @tab X
  140. @item raw Ingenient MJPEG @tab @tab X
  141. @item raw MJPEG @tab X @tab X
  142. @item raw MLP @tab @tab X
  143. @item raw MPEG @tab @tab X
  144. @item raw MPEG-1 @tab @tab X
  145. @item raw MPEG-2 @tab @tab X
  146. @item raw MPEG-4 @tab X @tab X
  147. @item raw NULL @tab X @tab
  148. @item raw video @tab X @tab X
  149. @item raw id RoQ @tab X @tab
  150. @item raw Shorten @tab @tab X
  151. @item raw VC-1 @tab @tab X
  152. @item raw PCM A-law @tab X @tab X
  153. @item raw PCM mu-law @tab X @tab X
  154. @item raw PCM signed 8 bit @tab X @tab X
  155. @item raw PCM signed 16 bit big-endian @tab X @tab X
  156. @item raw PCM signed 16 bit little-endian @tab X @tab X
  157. @item raw PCM signed 24 bit big-endian @tab X @tab X
  158. @item raw PCM signed 24 bit little-endian @tab X @tab X
  159. @item raw PCM signed 32 bit big-endian @tab X @tab X
  160. @item raw PCM signed 32 bit little-endian @tab X @tab X
  161. @item raw PCM unsigned 8 bit @tab X @tab X
  162. @item raw PCM unsigned 16 bit big-endian @tab X @tab X
  163. @item raw PCM unsigned 16 bit little-endian @tab X @tab X
  164. @item raw PCM unsigned 24 bit big-endian @tab X @tab X
  165. @item raw PCM unsigned 24 bit little-endian @tab X @tab X
  166. @item raw PCM unsigned 32 bit big-endian @tab X @tab X
  167. @item raw PCM unsigned 32 bit little-endian @tab X @tab X
  168. @item raw PCM floating-point 32 bit big-endian @tab X @tab X
  169. @item raw PCM floating-point 32 bit little-endian @tab X @tab X
  170. @item raw PCM floating-point 64 bit big-endian @tab X @tab X
  171. @item raw PCM floating-point 64 bit little-endian @tab X @tab X
  172. @item RDT @tab @tab X
  173. @item REDCODE R3D @tab @tab X
  174. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  175. @item RealMedia @tab X @tab X
  176. @item Redirector @tab @tab X
  177. @item Renderware TeXture Dictionary @tab @tab X
  178. @item RL2 @tab @tab X
  179. @tab Audio and video format used in some games by Entertainment Software Partners.
  180. @item RPL/ARMovie @tab @tab X
  181. @item RTP @tab @tab X
  182. @item RTSP @tab @tab X
  183. @item SDP @tab @tab X
  184. @item Sega FILM/CPK @tab @tab X
  185. @tab Used in many Sega Saturn console games.
  186. @item Sierra SOL @tab @tab X
  187. @tab .sol files used in Sierra Online games.
  188. @item Sierra VMD @tab @tab X
  189. @tab Used in Sierra CD-ROM games.
  190. @item Smacker @tab @tab X
  191. @tab Multimedia format used by many games.
  192. @item Sony OpenMG (OMA) @tab @tab X
  193. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  194. @item Sony PlayStation STR @tab @tab X
  195. @item SUN AU format @tab X @tab X
  196. @item THP @tab @tab X
  197. @tab Used on the Nintendo GameCube.
  198. @item Tiertex Limited SEQ @tab @tab X
  199. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  200. @item True Audio @tab @tab X
  201. @item VC-1 test bitstream @tab X @tab X
  202. @item WAV @tab X @tab X
  203. @item WavPack @tab @tab X
  204. @item Wing Commander III movie @tab @tab X
  205. @tab Multimedia format used in Origin's Wing Commander III computer game.
  206. @item Westwood Studios audio @tab @tab X
  207. @tab Multimedia format used in Westwood Studios games.
  208. @item Westwood Studios VQA @tab @tab X
  209. @tab Multimedia format used in Westwood Studios games.
  210. @item YUV4MPEG pipe @tab X @tab X
  211. @end multitable
  212. @code{X} means that encoding (resp. decoding) is supported.
  213. @section Image Formats
  214. FFmpeg can read and write images for each frame of a video sequence. The
  215. following image formats are supported:
  216. @multitable @columnfractions .4 .1 .1 .4
  217. @item Name @tab Encoding @tab Decoding @tab Comments
  218. @item .Y.U.V @tab X @tab X
  219. @tab one raw file per component
  220. @item animated GIF @tab X @tab X
  221. @tab Only uncompressed GIFs are generated.
  222. @item BMP @tab X @tab X
  223. @tab Microsoft BMP image
  224. @item JPEG @tab X @tab X
  225. @tab Progressive JPEG is not supported.
  226. @item JPEG 2000 @tab @tab E
  227. @tab decoding supported through external library libopenjpeg
  228. @item JPEG-LS @tab X @tab X
  229. @item LJPEG @tab X @tab
  230. @tab Lossless JPEG
  231. @item PAM @tab X @tab X
  232. @tab PAM is a PNM extension with alpha support.
  233. @item PBM @tab X @tab X
  234. @tab Portable BitMap image
  235. @item PCX @tab @tab X
  236. @tab PC Paintbrush
  237. @item PGM @tab X @tab X
  238. @tab Portable GrayMap image
  239. @item PGMYUV @tab X @tab X
  240. @tab PGM with U and V components in YUV 4:2:0
  241. @item PNG @tab X @tab X
  242. @tab 2/4 bpp not supported yet
  243. @item PPM @tab X @tab X
  244. @tab Portable PixelMap image
  245. @item PTX @tab @tab X
  246. @tab V.Flash PTX format
  247. @item SGI @tab X @tab X
  248. @tab SGI RGB image format
  249. @item Sun Rasterfile @tab @tab X
  250. @tab Sun RAS image format
  251. @item TIFF @tab X @tab X
  252. @tab YUV, JPEG and some extension is not supported yet.
  253. @item Truevision Targa @tab X @tab X
  254. @tab Targa (.TGA) image format
  255. @end multitable
  256. @code{X} means that encoding (resp. decoding) is supported.
  257. @code{E} means that support is provided through an external library.
  258. @section Video Codecs
  259. @multitable @columnfractions .4 .1 .1 .4
  260. @item Name @tab Encoding @tab Decoding @tab Comments
  261. @item 4X Movie @tab @tab X
  262. @tab Used in certain computer games.
  263. @item 8SVX exponential @tab @tab X
  264. @item 8SVX fibonacci @tab @tab X
  265. @item American Laser Games MM @tab @tab X
  266. @tab Used in games like Mad Dog McCree.
  267. @item AMV Video @tab @tab X
  268. @tab Used in Chinese MP3 players.
  269. @item Apple MJPEG-B @tab @tab X
  270. @item Apple QuickDraw @tab @tab X
  271. @tab fourcc: qdrw
  272. @item Asus v1 @tab X @tab X
  273. @tab fourcc: ASV1
  274. @item Asus v2 @tab X @tab X
  275. @tab fourcc: ASV2
  276. @item ATI VCR1 @tab @tab X
  277. @tab fourcc: VCR1
  278. @item ATI VCR2 @tab @tab X
  279. @tab fourcc: VCR2
  280. @item Autodesk Animator Flic video @tab @tab X
  281. @item Autodesk RLE @tab @tab X
  282. @tab fourcc: AASC
  283. @item AVS (Audio Video Standard) video @tab @tab X
  284. @tab Video encoding used by the Creature Shock game.
  285. @item Beam Software VB @tab @tab X
  286. @item Bethesda VID video @tab @tab X
  287. @tab Used in some games from Bethesda Softworks.
  288. @item Brute Force & Ignorance @tab @tab X
  289. @tab Used in the game Flash Traffic: City of Angels.
  290. @item C93 video @tab @tab X
  291. @tab Codec used in Cyberia game.
  292. @item CamStudio @tab @tab X
  293. @tab fourcc: CSCD
  294. @item Chinese AVS video @tab @tab X
  295. @tab AVS1-P2, JiZhun profile
  296. @item Delphine Software International CIN video @tab @tab X
  297. @tab Codec used in Delphine Software International games.
  298. @item Cinepak @tab @tab X
  299. @item Cirrus Logic AccuPak @tab @tab X
  300. @tab fourcc: CLJR
  301. @item Creative YUV (CYUV) @tab @tab X
  302. @item Dirac @tab E @tab E
  303. @tab supported through external libdirac/libschroedinger libraries
  304. @item DNxHD @tab X @tab X
  305. @tab aka SMPTE VC3
  306. @item Duck TrueMotion 1.0 @tab @tab X
  307. @tab fourcc: DUCK
  308. @item Duck TrueMotion 2.0 @tab @tab X
  309. @tab fourcc: TM20
  310. @item DV (Digital Video) @tab X @tab X
  311. @item Feeble Files/ScummVM DXA @tab @tab X
  312. @tab Codec originally used in Feeble Files game.
  313. @item Electronic Arts CMV video @tab @tab X
  314. @tab Used in NHL 95 game.
  315. @item Electronic Arts TGV video @tab @tab X
  316. @item Electronic Arts TGQ video @tab @tab X
  317. @item Electronic Arts TQI video @tab @tab X
  318. @item Escape 124 @tab @tab X
  319. @item FFmpeg codec #1 @tab X @tab X
  320. @tab experimental lossless codec (fourcc: FFV1)
  321. @item Flash Screen Video v1 @tab X @tab X
  322. @tab fourcc: FSV1
  323. @item Flash Video (FLV) @tab X @tab X
  324. @tab Sorenson H.263 used in Flash
  325. @item Fraps @tab @tab X
  326. @item H.261 @tab X @tab X
  327. @item H.263 / H.263-1996 @tab X @tab X
  328. @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
  329. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
  330. @tab encoding supported through external library libx264
  331. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
  332. @item HuffYUV @tab X @tab X
  333. @item HuffYUV FFmpeg variant @tab X @tab X
  334. @item IBM Ultimotion @tab @tab X
  335. @tab fourcc: ULTI
  336. @item id Cinematic video @tab @tab X
  337. @tab Used in Quake II.
  338. @item id RoQ video @tab X @tab X
  339. @tab Used in Quake III, Jedi Knight 2, other computer games.
  340. @item Intel H.263 @tab @tab X
  341. @item Intel Indeo 2 @tab @tab X
  342. @item Intel Indeo 3 @tab @tab X
  343. @item Interplay C93 @tab @tab X
  344. @tab Used in the game Cyberia from Interplay.
  345. @item Interplay MVE video @tab @tab X
  346. @tab Used in Interplay .MVE files.
  347. @item Karl Morton's video codec @tab @tab X
  348. @tab Codec used in Worms games.
  349. @item LCL (LossLess Codec Library) MSZH @tab @tab X
  350. @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
  351. @item LOCO @tab @tab X
  352. @item lossless MJPEG @tab X @tab X
  353. @item Microsoft RLE @tab @tab X
  354. @item Microsoft Video 1 @tab @tab X
  355. @item Mimic @tab @tab X
  356. @tab Used in MSN Messenger Webcam streams.
  357. @item Miro VideoXL @tab @tab X
  358. @tab fourcc: VIXL
  359. @item MJPEG (Motion JPEG) @tab X @tab X
  360. @item Motion Pixels video @tab @tab X
  361. @item MPEG-1 video @tab X @tab X
  362. @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
  363. @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
  364. @item MPEG-2 video @tab X @tab X
  365. @item MPEG-4 part 2 @tab X @tab X
  366. @ libxvidcore can be used alternatively for encoding.
  367. @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
  368. @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
  369. @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
  370. @item Nintendo Gamecube THP video @tab @tab X
  371. @item NuppelVideo/RTjpeg @tab @tab X
  372. @tab Video encoding used in NuppelVideo files.
  373. @item On2 VP3 @tab @tab X
  374. @tab still experimental
  375. @item On2 VP5 @tab @tab X
  376. @tab fourcc: VP50
  377. @item On2 VP6 @tab @tab X
  378. @tab fourcc: VP60,VP61,VP62
  379. @item planar RGB @tab @tab X
  380. @tab fourcc: 8BPS
  381. @item Q-team QPEG @tab @tab X
  382. @tab fourccs: QPEG, Q1.0, Q1.1
  383. @item QuickTime 8BPS video @tab @tab X
  384. @item QuickTime Animation (RLE) video @tab X @tab X
  385. @tab fourcc: 'rle '
  386. @item QuickTime Graphics (SMC) @tab @tab X
  387. @tab fourcc: 'smc '
  388. @item QuickTime video (RPZA) @tab @tab X
  389. @tab fourcc: rpza
  390. @item Raw Video @tab X @tab X
  391. @item RealVideo 1.0 @tab X @tab X
  392. @item RealVideo 2.0 @tab X @tab X
  393. @item RealVideo 3.0 @tab @tab X
  394. @tab still far from ideal
  395. @item RealVideo 4.0 @tab @tab X
  396. @item Renderware TXD (TeXture Dictionary) @tab @tab X
  397. @tab Texture dictionaries used by the Renderware Engine.
  398. @item RL2 video @tab @tab X
  399. @tab used in some games by Entertainment Software Partners
  400. @item Sierra VMD video @tab @tab X
  401. @tab Used in Sierra VMD files.
  402. @item Smacker video @tab @tab X
  403. @tab Video encoding used in Smacker.
  404. @item SMPTE VC-1 @tab @tab X
  405. @item Snow @tab X @tab X
  406. @tab experimental wavelet codec (fourcc: SNOW)
  407. @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
  408. @item Sorenson Vector Quantizer 1 @tab X @tab X
  409. @tab fourcc: SVQ1
  410. @item Sorenson Vector Quantizer 3 @tab @tab X
  411. @tab fourcc: SVQ3
  412. @item Sunplus JPEG (SP5X) @tab @tab X
  413. @tab fourcc: SP5X
  414. @item TechSmith Screen Capture Codec @tab @tab X
  415. @tab fourcc: TSCC
  416. @item Theora @tab E @tab X
  417. @tab encoding supported through external library libtheora
  418. @item Tiertex Limited SEQ video @tab @tab X
  419. @tab Codec used in DOS CD-ROM FlashBack game.
  420. @item VMware Screen Codec / VMware Video @tab @tab X
  421. @tab Codec used in videos captured by VMware.
  422. @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
  423. @item Windows Media Video 7 @tab X @tab X
  424. @item Windows Media Video 8 @tab X @tab X
  425. @item Windows Media Video 9 @tab @tab X
  426. @tab not completely working
  427. @item Wing Commander III / Xan @tab @tab X
  428. @tab Used in Wing Commander III .MVE files.
  429. @item Winnov WNV1 @tab @tab X
  430. @item WMV7 @tab X @tab X
  431. @item YAMAHA SMAF @tab X @tab X
  432. @item ZLIB @tab X @tab X
  433. @tab part of LCL, encoder experimental
  434. @item Zip Motion Blocks Video @tab X @tab X
  435. @tab Encoder works only in PAL8.
  436. @end multitable
  437. @code{X} means that encoding (resp. decoding) is supported.
  438. @code{E} means that support is provided through an external library.
  439. @section Audio Codecs
  440. @multitable @columnfractions .4 .1 .1 .4
  441. @item Name @tab Encoding @tab Decoding @tab Comments
  442. @item 8SVX audio @tab @tab X
  443. @item AAC @tab E @tab X
  444. @tab encoding supported through external library libfaac
  445. @item AC-3 @tab IX @tab X
  446. @item ADPCM 4X Movie @tab @tab X
  447. @item ADPCM CDROM XA @tab @tab X
  448. @item ADPCM Creative Technology @tab @tab X
  449. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  450. @item ADPCM Electronic Arts @tab @tab X
  451. @tab Used in various EA titles.
  452. @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
  453. @tab Used in Sim City 3000.
  454. @item ADPCM Electronic Arts R1 @tab @tab X
  455. @item ADPCM Electronic Arts R2 @tab @tab X
  456. @item ADPCM Electronic Arts R3 @tab @tab X
  457. @item ADPCM Electronic Arts XAS @tab @tab X
  458. @item ADPCM G.726 @tab X @tab X
  459. @item ADPCM IMA AMV @tab @tab X
  460. @tab Used in AMV files
  461. @item ADPCM IMA Electronic Arts EACS @tab @tab X
  462. @item ADPCM IMA Electronic Arts SEAD @tab @tab X
  463. @item ADPCM IMA Funcom @tab @tab X
  464. @item ADPCM IMA QuickTime @tab X @tab X
  465. @item ADPCM IMA Loki SDL MJPEG @tab @tab X
  466. @item ADPCM IMA WAV @tab X @tab X
  467. @item ADPCM IMA Westwood @tab @tab X
  468. @item ADPCM ISS IMA @tab @tab X
  469. @tab Used in FunCom games.
  470. @item ADPCM IMA Duck DK3 @tab @tab X
  471. @tab Used in some Sega Saturn console games.
  472. @item ADPCM IMA Duck DK4 @tab @tab X
  473. @tab Used in some Sega Saturn console games.
  474. @item ADPCM Microsoft @tab X @tab X
  475. @item ADPCM MS IMA @tab X @tab X
  476. @item ADPCM Nintendo Gamecube THP @tab @tab X
  477. @item ADPCM QT IMA @tab X @tab X
  478. @item ADPCM SEGA CRI ADX @tab X @tab X
  479. @tab Used in Sega Dreamcast games.
  480. @item ADPCM Shockwave Flash @tab X @tab X
  481. @item ADPCM SMJPEG IMA @tab @tab X
  482. @tab Used in certain Loki game ports.
  483. @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
  484. @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
  485. @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
  486. @item ADPCM Westwood Studios IMA @tab @tab X
  487. @tab Used in Westwood Studios games like Command and Conquer.
  488. @item ADPCM Yamaha @tab X @tab X
  489. @item AMR-NB @tab E @tab E
  490. @tab supported through external library libamrnb
  491. @item AMR-WB @tab E @tab E
  492. @tab supported through external library libamrwb
  493. @item Apple lossless audio @tab X @tab X
  494. @tab QuickTime fourcc 'alac'
  495. @item Atrac 3 @tab @tab X
  496. @item Delphine Software International CIN audio @tab @tab X
  497. @tab Codec used in Delphine Software International games.
  498. @item COOK @tab @tab X
  499. @tab All versions except 5.1 are supported.
  500. @item DCA (DTS Coherent Acoustics) @tab @tab X
  501. @item DPCM id RoQ @tab X @tab X
  502. @tab Used in Quake III, Jedi Knight 2, other computer games.
  503. @item DPCM Interplay @tab @tab X
  504. @tab Used in various Interplay computer games.
  505. @item DPCM Sierra Online @tab @tab X
  506. @tab Used in Sierra Online game audio files.
  507. @item DPCM Sol @tab @tab X
  508. @item DPCM Xan @tab @tab X
  509. @item DSP Group TrueSpeech @tab @tab X
  510. @item DV audio @tab @tab X
  511. @item Enhanced AC-3 @tab @tab X
  512. @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
  513. @item G.729 @tab @tab X
  514. @item GSM @tab E @tab E
  515. @tab supported through external library libgsm
  516. @item GSM Microsoft variant @tab E @tab E
  517. @tab supported through external library libgsm
  518. @item IMC (Intel Music Coder) @tab @tab X
  519. @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
  520. @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
  521. @item MLP(Meridian Lossless Packing)/TrueHD @tab @tab X
  522. @tab Used in DVD-Audio and Blu-Ray discs.
  523. @item Monkey's Audio @tab @tab X
  524. @tab Only versions 3.97-3.99 are supported.
  525. @item MP1 (MPEG audio layer 1) @tab @tab IX
  526. @item MP2 (MPEG audio layer 2) @tab IX @tab IX
  527. @item MP3 (MPEG audio layer 3) @tab E @tab IX
  528. @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
  529. @item Musepack SV7 @tab @tab X
  530. @item Musepack SV8 @tab @tab X
  531. @item Nellymoser Asao @tab X @tab X
  532. @item PCM A-law @tab X @tab X
  533. @item PCM mu-law @tab X @tab X
  534. @item PCM 16-bit little-endian planar @tab @tab X
  535. @item PCM 32-bit floating point big-endian @tab X @tab X
  536. @item PCM 32-bit floating point little-endian @tab X @tab X
  537. @item PCM 64-bit floating point big-endian @tab X @tab X
  538. @item PCM 64-bit floating point little-endian @tab X @tab X
  539. @item PCM D-Cinema audio signed 24-bit @tab X @tab X
  540. @item PCM signed 8-bit @tab X @tab X
  541. @item PCM signed 16-bit big-endian @tab X @tab X
  542. @item PCM signed 16-bit little-endian @tab X @tab X
  543. @item PCM signed 24-bit big-endian @tab X @tab X
  544. @item PCM signed 24-bit little-endian @tab X @tab X
  545. @item PCM signed 32-bit big-endian @tab X @tab X
  546. @item PCM signed 32-bit little-endian @tab X @tab X
  547. @item PCM unsigned 8-bit @tab X @tab X
  548. @item PCM unsigned 16-bit big-endian @tab X @tab X
  549. @item PCM unsigned 16-bit little-endian @tab X @tab X
  550. @item PCM unsigned 24-bit big-endian @tab X @tab X
  551. @item PCM unsigned 24-bit little-endian @tab X @tab X
  552. @item PCM unsigned 32-bit big-endian @tab X @tab X
  553. @item PCM unsigned 32-bit little-endian @tab X @tab X
  554. @item PCM Zork @tab X @tab X
  555. @item QCELP / PureVoice @tab @tab X
  556. @item QDesign Music Codec 2 @tab @tab X
  557. @tab There are still some distortions.
  558. @item RealAudio 1.0 (14.4K) @tab @tab X
  559. @tab Real 14400 bit/s codec
  560. @item RealAudio 2.0 (28.8K) @tab @tab X
  561. @tab Real 28800 bit/s codec
  562. @item RealAudio 3.0 (dnet) @tab IX @tab X
  563. @tab Real low bitrate AC-3 codec
  564. @item Shorten @tab @tab X
  565. @item Sierra VMD audio @tab @tab X
  566. @tab Used in Sierra VMD files.
  567. @item Smacker audio @tab @tab X
  568. @item Sonic @tab X @tab X
  569. @tab experimental codec
  570. @item Sonic lossless @tab X @tab X
  571. @tab experimental codec
  572. @item Speex @tab @tab E
  573. @tab supported through external library libspeex
  574. @item True Audio (TTA) @tab @tab X
  575. @item Vorbis @tab E @tab X
  576. @ A native but very primitive encoder exists.
  577. @item WavPack @tab @tab X
  578. @item Westwood Audio (SND1) @tab @tab X
  579. @item Windows Media Audio 1 @tab X @tab X
  580. @item Windows Media Audio 2 @tab X @tab X
  581. @tab Used in Origin's Wing Commander IV AVI files.
  582. @end multitable
  583. @code{X} means that encoding (resp. decoding) is supported.
  584. @code{E} means that support is provided through an external library.
  585. @code{I} means that an integer-only version is available, too (ensures high
  586. performance on systems without hardware floating point support).
  587. @section Subtitle Formats
  588. @multitable @columnfractions .4 .1 .1 .1 .1 .1
  589. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
  590. @item SSA/ASS @tab X @tab X
  591. @item DVB @tab X @tab X @tab X @tab X
  592. @item DVD @tab X @tab X @tab X @tab X
  593. @item XSUB @tab @tab @tab @tab X
  594. @end multitable
  595. @code{X} means that the feature is supported.
  596. @section Network Protocols
  597. @multitable @columnfractions .4 .1 .1 .1 .1 .1
  598. @item Name @tab Support
  599. @item file @tab X
  600. @item Gopher @tab X
  601. @item HTTP @tab X
  602. @item pipe @tab X
  603. @item RTP @tab X
  604. @item TCP @tab X
  605. @item UDP @tab X
  606. @end multitable
  607. @code{X} means that the protocol is supported.
  608. @chapter Platform Specific information
  609. @section BSD
  610. BSD make will not build FFmpeg, you need to install and use GNU Make
  611. (@file{gmake}).
  612. @section Windows
  613. To get help and instructions for building FFmpeg under Windows, check out
  614. the FFmpeg Windows Help Forum at
  615. @url{http://ffmpeg.arrozcru.org/}.
  616. @subsection Native Windows compilation
  617. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  618. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  619. You can find detailed installation
  620. instructions in the download section and the FAQ.
  621. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  622. installer provides. It also requires coreutils to be installed and many other
  623. packages updated to the latest version. The minimum version for some packages
  624. are listed below:
  625. @itemize
  626. @item bash 3.1
  627. @item msys-make 3.81-2 (note: not mingw32-make)
  628. @item w32api 3.13
  629. @item mingw-runtime 3.15
  630. @end itemize
  631. You will also need to pass @code{-fno-common} to the compiler to work around
  632. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  633. Within the MSYS shell, configure and make with:
  634. @example
  635. ./configure --enable-memalign-hack --extra-cflags=-fno-common
  636. make
  637. make install
  638. @end example
  639. This will install @file{ffmpeg.exe} along with many other development files
  640. to @file{/usr/local}. You may specify another install path using the
  641. @code{--prefix} option in @file{configure}.
  642. Notes:
  643. @itemize
  644. @item In order to compile FFplay, you must have the MinGW development library
  645. of SDL. Get it from @url{http://www.libsdl.org}.
  646. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  647. where SDL was installed. Verify that @file{sdl-config} can be launched from
  648. the MSYS command line.
  649. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  650. you can build libavutil, libavcodec and libavformat as DLLs.
  651. @end itemize
  652. @subsection Microsoft Visual C++ compatibility
  653. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  654. want to use the libav* libraries in your own applications, you can still
  655. compile those applications using MSVC++. But the libav* libraries you link
  656. to @emph{must} be built with MinGW. However, you will not be able to debug
  657. inside the libav* libraries, since MSVC++ does not recognize the debug
  658. symbols generated by GCC.
  659. We strongly recommend you to move over from MSVC++ to MinGW tools.
  660. This description of how to use the FFmpeg libraries with MSVC++ is based on
  661. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  662. you might have to modify the procedures slightly.
  663. @subsubsection Using static libraries
  664. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  665. @enumerate
  666. @item Create a new console application ("File / New / Project") and then
  667. select "Win32 Console Application". On the appropriate page of the
  668. Application Wizard, uncheck the "Precompiled headers" option.
  669. @item Write the source code for your application, or, for testing, just
  670. copy the code from an existing sample application into the source file
  671. that MSVC++ has already created for you. For example, you can copy
  672. @file{output_example.c} from the FFmpeg distribution.
  673. @item Open the "Project / Properties" dialog box. In the "Configuration"
  674. combo box, select "All Configurations" so that the changes you make will
  675. affect both debug and release builds. In the tree view on the left hand
  676. side, select "C/C++ / General", then edit the "Additional Include
  677. Directories" setting to contain the path where the FFmpeg includes were
  678. installed (i.e. @file{c:\msys\1.0\local\include}).
  679. Do not add MinGW's include directory here, or the include files will
  680. conflict with MSVC's.
  681. @item Still in the "Project / Properties" dialog box, select
  682. "Linker / General" from the tree view and edit the
  683. "Additional Library Directories" setting to contain the @file{lib}
  684. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  685. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  686. and the directory where MinGW's GCC libs are installed
  687. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  688. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  689. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  690. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  691. to the end of "Additional Dependencies".
  692. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  693. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  694. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  695. the "Configuration" combo box and make sure that "Runtime Library" is
  696. set to "Multi-threaded DLL".
  697. @item Click "OK" to close the "Project / Properties" dialog box.
  698. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  699. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  700. and install it in MSVC++'s include directory
  701. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  702. @item MSVC++ also does not understand the @code{inline} keyword used by
  703. FFmpeg, so you must add this line before @code{#include}ing libav*:
  704. @example
  705. #define inline _inline
  706. @end example
  707. @item Build your application, everything should work.
  708. @end enumerate
  709. @subsubsection Using shared libraries
  710. This is how to create DLL and LIB files that are compatible with MSVC++:
  711. @enumerate
  712. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  713. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  714. The standard location for @file{vcvars32.bat} is
  715. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  716. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  717. If this corresponds to your setup, add the following line as the first line
  718. of @file{msys.bat}:
  719. @example
  720. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  721. @end example
  722. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  723. and run @file{c:\msys\1.0\msys.bat} from there.
  724. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  725. from @file{Microsoft (R) Library Manager}, this means your environment
  726. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  727. is on the path and will be used by FFmpeg to create
  728. MSVC++-compatible import libraries.
  729. @item Build FFmpeg with
  730. @example
  731. ./configure --enable-shared --enable-memalign-hack
  732. make
  733. make install
  734. @end example
  735. Your install path (@file{/usr/local/} by default) should now have the
  736. necessary DLL and LIB files under the @file{bin} directory.
  737. @end enumerate
  738. To use those files with MSVC++, do the same as you would do with
  739. the static libraries, as described above. But in Step 4,
  740. you should only need to add the directory where the LIB files are installed
  741. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  742. installed in the @file{bin} directory. And instead of adding @file{libxx.a}
  743. files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
  744. @file{avutil.lib}. There should be no need for @file{libmingwex.a},
  745. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  746. statically linked into the DLLs. The @file{bin} directory contains a bunch
  747. of DLL files, but the ones that are actually used to run your application
  748. are the ones with a major version number in their filenames
  749. (i.e. @file{avcodec-51.dll}).
  750. @subsection Cross compilation for Windows with Linux
  751. You must use the MinGW cross compilation tools available at
  752. @url{http://www.mingw.org/}.
  753. Then configure FFmpeg with the following options:
  754. @example
  755. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  756. @end example
  757. (you can change the cross-prefix according to the prefix chosen for the
  758. MinGW tools).
  759. Then you can easily test FFmpeg with Wine
  760. (@url{http://www.winehq.com/}).
  761. @subsection Compilation under Cygwin
  762. The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
  763. does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
  764. or leverage the implementation in MinGW (as explained below).
  765. Just install your Cygwin with all the "Base" packages, plus the
  766. following "Devel" ones:
  767. @example
  768. binutils, gcc-core, make, subversion, mingw-runtime, diffutils
  769. @end example
  770. The experimental gcc4 package is still buggy, hence please
  771. use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
  772. Install the current binutils-20080624-2 as they work fine (the old
  773. binutils-20060709-1 proved buggy on shared builds).
  774. Then create a small library that just contains llrint():
  775. @example
  776. ar x /usr/lib/mingw/libmingwex.a llrint.o
  777. ar cq /usr/local/lib/libllrint.a llrint.o
  778. @end example
  779. Then run
  780. @example
  781. ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  782. @end example
  783. to make a static build or
  784. @example
  785. ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
  786. @end example
  787. to build shared libraries.
  788. If you want to build FFmpeg with additional libraries, download Cygwin
  789. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  790. @example
  791. libogg-devel, libvorbis-devel
  792. @end example
  793. These library packages are only available from Cygwin Ports
  794. (@url{http://sourceware.org/cygwinports/}) :
  795. @example
  796. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
  797. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  798. libxvidcore-devel
  799. @end example
  800. The recommendation for libnut and x264 is to build them from source by
  801. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  802. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  803. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  804. @subsection Crosscompilation for Windows under Cygwin
  805. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  806. Just install your Cygwin as explained before, plus these additional
  807. "Devel" packages:
  808. @example
  809. gcc-mingw-core, mingw-runtime, mingw-zlib
  810. @end example
  811. and add some special flags to your configure invocation.
  812. For a static build run
  813. @example
  814. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  815. @end example
  816. and for a build with shared libraries
  817. @example
  818. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  819. @end example
  820. @section BeOS
  821. BeOS support is broken in mysterious ways.
  822. @section OS/2
  823. For information about compiling FFmpeg on OS/2 see
  824. @url{http://www.edm2.com/index.php/FFmpeg}.
  825. @chapter Developers Guide
  826. @section API
  827. @itemize @bullet
  828. @item libavcodec is the library containing the codecs (both encoding and
  829. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  830. @item libavformat is the library containing the file format handling (mux and
  831. demux code for several formats). Look at @file{ffplay.c} to use it in a
  832. player. See @file{output_example.c} to use it to generate audio or video
  833. streams.
  834. @end itemize
  835. @section Integrating libavcodec or libavformat in your program
  836. You can integrate all the source code of the libraries to link them
  837. statically to avoid any version problem. All you need is to provide a
  838. 'config.mak' and a 'config.h' in the parent directory. See the defines
  839. generated by ./configure to understand what is needed.
  840. You can use libavcodec or libavformat in your commercial program, but
  841. @emph{any patch you make must be published}. The best way to proceed is
  842. to send your patches to the FFmpeg mailing list.
  843. @node Coding Rules
  844. @section Coding Rules
  845. FFmpeg is programmed in the ISO C90 language with a few additional
  846. features from ISO C99, namely:
  847. @itemize @bullet
  848. @item
  849. the @samp{inline} keyword;
  850. @item
  851. @samp{//} comments;
  852. @item
  853. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  854. @item
  855. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  856. @end itemize
  857. These features are supported by all compilers we care about, so we will not
  858. accept patches to remove their use unless they absolutely do not impair
  859. clarity and performance.
  860. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  861. compiles with several other compilers, such as the Compaq ccc compiler
  862. or Sun Studio 9, and we would like to keep it that way unless it would
  863. be exceedingly involved. To ensure compatibility, please do not use any
  864. additional C99 features or GCC extensions. Especially watch out for:
  865. @itemize @bullet
  866. @item
  867. mixing statements and declarations;
  868. @item
  869. @samp{long long} (use @samp{int64_t} instead);
  870. @item
  871. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  872. @item
  873. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  874. @end itemize
  875. Indent size is 4.
  876. The presentation is the one specified by 'indent -i4 -kr -nut'.
  877. The TAB character is forbidden outside of Makefiles as is any
  878. form of trailing whitespace. Commits containing either will be
  879. rejected by the Subversion repository.
  880. The main priority in FFmpeg is simplicity and small code size in order to
  881. minimize the bug count.
  882. Comments: Use the JavaDoc/Doxygen
  883. format (see examples below) so that code documentation
  884. can be generated automatically. All nontrivial functions should have a comment
  885. above them explaining what the function does, even if it is just one sentence.
  886. All structures and their member variables should be documented, too.
  887. @example
  888. /**
  889. * @@file mpeg.c
  890. * MPEG codec.
  891. * @@author ...
  892. */
  893. /**
  894. * Summary sentence.
  895. * more text ...
  896. * ...
  897. */
  898. typedef struct Foobar@{
  899. int var1; /**< var1 description */
  900. int var2; ///< var2 description
  901. /** var3 description */
  902. int var3;
  903. @} Foobar;
  904. /**
  905. * Summary sentence.
  906. * more text ...
  907. * ...
  908. * @@param my_parameter description of my_parameter
  909. * @@return return value description
  910. */
  911. int myfunc(int my_parameter)
  912. ...
  913. @end example
  914. fprintf and printf are forbidden in libavformat and libavcodec,
  915. please use av_log() instead.
  916. Casts should be used only when necessary. Unneeded parentheses
  917. should also be avoided if they don't make the code easier to understand.
  918. @section Development Policy
  919. @enumerate
  920. @item
  921. Contributions should be licensed under the LGPL 2.1, including an
  922. "or any later version" clause, or the MIT license. GPL 2 including
  923. an "or any later version" clause is also acceptable, but LGPL is
  924. preferred.
  925. @item
  926. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  927. enabled code which breaks compilation or compiles but does not work or
  928. breaks the regression tests)
  929. You can commit unfinished stuff (for testing etc), but it must be disabled
  930. (#ifdef etc) by default so it does not interfere with other developers'
  931. work.
  932. @item
  933. You do not have to over-test things. If it works for you, and you think it
  934. should work for others, then commit. If your code has problems
  935. (portability, triggers compiler bugs, unusual environment etc) they will be
  936. reported and eventually fixed.
  937. @item
  938. Do not commit unrelated changes together, split them into self-contained
  939. pieces. Also do not forget that if part B depends on part A, but A does not
  940. depend on B, then A can and should be committed first and separate from B.
  941. Keeping changes well split into self-contained parts makes reviewing and
  942. understanding them on the commit log mailing list easier. This also helps
  943. in case of debugging later on.
  944. Also if you have doubts about splitting or not splitting, do not hesitate to
  945. ask/discuss it on the developer mailing list.
  946. @item
  947. Do not change behavior of the program (renaming options etc) without
  948. first discussing it on the ffmpeg-devel mailing list. Do not remove
  949. functionality from the code. Just improve!
  950. Note: Redundant code can be removed.
  951. @item
  952. Do not commit changes to the build system (Makefiles, configure script)
  953. which change behavior, defaults etc, without asking first. The same
  954. applies to compiler warning fixes, trivial looking fixes and to code
  955. maintained by other developers. We usually have a reason for doing things
  956. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  957. list, and if the code maintainers say OK, you may commit. This does not
  958. apply to files you wrote and/or maintain.
  959. @item
  960. We refuse source indentation and other cosmetic changes if they are mixed
  961. with functional changes, such commits will be rejected and removed. Every
  962. developer has his own indentation style, you should not change it. Of course
  963. if you (re)write something, you can use your own style, even though we would
  964. prefer if the indentation throughout FFmpeg was consistent (Many projects
  965. force a given indentation style - we do not.). If you really need to make
  966. indentation changes (try to avoid this), separate them strictly from real
  967. changes.
  968. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  969. then either do NOT change the indentation of the inner part within (do not
  970. move it to the right)! or do so in a separate commit
  971. @item
  972. Always fill out the commit log message. Describe in a few lines what you
  973. changed and why. You can refer to mailing list postings if you fix a
  974. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  975. @item
  976. If you apply a patch by someone else, include the name and email address in
  977. the log message. Since the ffmpeg-cvslog mailing list is publicly
  978. archived you should add some SPAM protection to the email address. Send an
  979. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  980. you applied the patch.
  981. @item
  982. When applying patches that have been discussed (at length) on the mailing
  983. list, reference the thread in the log message.
  984. @item
  985. Do NOT commit to code actively maintained by others without permission.
  986. Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
  987. timeframe (12h for build failures and security fixes, 3 days small changes,
  988. 1 week for big patches) then commit your patch if you think it is OK.
  989. Also note, the maintainer can simply ask for more time to review!
  990. @item
  991. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  992. are sent there and reviewed by all the other developers. Bugs and possible
  993. improvements or general questions regarding commits are discussed there. We
  994. expect you to react if problems with your code are uncovered.
  995. @item
  996. Update the documentation if you change behavior or add features. If you are
  997. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  998. maintainer(s) will review and commit your stuff.
  999. @item
  1000. Try to keep important discussions and requests (also) on the public
  1001. developer mailing list, so that all developers can benefit from them.
  1002. @item
  1003. Never write to unallocated memory, never write over the end of arrays,
  1004. always check values read from some untrusted source before using them
  1005. as array index or other risky things.
  1006. @item
  1007. Remember to check if you need to bump versions for the specific libav
  1008. parts (libavutil, libavcodec, libavformat) you are changing. You need
  1009. to change the version integer.
  1010. Incrementing the first component means no backward compatibility to
  1011. previous versions (e.g. removal of a function from the public API).
  1012. Incrementing the second component means backward compatible change
  1013. (e.g. addition of a function to the public API or extension of an
  1014. existing data structure).
  1015. Incrementing the third component means a noteworthy binary compatible
  1016. change (e.g. encoder bug fix that matters for the decoder).
  1017. @item
  1018. Compiler warnings indicate potential bugs or code with bad style. If a type of
  1019. warning always points to correct and clean code, that warning should
  1020. be disabled, not the code changed.
  1021. Thus the remaining warnings can either be bugs or correct code.
  1022. If it is a bug, the bug has to be fixed. If it is not, the code should
  1023. be changed to not generate a warning unless that causes a slowdown
  1024. or obfuscates the code.
  1025. @item
  1026. If you add a new file, give it a proper license header. Do not copy and
  1027. paste it from a random place, use an existing file as template.
  1028. @end enumerate
  1029. We think our rules are not too hard. If you have comments, contact us.
  1030. Note, these rules are mostly borrowed from the MPlayer project.
  1031. @section Submitting patches
  1032. First, (@pxref{Coding Rules}) above if you did not yet.
  1033. When you submit your patch, try to send a unified diff (diff '-up'
  1034. option). We cannot read other diffs :-)
  1035. Also please do not submit a patch which contains several unrelated changes.
  1036. Split it into separate, self-contained pieces. This does not mean splitting
  1037. file by file. Instead, make the patch as small as possible while still
  1038. keeping it as a logical unit that contains an individual change, even
  1039. if it spans multiple files. This makes reviewing your patches much easier
  1040. for us and greatly increases your chances of getting your patch applied.
  1041. Run the regression tests before submitting a patch so that you can
  1042. verify that there are no big problems.
  1043. Patches should be posted as base64 encoded attachments (or any other
  1044. encoding which ensures that the patch will not be trashed during
  1045. transmission) to the ffmpeg-devel mailing list, see
  1046. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  1047. It also helps quite a bit if you tell us what the patch does (for example
  1048. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  1049. and has no lrint()')
  1050. Also please if you send several patches, send each patch as a separate mail,
  1051. do not attach several unrelated patches to the same mail.
  1052. @section New codecs or formats checklist
  1053. @enumerate
  1054. @item
  1055. Did you use av_cold for codec initialization and close functions?
  1056. @item
  1057. Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
  1058. AVInputFormat/AVOutputFormat struct?
  1059. @item
  1060. Did you bump the minor version number in @file{avcodec.h} or
  1061. @file{avformat.h}?
  1062. @item
  1063. Did you register it in @file{allcodecs.c} or @file{allformats.c}?
  1064. @item
  1065. Did you add the CodecID to @file{avcodec.h}?
  1066. @item
  1067. If it has a fourcc, did you add it to @file{libavformat/riff.c},
  1068. even if it is only a decoder?
  1069. @item
  1070. Did you add a rule to compile the appropriate files in the Makefile?
  1071. Remember to do this even if you're just adding a format to a file that is
  1072. already being compiled by some other rule, like a raw demuxer.
  1073. @item
  1074. Did you add an entry to the table of supported formats or codecs in the
  1075. documentation?
  1076. @item
  1077. Did you add an entry in the Changelog?
  1078. @item
  1079. If it depends on a parser or a library, did you add that dependency in
  1080. configure?
  1081. @item
  1082. Did you "svn add" the appropriate files before commiting?
  1083. @end enumerate
  1084. @section patch submission checklist
  1085. @enumerate
  1086. @item
  1087. Do the regression tests pass with the patch applied?
  1088. @item
  1089. Does @code{make checkheaders} pass with the patch applied?
  1090. @item
  1091. Is the patch a unified diff?
  1092. @item
  1093. Is the patch against latest FFmpeg SVN?
  1094. @item
  1095. Are you subscribed to ffmpeg-dev?
  1096. (the list is subscribers only due to spam)
  1097. @item
  1098. Have you checked that the changes are minimal, so that the same cannot be
  1099. achieved with a smaller patch and/or simpler final code?
  1100. @item
  1101. If the change is to speed critical code, did you benchmark it?
  1102. @item
  1103. If you did any benchmarks, did you provide them in the mail?
  1104. @item
  1105. Have you checked that the patch does not introduce buffer overflows or
  1106. other security issues?
  1107. @item
  1108. Did you test your decoder or demuxer against damaged data? If no, see
  1109. tools/trasher and the noise bitstream filter. Your decoder or demuxer
  1110. should not crash or end in a (near) infinite loop when fed damaged data.
  1111. @item
  1112. Is the patch created from the root of the source tree, so it can be
  1113. applied with @code{patch -p0}?
  1114. @item
  1115. Does the patch not mix functional and cosmetic changes?
  1116. @item
  1117. Did you add tabs or trailing whitespace to the code? Both are forbidden.
  1118. @item
  1119. Is the patch attached to the email you send?
  1120. @item
  1121. Is the mime type of the patch correct? It should be text/x-diff or
  1122. text/x-patch or at least text/plain and not application/octet-stream.
  1123. @item
  1124. If the patch fixes a bug, did you provide a verbose analysis of the bug?
  1125. @item
  1126. If the patch fixes a bug, did you provide enough information, including
  1127. a sample, so the bug can be reproduced and the fix can be verified?
  1128. Note please do not attach samples >100k to mails but rather provide a
  1129. URL, you can upload to ftp://upload.ffmpeg.org
  1130. @item
  1131. Did you provide a verbose summary about what the patch does change?
  1132. @item
  1133. Did you provide a verbose explanation why it changes things like it does?
  1134. @item
  1135. Did you provide a verbose summary of the user visible advantages and
  1136. disadvantages if the patch is applied?
  1137. @item
  1138. Did you provide an example so we can verify the new feature added by the
  1139. patch easily?
  1140. @item
  1141. If you added a new file, did you insert a license header? It should be
  1142. taken from FFmpeg, not randomly copied and pasted from somewhere else.
  1143. @item
  1144. You should maintain alphabetical order in alphabetically ordered lists as
  1145. long as doing so does not break API/ABI compatibility.
  1146. @item
  1147. Lines with similar content should be aligned vertically when doing so
  1148. improves readability.
  1149. @item
  1150. Did you provide a suggestion for a clear commit log message?
  1151. @end enumerate
  1152. @section Patch review process
  1153. All patches posted to ffmpeg-devel will be reviewed, unless they contain a
  1154. clear note that the patch is not for SVN.
  1155. Reviews and comments will be posted as replies to the patch on the
  1156. mailing list. The patch submitter then has to take care of every comment,
  1157. that can be by resubmitting a changed patch or by discussion. Resubmitted
  1158. patches will themselves be reviewed like any other patch. If at some point
  1159. a patch passes review with no comments then it is approved, that can for
  1160. simple and small patches happen immediately while large patches will generally
  1161. have to be changed and reviewed many times before they are approved.
  1162. After a patch is approved it will be committed to the repository.
  1163. We will review all submitted patches, but sometimes we are quite busy so
  1164. especially for large patches this can take several weeks.
  1165. When resubmitting patches, please do not make any significant changes
  1166. not related to the comments received during review. Such patches will
  1167. be rejected. Instead, submit significant changes or new features as
  1168. separate patches.
  1169. @section Regression tests
  1170. Before submitting a patch (or committing to the repository), you should at least
  1171. test that you did not break anything.
  1172. The regression tests build a synthetic video stream and a synthetic
  1173. audio stream. These are then encoded and decoded with all codecs or
  1174. formats. The CRC (or MD5) of each generated file is recorded in a
  1175. result file. A 'diff' is launched to compare the reference results and
  1176. the result file.
  1177. The regression tests then go on to test the FFserver code with a
  1178. limited set of streams. It is important that this step runs correctly
  1179. as well.
  1180. Run 'make test' to test all the codecs and formats.
  1181. Run 'make fulltest' to test all the codecs, formats and FFserver.
  1182. [Of course, some patches may change the results of the regression tests. In
  1183. this case, the reference results of the regression tests shall be modified
  1184. accordingly].
  1185. @bye