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  1. \input texinfo @c -*- texinfo -*-
  2. @settitle FFmpeg Documentation
  3. @titlepage
  4. @sp 7
  5. @center @titlefont{FFmpeg Documentation}
  6. @sp 3
  7. @end titlepage
  8. @chapter Introduction
  9. FFmpeg is a very fast video and audio converter. It can also grab from
  10. a live audio/video source.
  11. The command line interface is designed to be intuitive, in the sense
  12. that FFmpeg tries to figure out all parameters that can possibly be
  13. derived automatically. You usually only have to specify the target
  14. bitrate you want.
  15. FFmpeg can also convert from any sample rate to any other, and resize
  16. video on the fly with a high quality polyphase filter.
  17. @chapter Quick Start
  18. @c man begin EXAMPLES
  19. @section Video and Audio grabbing
  20. FFmpeg can use a video4linux compatible video source and any Open Sound
  21. System audio source:
  22. @example
  23. ffmpeg /tmp/out.mpg
  24. @end example
  25. Note that you must activate the right video source and channel before
  26. launching FFmpeg with any TV viewer such as xawtv
  27. (@url{http://bytesex.org/xawtv/}) by Gerd Knorr. You also
  28. have to set the audio recording levels correctly with a
  29. standard mixer.
  30. @section Video and Audio file format conversion
  31. * FFmpeg can use any supported file format and protocol as input:
  32. Examples:
  33. * You can use YUV files as input:
  34. @example
  35. ffmpeg -i /tmp/test%d.Y /tmp/out.mpg
  36. @end example
  37. It will use the files:
  38. @example
  39. /tmp/test0.Y, /tmp/test0.U, /tmp/test0.V,
  40. /tmp/test1.Y, /tmp/test1.U, /tmp/test1.V, etc...
  41. @end example
  42. The Y files use twice the resolution of the U and V files. They are
  43. raw files, without header. They can be generated by all decent video
  44. decoders. You must specify the size of the image with the @option{-s} option
  45. if FFmpeg cannot guess it.
  46. * You can input from a raw YUV420P file:
  47. @example
  48. ffmpeg -i /tmp/test.yuv /tmp/out.avi
  49. @end example
  50. test.yuv is a file containing raw YUV planar data. Each frame is composed
  51. of the Y plane followed by the U and V planes at half vertical and
  52. horizontal resolution.
  53. * You can output to a raw YUV420P file:
  54. @example
  55. ffmpeg -i mydivx.avi hugefile.yuv
  56. @end example
  57. * You can set several input files and output files:
  58. @example
  59. ffmpeg -i /tmp/a.wav -s 640x480 -i /tmp/a.yuv /tmp/a.mpg
  60. @end example
  61. Converts the audio file a.wav and the raw YUV video file a.yuv
  62. to MPEG file a.mpg.
  63. * You can also do audio and video conversions at the same time:
  64. @example
  65. ffmpeg -i /tmp/a.wav -ar 22050 /tmp/a.mp2
  66. @end example
  67. Converts a.wav to MPEG audio at 22050Hz sample rate.
  68. * You can encode to several formats at the same time and define a
  69. mapping from input stream to output streams:
  70. @example
  71. ffmpeg -i /tmp/a.wav -ab 64 /tmp/a.mp2 -ab 128 /tmp/b.mp2 -map 0:0 -map 0:0
  72. @end example
  73. Converts a.wav to a.mp2 at 64 kbits and to b.mp2 at 128 kbits. '-map
  74. file:index' specifies which input stream is used for each output
  75. stream, in the order of the definition of output streams.
  76. * You can transcode decrypted VOBs
  77. @example
  78. ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800k -g 300 -bf 2 -acodec mp3 -ab 128 snatch.avi
  79. @end example
  80. This is a typical DVD ripping example; the input is a VOB file, the
  81. output an AVI file with MPEG-4 video and MP3 audio. Note that in this
  82. command we use B-frames so the MPEG-4 stream is DivX5 compatible, and
  83. GOP size is 300 which means one intra frame every 10 seconds for 29.97fps
  84. input video. Furthermore, the audio stream is MP3-encoded so you need
  85. to enable LAME support by passing @code{--enable-mp3lame} to configure.
  86. The mapping is particularly useful for DVD transcoding
  87. to get the desired audio language.
  88. NOTE: To see the supported input formats, use @code{ffmpeg -formats}.
  89. @c man end
  90. @chapter Invocation
  91. @section Syntax
  92. The generic syntax is:
  93. @example
  94. @c man begin SYNOPSIS
  95. ffmpeg [[infile options][@option{-i} @var{infile}]]... @{[outfile options] @var{outfile}@}...
  96. @c man end
  97. @end example
  98. @c man begin DESCRIPTION
  99. If no input file is given, audio/video grabbing is done.
  100. As a general rule, options are applied to the next specified
  101. file. For example, if you give the @option{-b 64k} option, it sets the video
  102. bitrate of the next file. The format option may be needed for raw input
  103. files.
  104. By default, FFmpeg tries to convert as losslessly as possible: It
  105. uses the same audio and video parameters for the outputs as the one
  106. specified for the inputs.
  107. @c man end
  108. @c man begin OPTIONS
  109. @section Main options
  110. @table @option
  111. @item -L
  112. Show license.
  113. @item -h
  114. Show help.
  115. @item -formats
  116. Show available formats, codecs, protocols, ...
  117. @item -f fmt
  118. Force format.
  119. @item -i filename
  120. input filename
  121. @item -y
  122. Overwrite output files.
  123. @item -t duration
  124. Set the recording time in seconds.
  125. @code{hh:mm:ss[.xxx]} syntax is also supported.
  126. @item -ss position
  127. Seek to given time position in seconds.
  128. @code{hh:mm:ss[.xxx]} syntax is also supported.
  129. @item -title string
  130. Set the title.
  131. @item -author string
  132. Set the author.
  133. @item -copyright string
  134. Set the copyright.
  135. @item -comment string
  136. Set the comment.
  137. @item -track number
  138. Set the track.
  139. @item -year number
  140. Set the year.
  141. @item -target type
  142. Specify target file type ("vcd", "svcd", "dvd", "dv", "pal-vcd",
  143. "ntsc-svcd", ... ). All the format options (bitrate, codecs,
  144. buffer sizes) are then set automatically. You can just type:
  145. @example
  146. ffmpeg -i myfile.avi -target vcd /tmp/vcd.mpg
  147. @end example
  148. Nevertheless you can specify additional options as long as you know
  149. they do not conflict with the standard, as in:
  150. @example
  151. ffmpeg -i myfile.avi -target vcd -bf 2 /tmp/vcd.mpg
  152. @end example
  153. @item -itsoffset offset
  154. Set the input time offset in seconds.
  155. @code{[-]hh:mm:ss[.xxx]} syntax is also supported.
  156. This option affects all the input files that follow it.
  157. The offset is added to the timestamps of the input files.
  158. Specifying a positive offset means that the corresponding
  159. streams are delayed by 'offset' seconds.
  160. @end table
  161. @section Video Options
  162. @table @option
  163. @item -b bitrate
  164. Set the video bitrate in bit/s (default = 200 kb/s).
  165. @item -r fps
  166. Set frame rate (default = 25).
  167. @item -s size
  168. Set frame size. The format is @samp{wxh} (default = 160x128).
  169. The following abbreviations are recognized:
  170. @table @samp
  171. @item sqcif
  172. 128x96
  173. @item qcif
  174. 176x144
  175. @item cif
  176. 352x288
  177. @item 4cif
  178. 704x576
  179. @end table
  180. @item -aspect aspect
  181. Set aspect ratio (4:3, 16:9 or 1.3333, 1.7777).
  182. @item -croptop size
  183. Set top crop band size (in pixels).
  184. @item -cropbottom size
  185. Set bottom crop band size (in pixels).
  186. @item -cropleft size
  187. Set left crop band size (in pixels).
  188. @item -cropright size
  189. Set right crop band size (in pixels).
  190. @item -padtop size
  191. Set top pad band size (in pixels).
  192. @item -padbottom size
  193. Set bottom pad band size (in pixels).
  194. @item -padleft size
  195. Set left pad band size (in pixels).
  196. @item -padright size
  197. Set right pad band size (in pixels).
  198. @item -padcolor (hex color)
  199. Set color of padded bands. The value for padcolor is expressed
  200. as a six digit hexadecimal number where the first two digits
  201. represent red, the middle two digits green and last two digits
  202. blue (default = 000000 (black)).
  203. @item -vn
  204. Disable video recording.
  205. @item -bt tolerance
  206. Set video bitrate tolerance (in bit/s).
  207. @item -maxrate bitrate
  208. Set max video bitrate tolerance (in bit/s).
  209. @item -minrate bitrate
  210. Set min video bitrate tolerance (in bit/s).
  211. @item -bufsize size
  212. Set rate control buffer size (in bits).
  213. @item -vcodec codec
  214. Force video codec to @var{codec}. Use the @code{copy} special value to
  215. tell that the raw codec data must be copied as is.
  216. @item -sameq
  217. Use same video quality as source (implies VBR).
  218. @item -pass n
  219. Select the pass number (1 or 2). It is useful to do two pass
  220. encoding. The statistics of the video are recorded in the first
  221. pass and the video is generated at the exact requested bitrate
  222. in the second pass.
  223. @item -passlogfile file
  224. Set two pass logfile name to @var{file}.
  225. @end table
  226. @section Advanced Video Options
  227. @table @option
  228. @item -g gop_size
  229. Set the group of pictures size.
  230. @item -intra
  231. Use only intra frames.
  232. @item -qscale q
  233. Use fixed video quantiser scale (VBR).
  234. @item -qmin q
  235. minimum video quantiser scale (VBR)
  236. @item -qmax q
  237. maximum video quantiser scale (VBR)
  238. @item -qdiff q
  239. maximum difference between the quantiser scales (VBR)
  240. @item -qblur blur
  241. video quantiser scale blur (VBR)
  242. @item -qcomp compression
  243. video quantiser scale compression (VBR)
  244. @item -rc_init_cplx complexity
  245. initial complexity for single pass encoding
  246. @item -b_qfactor factor
  247. qp factor between P- and B-frames
  248. @item -i_qfactor factor
  249. qp factor between P- and I-frames
  250. @item -b_qoffset offset
  251. qp offset between P- and B-frames
  252. @item -i_qoffset offset
  253. qp offset between P- and I-frames
  254. @item -rc_eq equation
  255. Set rate control equation (@pxref{FFmpeg formula
  256. evaluator}) (default = @code{tex^qComp}).
  257. @item -rc_override override
  258. rate control override for specific intervals
  259. @item -me method
  260. Set motion estimation method to @var{method}.
  261. Available methods are (from lowest to best quality):
  262. @table @samp
  263. @item zero
  264. Try just the (0, 0) vector.
  265. @item phods
  266. @item log
  267. @item x1
  268. @item epzs
  269. (default method)
  270. @item full
  271. exhaustive search (slow and marginally better than epzs)
  272. @end table
  273. @item -dct_algo algo
  274. Set DCT algorithm to @var{algo}. Available values are:
  275. @table @samp
  276. @item 0
  277. FF_DCT_AUTO (default)
  278. @item 1
  279. FF_DCT_FASTINT
  280. @item 2
  281. FF_DCT_INT
  282. @item 3
  283. FF_DCT_MMX
  284. @item 4
  285. FF_DCT_MLIB
  286. @item 5
  287. FF_DCT_ALTIVEC
  288. @end table
  289. @item -idct_algo algo
  290. Set IDCT algorithm to @var{algo}. Available values are:
  291. @table @samp
  292. @item 0
  293. FF_IDCT_AUTO (default)
  294. @item 1
  295. FF_IDCT_INT
  296. @item 2
  297. FF_IDCT_SIMPLE
  298. @item 3
  299. FF_IDCT_SIMPLEMMX
  300. @item 4
  301. FF_IDCT_LIBMPEG2MMX
  302. @item 5
  303. FF_IDCT_PS2
  304. @item 6
  305. FF_IDCT_MLIB
  306. @item 7
  307. FF_IDCT_ARM
  308. @item 8
  309. FF_IDCT_ALTIVEC
  310. @item 9
  311. FF_IDCT_SH4
  312. @item 10
  313. FF_IDCT_SIMPLEARM
  314. @end table
  315. @item -er n
  316. Set error resilience to @var{n}.
  317. @table @samp
  318. @item 1
  319. FF_ER_CAREFUL (default)
  320. @item 2
  321. FF_ER_COMPLIANT
  322. @item 3
  323. FF_ER_AGGRESSIVE
  324. @item 4
  325. FF_ER_VERY_AGGRESSIVE
  326. @end table
  327. @item -ec bit_mask
  328. Set error concealment to @var{bit_mask}. @var{bit_mask} is a bit mask of
  329. the following values:
  330. @table @samp
  331. @item 1
  332. FF_EC_GUESS_MVS (default = enabled)
  333. @item 2
  334. FF_EC_DEBLOCK (default = enabled)
  335. @end table
  336. @item -bf frames
  337. Use 'frames' B-frames (supported for MPEG-1, MPEG-2 and MPEG-4).
  338. @item -mbd mode
  339. macroblock decision
  340. @table @samp
  341. @item 0
  342. FF_MB_DECISION_SIMPLE: Use mb_cmp (cannot change it yet in FFmpeg).
  343. @item 1
  344. FF_MB_DECISION_BITS: Choose the one which needs the fewest bits.
  345. @item 2
  346. FF_MB_DECISION_RD: rate distortion
  347. @end table
  348. @item -4mv
  349. Use four motion vector by macroblock (MPEG-4 only).
  350. @item -part
  351. Use data partitioning (MPEG-4 only).
  352. @item -bug param
  353. Work around encoder bugs that are not auto-detected.
  354. @item -strict strictness
  355. How strictly to follow the standards.
  356. @item -aic
  357. Enable Advanced intra coding (h263+).
  358. @item -umv
  359. Enable Unlimited Motion Vector (h263+)
  360. @item -deinterlace
  361. Deinterlace pictures.
  362. @item -ilme
  363. Force interlacing support in encoder (MPEG-2 and MPEG-4 only).
  364. Use this option if your input file is interlaced and you want
  365. to keep the interlaced format for minimum losses.
  366. The alternative is to deinterlace the input stream with
  367. @option{-deinterlace}, but deinterlacing introduces losses.
  368. @item -psnr
  369. Calculate PSNR of compressed frames.
  370. @item -vstats
  371. Dump video coding statistics to @file{vstats_HHMMSS.log}.
  372. @item -vhook module
  373. Insert video processing @var{module}. @var{module} contains the module
  374. name and its parameters separated by spaces.
  375. @end table
  376. @section Audio Options
  377. @table @option
  378. @item -ar freq
  379. Set the audio sampling frequency (default = 44100 Hz).
  380. @item -ab bitrate
  381. Set the audio bitrate in kbit/s (default = 64).
  382. @item -ac channels
  383. Set the number of audio channels (default = 1).
  384. @item -an
  385. Disable audio recording.
  386. @item -acodec codec
  387. Force audio codec to @var{codec}. Use the @code{copy} special value to
  388. specify that the raw codec data must be copied as is.
  389. @end table
  390. @section Audio/Video grab options
  391. @table @option
  392. @item -vd device
  393. sEt video grab device (e.g. @file{/dev/video0}).
  394. @item -vc channel
  395. Set video grab channel (DV1394 only).
  396. @item -tvstd standard
  397. Set television standard (NTSC, PAL (SECAM)).
  398. @item -dv1394
  399. Set DV1394 grab.
  400. @item -ad device
  401. Set audio device (e.g. @file{/dev/dsp}).
  402. @end table
  403. @section Advanced options
  404. @table @option
  405. @item -map input stream id[:input stream id]
  406. Set stream mapping from input streams to output streams.
  407. Just enumerate the input streams in the order you want them in the output.
  408. [input stream id] sets the (input) stream to sync against.
  409. @item -debug
  410. Print specific debug info.
  411. @item -benchmark
  412. Add timings for benchmarking.
  413. @item -hex
  414. Dump each input packet.
  415. @item -bitexact
  416. Only use bit exact algorithms (for codec testing).
  417. @item -ps size
  418. Set packet size in bits.
  419. @item -re
  420. Read input at native frame rate. Mainly used to simulate a grab device.
  421. @item -loop
  422. Loop over the input stream. Currently it works only for image
  423. streams. This option is used for automatic FFserver testing.
  424. @item -loop_output number_of_times
  425. Repeatedly loop output for formats that support looping such as animated GIF
  426. (0 will loop the output infinitely).
  427. @item -vsync parameter
  428. Video sync method. Video will be stretched/squeezed to match the timestamps,
  429. it is done by duplicating and dropping frames. With -map you can select from
  430. which stream the timestamps should be taken. You can leave either video or
  431. audio unchanged and sync the remaining stream(s) to the unchanged one.
  432. @item -async samples_per_second
  433. Audio sync method. "Stretches/squeezes" the audio stream to match the timestamps,
  434. the parameter is the maximum samples per second by which the audio is changed.
  435. -async 1 is a special case where only the start of the audio stream is corrected
  436. without any later correction.
  437. @end table
  438. @node FFmpeg formula evaluator
  439. @section FFmpeg formula evaluator
  440. When evaluating a rate control string, FFmpeg uses an internal formula
  441. evaluator.
  442. The following binary operators are available: @code{+}, @code{-},
  443. @code{*}, @code{/}, @code{^}.
  444. The following unary operators are available: @code{+}, @code{-},
  445. @code{(...)}.
  446. The following functions are available:
  447. @table @var
  448. @item sinh(x)
  449. @item cosh(x)
  450. @item tanh(x)
  451. @item sin(x)
  452. @item cos(x)
  453. @item tan(x)
  454. @item exp(x)
  455. @item log(x)
  456. @item squish(x)
  457. @item gauss(x)
  458. @item abs(x)
  459. @item max(x, y)
  460. @item min(x, y)
  461. @item gt(x, y)
  462. @item lt(x, y)
  463. @item eq(x, y)
  464. @item bits2qp(bits)
  465. @item qp2bits(qp)
  466. @end table
  467. The following constants are available:
  468. @table @var
  469. @item PI
  470. @item E
  471. @item iTex
  472. @item pTex
  473. @item tex
  474. @item mv
  475. @item fCode
  476. @item iCount
  477. @item mcVar
  478. @item var
  479. @item isI
  480. @item isP
  481. @item isB
  482. @item avgQP
  483. @item qComp
  484. @item avgIITex
  485. @item avgPITex
  486. @item avgPPTex
  487. @item avgBPTex
  488. @item avgTex
  489. @end table
  490. @c man end
  491. @ignore
  492. @setfilename ffmpeg
  493. @settitle FFmpeg video converter
  494. @c man begin SEEALSO
  495. ffserver(1), ffplay(1) and the HTML documentation of @file{ffmpeg}.
  496. @c man end
  497. @c man begin AUTHOR
  498. Fabrice Bellard
  499. @c man end
  500. @end ignore
  501. @section Protocols
  502. The filename can be @file{-} to read from standard input or to write
  503. to standard output.
  504. FFmpeg also handles many protocols specified with an URL syntax.
  505. Use 'ffmpeg -formats' to see a list of the supported protocols.
  506. The protocol @code{http:} is currently used only to communicate with
  507. FFserver (see the FFserver documentation). When FFmpeg will be a
  508. video player it will also be used for streaming :-)
  509. @chapter Tips
  510. @itemize
  511. @item For streaming at very low bitrate application, use a low frame rate
  512. and a small GOP size. This is especially true for RealVideo where
  513. the Linux player does not seem to be very fast, so it can miss
  514. frames. An example is:
  515. @example
  516. ffmpeg -g 3 -r 3 -t 10 -b 50k -s qcif -f rv10 /tmp/b.rm
  517. @end example
  518. @item The parameter 'q' which is displayed while encoding is the current
  519. quantizer. The value 1 indicates that a very good quality could
  520. be achieved. The value 31 indicates the worst quality. If q=31 appears
  521. too often, it means that the encoder cannot compress enough to meet
  522. your bitrate. You must either increase the bitrate, decrease the
  523. frame rate or decrease the frame size.
  524. @item If your computer is not fast enough, you can speed up the
  525. compression at the expense of the compression ratio. You can use
  526. '-me zero' to speed up motion estimation, and '-intra' to disable
  527. motion estimation completely (you have only I-frames, which means it
  528. is about as good as JPEG compression).
  529. @item To have very low audio bitrates, reduce the sampling frequency
  530. (down to 22050 kHz for MPEG audio, 22050 or 11025 for AC3).
  531. @item To have a constant quality (but a variable bitrate), use the option
  532. '-qscale n' when 'n' is between 1 (excellent quality) and 31 (worst
  533. quality).
  534. @item When converting video files, you can use the '-sameq' option which
  535. uses the same quality factor in the encoder as in the decoder.
  536. It allows almost lossless encoding.
  537. @end itemize
  538. @chapter Supported File Formats and Codecs
  539. You can use the @code{-formats} option to have an exhaustive list.
  540. @section File Formats
  541. FFmpeg supports the following file formats through the @code{libavformat}
  542. library:
  543. @multitable @columnfractions .4 .1 .1 .4
  544. @item Supported File Format @tab Encoding @tab Decoding @tab Comments
  545. @item MPEG audio @tab X @tab X
  546. @item MPEG-1 systems @tab X @tab X
  547. @tab muxed audio and video
  548. @item MPEG-2 PS @tab X @tab X
  549. @tab also known as @code{VOB} file
  550. @item MPEG-2 TS @tab @tab X
  551. @tab also known as DVB Transport Stream
  552. @item ASF@tab X @tab X
  553. @item AVI@tab X @tab X
  554. @item WAV@tab X @tab X
  555. @item Macromedia Flash@tab X @tab X
  556. @tab Only embedded audio is decoded.
  557. @item FLV @tab X @tab X
  558. @tab Macromedia Flash video files
  559. @item Real Audio and Video @tab X @tab X
  560. @item Raw AC3 @tab X @tab X
  561. @item Raw MJPEG @tab X @tab X
  562. @item Raw MPEG video @tab X @tab X
  563. @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
  564. @item Raw CRI ADX audio @tab X @tab X
  565. @item Raw Shorten audio @tab @tab X
  566. @item SUN AU format @tab X @tab X
  567. @item NUT @tab X @tab X @tab NUT Open Container Format
  568. @item QuickTime @tab X @tab X
  569. @item MPEG-4 @tab X @tab X
  570. @tab MPEG-4 is a variant of QuickTime.
  571. @item Raw MPEG4 video @tab X @tab X
  572. @item DV @tab X @tab X
  573. @item 4xm @tab @tab X
  574. @tab 4X Technologies format, used in some games.
  575. @item Playstation STR @tab @tab X
  576. @item Id RoQ @tab @tab X
  577. @tab Used in Quake III, Jedi Knight 2, other computer games.
  578. @item Interplay MVE @tab @tab X
  579. @tab Format used in various Interplay computer games.
  580. @item WC3 Movie @tab @tab X
  581. @tab Multimedia format used in Origin's Wing Commander III computer game.
  582. @item Sega FILM/CPK @tab @tab X
  583. @tab Used in many Sega Saturn console games.
  584. @item Westwood Studios VQA/AUD @tab @tab X
  585. @tab Multimedia formats used in Westwood Studios games.
  586. @item Id Cinematic (.cin) @tab @tab X
  587. @tab Used in Quake II.
  588. @item FLIC format @tab @tab X
  589. @tab .fli/.flc files
  590. @item Sierra VMD @tab @tab X
  591. @tab Used in Sierra CD-ROM games.
  592. @item Sierra Online @tab @tab X
  593. @tab .sol files used in Sierra Online games.
  594. @item Matroska @tab @tab X
  595. @item Electronic Arts Multimedia @tab @tab X
  596. @tab Used in various EA games; files have extensions like WVE and UV2.
  597. @item Nullsoft Video (NSV) format @tab @tab X
  598. @item ADTS AAC audio @tab X @tab X
  599. @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
  600. @item American Laser Games MM @tab @tab X
  601. @tab Multimedia format used in games like Mad Dog McCree
  602. @item AVS @tab @tab X
  603. @tab Multimedia format used by the Creature Shock game.
  604. @item Smacker @tab @tab X
  605. @tab Multimedia format used by many games.
  606. @item GXF @tab @tab X
  607. @end multitable
  608. @code{X} means that encoding (resp. decoding) is supported.
  609. @section Image Formats
  610. FFmpeg can read and write images for each frame of a video sequence. The
  611. following image formats are supported:
  612. @multitable @columnfractions .4 .1 .1 .4
  613. @item Supported Image Format @tab Encoding @tab Decoding @tab Comments
  614. @item PGM, PPM @tab X @tab X
  615. @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
  616. @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
  617. @item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
  618. @item .Y.U.V @tab X @tab X @tab one raw file per component
  619. @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
  620. @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
  621. @item SGI @tab X @tab X @tab SGI RGB image format
  622. @end multitable
  623. @code{X} means that encoding (resp. decoding) is supported.
  624. @section Video Codecs
  625. @multitable @columnfractions .4 .1 .1 .4
  626. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  627. @item MPEG-1 video @tab X @tab X
  628. @item MPEG-2 video @tab X @tab X
  629. @item MPEG-4 @tab X @tab X @tab also known as DivX4/5
  630. @item MSMPEG4 V1 @tab X @tab X
  631. @item MSMPEG4 V2 @tab X @tab X
  632. @item MSMPEG4 V3 @tab X @tab X @tab also known as DivX3
  633. @item WMV7 @tab X @tab X
  634. @item WMV8 @tab X @tab X @tab not completely working
  635. @item H.261 @tab X @tab X
  636. @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
  637. @item H.264 @tab @tab X
  638. @item RealVideo 1.0 @tab X @tab X
  639. @item RealVideo 2.0 @tab X @tab X
  640. @item MJPEG @tab X @tab X
  641. @item lossless MJPEG @tab X @tab X
  642. @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported
  643. @item Apple MJPEG-B @tab @tab X
  644. @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
  645. @item DV @tab X @tab X
  646. @item HuffYUV @tab X @tab X
  647. @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
  648. @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
  649. @item Asus v1 @tab X @tab X @tab fourcc: ASV1
  650. @item Asus v2 @tab X @tab X @tab fourcc: ASV2
  651. @item Creative YUV @tab @tab X @tab fourcc: CYUV
  652. @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
  653. @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
  654. @item On2 VP3 @tab @tab X @tab still experimental
  655. @item On2 VP5 @tab @tab X @tab fourcc: VP50
  656. @item On2 VP6 @tab @tab X @tab fourcc: VP62
  657. @item Theora @tab @tab X @tab still experimental
  658. @item Intel Indeo 3 @tab @tab X
  659. @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
  660. @item Flash Screen Video @tab @tab X @tab fourcc: FSV1
  661. @item ATI VCR1 @tab @tab X @tab fourcc: VCR1
  662. @item ATI VCR2 @tab @tab X @tab fourcc: VCR2
  663. @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
  664. @item 4X Video @tab @tab X @tab Used in certain computer games.
  665. @item Sony Playstation MDEC @tab @tab X
  666. @item Id RoQ @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
  667. @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
  668. @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
  669. @item Apple Animation @tab @tab X @tab fourcc: 'rle '
  670. @item Apple Graphics @tab @tab X @tab fourcc: 'smc '
  671. @item Apple Video @tab @tab X @tab fourcc: rpza
  672. @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
  673. @item Cinepak @tab @tab X
  674. @item Microsoft RLE @tab @tab X
  675. @item Microsoft Video-1 @tab @tab X
  676. @item Westwood VQA @tab @tab X
  677. @item Id Cinematic Video @tab @tab X @tab Used in Quake II.
  678. @item Planar RGB @tab @tab X @tab fourcc: 8BPS
  679. @item FLIC video @tab @tab X
  680. @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
  681. @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
  682. @item VMD Video @tab @tab X @tab Used in Sierra VMD files.
  683. @item MSZH @tab @tab X @tab Part of LCL
  684. @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
  685. @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
  686. @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
  687. @item Miro VideoXL @tab @tab X @tab fourcc: VIXL
  688. @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
  689. @item LOCO @tab @tab X @tab
  690. @item Winnov WNV1 @tab @tab X @tab
  691. @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
  692. @item Fraps FPS1 @tab @tab X @tab
  693. @item CamStudio @tab @tab X @tab fourcc: CSCD
  694. @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree
  695. @item ZMBV @tab @tab X @tab
  696. @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game.
  697. @item Smacker Video @tab @tab X @tab Video encoding used in Smacker.
  698. @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files.
  699. @item KMVC @tab @tab X @tab Codec used in Worms games.
  700. @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware.
  701. @end multitable
  702. @code{X} means that encoding (resp. decoding) is supported.
  703. @section Audio Codecs
  704. @multitable @columnfractions .4 .1 .1 .1 .7
  705. @item Supported Codec @tab Encoding @tab Decoding @tab Comments
  706. @item MPEG audio layer 2 @tab IX @tab IX
  707. @item MPEG audio layer 1/3 @tab IX @tab IX
  708. @tab MP3 encoding is supported through the external library LAME.
  709. @item AC3 @tab IX @tab IX
  710. @tab liba52 is used internally for decoding.
  711. @item Vorbis @tab X @tab X
  712. @tab Supported through the external library libvorbis.
  713. @item WMA V1/V2 @tab @tab X
  714. @item AAC @tab X @tab X
  715. @tab Supported through the external library libfaac/libfaad.
  716. @item Microsoft ADPCM @tab X @tab X
  717. @item MS IMA ADPCM @tab X @tab X
  718. @item QT IMA ADPCM @tab @tab X
  719. @item 4X IMA ADPCM @tab @tab X
  720. @item G.726 ADPCM @tab X @tab X
  721. @item Duck DK3 IMA ADPCM @tab @tab X
  722. @tab Used in some Sega Saturn console games.
  723. @item Duck DK4 IMA ADPCM @tab @tab X
  724. @tab Used in some Sega Saturn console games.
  725. @item Westwood Studios IMA ADPCM @tab @tab X
  726. @tab Used in Westwood Studios games like Command and Conquer.
  727. @item SMJPEG IMA ADPCM @tab @tab X
  728. @tab Used in certain Loki game ports.
  729. @item CD-ROM XA ADPCM @tab @tab X
  730. @item CRI ADX ADPCM @tab X @tab X
  731. @tab Used in Sega Dreamcast games.
  732. @item Electronic Arts ADPCM @tab @tab X
  733. @tab Used in various EA titles.
  734. @item Creative ADPCM @tab @tab X
  735. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  736. @item RA144 @tab @tab X
  737. @tab Real 14400 bit/s codec
  738. @item RA288 @tab @tab X
  739. @tab Real 28800 bit/s codec
  740. @item RADnet @tab X @tab IX
  741. @tab Real low bitrate AC3 codec, liba52 is used for decoding.
  742. @item AMR-NB @tab X @tab X
  743. @tab Supported through an external library.
  744. @item AMR-WB @tab X @tab X
  745. @tab Supported through an external library.
  746. @item DV audio @tab @tab X
  747. @item Id RoQ DPCM @tab @tab X
  748. @tab Used in Quake III, Jedi Knight 2, other computer games.
  749. @item Interplay MVE DPCM @tab @tab X
  750. @tab Used in various Interplay computer games.
  751. @item Xan DPCM @tab @tab X
  752. @tab Used in Origin's Wing Commander IV AVI files.
  753. @item Sierra Online DPCM @tab @tab X
  754. @tab Used in Sierra Online game audio files.
  755. @item Apple MACE 3 @tab @tab X
  756. @item Apple MACE 6 @tab @tab X
  757. @item FLAC lossless audio @tab @tab X
  758. @item Shorten lossless audio @tab @tab X
  759. @item Apple lossless audio @tab @tab X
  760. @tab QuickTime fourcc 'alac'
  761. @item FFmpeg Sonic @tab X @tab X
  762. @tab experimental lossy/lossless codec
  763. @item Qdesign QDM2 @tab @tab X
  764. @tab there are still some distortions
  765. @item Real COOK @tab @tab X
  766. @tab All versions except 5.1 are supported
  767. @item DSP Group TrueSpeech @tab @tab X
  768. @item True Audio (TTA) @tab @tab X
  769. @item Smacker Audio @tab @tab X
  770. @item WavPack Audio @tab @tab X
  771. @end multitable
  772. @code{X} means that encoding (resp. decoding) is supported.
  773. @code{I} means that an integer-only version is available, too (ensures high
  774. performance on systems without hardware floating point support).
  775. @chapter Platform Specific information
  776. @section Linux
  777. FFmpeg should be compiled with at least GCC 2.95.3. GCC 3.2 is the
  778. preferred compiler now for FFmpeg. All future optimizations will depend on
  779. features only found in GCC 3.2.
  780. @section BSD
  781. BSD make will not build FFmpeg, you need to install and use GNU Make
  782. (@file{gmake}).
  783. @section Windows
  784. @subsection Native Windows compilation
  785. @itemize
  786. @item Install the current versions of MSYS and MinGW from
  787. @url{http://www.mingw.org/}. You can find detailed installation
  788. instructions in the download section and the FAQ.
  789. @item If you want to test the FFplay, also download
  790. the MinGW development library of SDL 1.2.x
  791. (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
  792. @url{http://www.libsdl.org}. Unpack it in a temporary directory, and
  793. unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
  794. directory. Edit the @file{sdl-config} script so that it gives the
  795. correct SDL directory when invoked.
  796. @item Extract the current version of FFmpeg.
  797. @item Start the MSYS shell (file @file{msys.bat}).
  798. @item Change to the FFmpeg directory and follow
  799. the instructions of how to compile FFmpeg (file
  800. @file{INSTALL}). Usually, launching @file{./configure} and @file{make}
  801. suffices. If you have problems using SDL, verify that
  802. @file{sdl-config} can be launched from the MSYS command line.
  803. @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
  804. @file{make install}. Don't forget to copy @file{SDL.dll} to the place
  805. you launch @file{ffplay} from.
  806. @end itemize
  807. Notes:
  808. @itemize
  809. @item The target @file{make wininstaller} can be used to create a
  810. Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
  811. must be copied to the FFmpeg directory in order to build the
  812. installer.
  813. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  814. you can build @file{avcodec.dll} and @file{avformat.dll}. With
  815. @code{make install} you install the FFmpeg DLLs and the associated
  816. headers in @file{Program Files/FFmpeg}.
  817. @item Visual C++ compatibility: If you used @code{./configure --enable-shared}
  818. when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
  819. C++ @code{lib} tool to build @code{avcodec.lib} and
  820. @code{avformat.lib}. With these libraries you can link your Visual C++
  821. code directly with the FFmpeg DLLs (see below).
  822. @end itemize
  823. @subsection Visual C++ compatibility
  824. FFmpeg will not compile under Visual C++ -- and it has too many
  825. dependencies on the GCC compiler to make a port viable. However,
  826. if you want to use the FFmpeg libraries in your own applications,
  827. you can still compile those applications using Visual C++. An
  828. important restriction to this is that you have to use the
  829. dynamically linked versions of the FFmpeg libraries (i.e. the
  830. DLLs), and you have to make sure that Visual-C++-compatible
  831. import libraries are created during the FFmpeg build process.
  832. This description of how to use the FFmpeg libraries with Visual C++ is
  833. based on Visual C++ 2005 Express Edition Beta 2. If you have a different
  834. version, you might have to modify the procedures slightly.
  835. Here are the step-by-step instructions for building the FFmpeg libraries
  836. so they can be used with Visual C++:
  837. @enumerate
  838. @item Install Visual C++ (if you haven't done so already).
  839. @item Install MinGW and MSYS as described above.
  840. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  841. variables for the Visual C++ tools) as the first line of
  842. @file{msys.bat}. The standard location for @file{vcvars32.bat} is
  843. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  844. and the standard location for @file{msys.bat} is
  845. @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the
  846. following line as the first line of @file{msys.bat}:
  847. @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
  848. @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.
  849. If you get a help message with the command line options of @code{link.exe},
  850. this means your environment variables are set up correctly, the
  851. Microsoft linker is on the path and will be used by FFmpeg to
  852. create Visual-C++-compatible import libraries.
  853. @item Extract the current version of FFmpeg and change to the FFmpeg directory.
  854. @item Type the command
  855. @code{./configure --enable-shared --disable-static --enable-memalign-hack}
  856. to configure and, if that didn't produce any errors,
  857. type @code{make} to build FFmpeg.
  858. @item The subdirectories @file{libavformat}, @file{libavcodec}, and
  859. @file{libavutil} should now contain the files @file{avformat.dll},
  860. @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},
  861. @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three
  862. DLLs to your System32 directory (typically @file{C:\Windows\System32}).
  863. @end enumerate
  864. And here is how to use these libraries with Visual C++:
  865. @enumerate
  866. @item Create a new console application ("File / New / Project") and then
  867. select "Win32 Console Application". On the appropriate page of the
  868. Application Wizard, uncheck the "Precompiled headers" option.
  869. @item Write the source code for your application, or, for testing, just
  870. copy the code from an existing sample application into the source file
  871. that Visual C++ has already created for you. (Note that your source
  872. filehas to have a @code{.cpp} extension; otherwise, Visual C++ won't
  873. compile the FFmpeg headers correctly because in C mode, it doesn't
  874. recognize the @code{inline} keyword.) For example, you can copy
  875. @file{output_example.c} from the FFmpeg distribution (but you will
  876. have to make minor modifications so the code will compile under
  877. C++, see below).
  878. @item Open the "Project / Properties" dialog box. In the "Configuration"
  879. combo box, select "All Configurations" so that the changes you make will
  880. affect both debug and release builds. In the tree view on the left hand
  881. side, select "C/C++ / General", then edit the "Additional Include
  882. Directories" setting to contain the complete paths to the
  883. @file{libavformat}, @file{libavcodec}, and @file{libavutil}
  884. subdirectories of your FFmpeg directory. Note that the directories have
  885. to be separated using semicolons. Now select "Linker / General" from the
  886. tree view and edit the "Additional Library Directories" setting to
  887. contain the same three directories.
  888. @item Still in the "Project / Properties" dialog box, select "Linker / Input"
  889. from the tree view, then add the files @file{avformat.lib},
  890. @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional
  891. Dependencies". Note that the names of the libraries have to be separated
  892. using spaces.
  893. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  894. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  895. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  896. the "Configuration" combo box and make sure that "Runtime Library" is
  897. set to "Multi-threaded DLL".
  898. @item Click "OK" to close the "Project / Properties" dialog box and build
  899. the application. Hopefully, it should compile and run cleanly. If you
  900. used @file{output_example.c} as your sample application, you will get a
  901. few compiler errors, but they are easy to fix. The first type of error
  902. occurs because Visual C++ doesn't allow an @code{int} to be converted to
  903. an @code{enum} without a cast. To solve the problem, insert the required
  904. casts (this error occurs once for a @code{CodecID} and once for a
  905. @code{CodecType}). The second type of error occurs because C++ requires
  906. the return value of @code{malloc} to be cast to the exact type of the
  907. pointer it is being assigned to. Visual C++ will complain that, for
  908. example, @code{(void *)} is being assigned to @code{(uint8_t *)} without
  909. an explicit cast. So insert an explicit cast in these places to silence
  910. the compiler. The third type of error occurs because the @code{snprintf}
  911. library function is called @code{_snprintf} under Visual C++. So just
  912. add an underscore to fix the problem. With these changes,
  913. @file{output_example.c} should compile under Visual C++, and the
  914. resulting executable should produce valid video files.
  915. @end enumerate
  916. @subsection Cross compilation for Windows with Linux
  917. You must use the MinGW cross compilation tools available at
  918. @url{http://www.mingw.org/}.
  919. Then configure FFmpeg with the following options:
  920. @example
  921. ./configure --enable-mingw32 --cross-prefix=i386-mingw32msvc-
  922. @end example
  923. (you can change the cross-prefix according to the prefix chosen for the
  924. MinGW tools).
  925. Then you can easily test FFmpeg with Wine
  926. (@url{http://www.winehq.com/}).
  927. @subsection Compilation under Cygwin
  928. Cygwin works very much like Unix.
  929. Just install your Cygwin with all the "Base" packages, plus the
  930. following "Devel" ones:
  931. @example
  932. binutils, gcc-core, make, subversion
  933. @end example
  934. Do not install binutils-20060709-1 (they are buggy on shared builds);
  935. use binutils-20050610-1 instead.
  936. Then run
  937. @example
  938. ./configure --enable-static --disable-shared
  939. @end example
  940. to make a static build or
  941. @example
  942. ./configure --enable-shared --disable-static
  943. @end example
  944. to build shared libraries.
  945. If you want to build FFmpeg with additional libraries, download Cygwin
  946. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository
  947. and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
  948. (@url{http://cygwinports.dotsrc.org/}).
  949. @subsection Crosscompilation for Windows under Cygwin
  950. With Cygwin you can create Windows binaries that don't need the cygwin1.dll.
  951. Just install your Cygwin as explained before, plus these additional
  952. "Devel" packages:
  953. @example
  954. gcc-mingw-core, mingw-runtime, mingw-zlib
  955. @end example
  956. and add some special flags to your configure invocation.
  957. For a static build run
  958. @example
  959. ./configure --enable-mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  960. @end example
  961. and for a build with shared libraries
  962. @example
  963. ./configure --enable-mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  964. @end example
  965. @section Mac OS X
  966. @section BeOS
  967. The configure script should guess the configuration itself.
  968. Networking support is currently not finished.
  969. errno issues fixed by Andrew Bachmann.
  970. Old stuff:
  971. François Revol - revol at free dot fr - April 2002
  972. The configure script should guess the configuration itself,
  973. however I still didn't test building on the net_server version of BeOS.
  974. FFserver is broken (needs poll() implementation).
  975. There are still issues with errno codes, which are negative in BeOS, and
  976. that FFmpeg negates when returning. This ends up turning errors into
  977. valid results, then crashes.
  978. (To be fixed)
  979. @chapter Developers Guide
  980. @section API
  981. @itemize @bullet
  982. @item libavcodec is the library containing the codecs (both encoding and
  983. decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
  984. @item libavformat is the library containing the file format handling (mux and
  985. demux code for several formats). Look at @file{ffplay.c} to use it in a
  986. player. See @file{output_example.c} to use it to generate audio or video
  987. streams.
  988. @end itemize
  989. @section Integrating libavcodec or libavformat in your program
  990. You can integrate all the source code of the libraries to link them
  991. statically to avoid any version problem. All you need is to provide a
  992. 'config.mak' and a 'config.h' in the parent directory. See the defines
  993. generated by ./configure to understand what is needed.
  994. You can use libavcodec or libavformat in your commercial program, but
  995. @emph{any patch you make must be published}. The best way to proceed is
  996. to send your patches to the FFmpeg mailing list.
  997. @node Coding Rules
  998. @section Coding Rules
  999. FFmpeg is programmed in the ISO C90 language with a few additional
  1000. features from ISO C99, namely:
  1001. @itemize @bullet
  1002. @item
  1003. the @samp{inline} keyword;
  1004. @item
  1005. @samp{//} comments;
  1006. @item
  1007. designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
  1008. @item
  1009. compound literals (@samp{x = (struct s) @{ 17, 23 @};})
  1010. @end itemize
  1011. These features are supported by all compilers we care about, so we won't
  1012. accept patches to remove their use unless they absolutely don't impair
  1013. clarity and performance.
  1014. All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
  1015. compiles with several other compilers, such as the Compaq ccc compiler
  1016. or Sun Studio 9, and we would like to keep it that way unless it would
  1017. be exceedingly involved. To ensure compatibility, please don't use any
  1018. additional C99 features or GCC extensions. Especially watch out for:
  1019. @itemize @bullet
  1020. @item
  1021. mixing statements and declarations;
  1022. @item
  1023. @samp{long long} (use @samp{int64_t} instead);
  1024. @item
  1025. @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
  1026. @item
  1027. GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
  1028. @end itemize
  1029. Indent size is 4.
  1030. The presentation is the one specified by 'indent -i4 -kr -nut'.
  1031. The TAB character is forbidden outside of Makefiles as is any
  1032. form of trailing whitespace. Commits containing either will be
  1033. rejected by the Subversion repository.
  1034. Main priority in FFmpeg is simplicity and small code size (=less
  1035. bugs).
  1036. Comments: Use the JavaDoc/Doxygen
  1037. format (see examples below) so that code documentation
  1038. can be generated automatically. All nontrivial functions should have a comment
  1039. above them explaining what the function does, even if it's just one sentence.
  1040. All structures and their member variables should be documented, too.
  1041. @example
  1042. /**
  1043. * @@file mpeg.c
  1044. * MPEG codec.
  1045. * @@author ...
  1046. */
  1047. /**
  1048. * Summary sentence.
  1049. * more text ...
  1050. * ...
  1051. */
  1052. typedef struct Foobar@{
  1053. int var1; /**< var1 description */
  1054. int var2; ///< var2 description
  1055. /** var3 description */
  1056. int var3;
  1057. @} Foobar;
  1058. /**
  1059. * Summary sentence.
  1060. * more text ...
  1061. * ...
  1062. * @@param my_parameter description of my_parameter
  1063. * @@return return value description
  1064. */
  1065. int myfunc(int my_parameter)
  1066. ...
  1067. @end example
  1068. fprintf and printf are forbidden in libavformat and libavcodec,
  1069. please use av_log() instead.
  1070. @section Development Policy
  1071. @enumerate
  1072. @item
  1073. You must not commit code which breaks FFmpeg! (Meaning unfinished but
  1074. enabled code which breaks compilation or compiles but does not work or
  1075. breaks the regression tests)
  1076. You can commit unfinished stuff (for testing etc), but it must be disabled
  1077. (#ifdef etc) by default so it does not interfere with other developers'
  1078. work.
  1079. @item
  1080. You don't have to over-test things. If it works for you, and you think it
  1081. should work for others, then commit. If your code has problems
  1082. (portability, triggers compiler bugs, unusual environment etc) they will be
  1083. reported and eventually fixed.
  1084. @item
  1085. Do not commit unrelated changes together, split them into self-contained
  1086. pieces.
  1087. @item
  1088. Do not change behavior of the program (renaming options etc) without
  1089. first discussing it on the ffmpeg-devel mailing list. Do not remove
  1090. functionality from the code. Just improve!
  1091. Note: Redundant code can be removed.
  1092. @item
  1093. Do not commit changes to the build system (Makefiles, configure script)
  1094. which change behavior, defaults etc, without asking first. The same
  1095. applies to compiler warning fixes, trivial looking fixes and to code
  1096. maintained by other developers. We usually have a reason for doing things
  1097. the way we do. Send your changes as patches to the ffmpeg-devel mailing
  1098. list, and if the code maintainers say OK, you may commit. This does not
  1099. apply to files you wrote and/or maintain.
  1100. @item
  1101. We refuse source indentation and other cosmetic changes if they are mixed
  1102. with functional changes, such commits will be rejected and removed. Every
  1103. developer has his own indentation style, you should not change it. Of course
  1104. if you (re)write something, you can use your own style, even though we would
  1105. prefer if the indentation throughout FFmpeg was consistent (Many projects
  1106. force a given indentation style - we don't.). If you really need to make
  1107. indentation changes (try to avoid this), separate them strictly from real
  1108. changes.
  1109. NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
  1110. then either do NOT change the indentation of the inner part within (don't
  1111. move it to the right)! or do so in a separate commit
  1112. @item
  1113. Always fill out the commit log message. Describe in a few lines what you
  1114. changed and why. You can refer to mailing list postings if you fix a
  1115. particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
  1116. @item
  1117. If you apply a patch by someone else, include the name and email address in
  1118. the log message. Since the ffmpeg-cvslog mailing list is publicly
  1119. archived you should add some SPAM protection to the email address. Send an
  1120. answer to ffmpeg-devel (or wherever you got the patch from) saying that
  1121. you applied the patch.
  1122. @item
  1123. Do NOT commit to code actively maintained by others without permission.
  1124. Send a patch to ffmpeg-devel instead. If noone answers within a reasonable
  1125. timeframe (12h for build failures and security fixes, 3 days small changes,
  1126. 1 week for big patches) then commit your patch if you think it's OK.
  1127. Also note, the maintainer can simply ask for more time to review!
  1128. @item
  1129. Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
  1130. are sent there and reviewed by all the other developers. Bugs and possible
  1131. improvements or general questions regarding commits are discussed there. We
  1132. expect you to react if problems with your code are uncovered.
  1133. @item
  1134. Update the documentation if you change behavior or add features. If you are
  1135. unsure how best to do this, send a patch to ffmpeg-devel, the documentation
  1136. maintainer(s) will review and commit your stuff.
  1137. @item
  1138. Never write to unallocated memory, never write over the end of arrays,
  1139. always check values read from some untrusted source before using them
  1140. as array index or other risky things.
  1141. @item
  1142. Remember to check if you need to bump versions for the specific libav
  1143. parts (libavutil, libavcodec, libavformat) you are changing. You need
  1144. to change the version integer and the version string.
  1145. Incrementing the first component means no backward compatibility to
  1146. previous versions (e.g. removal of a function from the public API).
  1147. Incrementing the second component means backward compatible change
  1148. (e.g. addition of a function to the public API).
  1149. Incrementing the third component means a noteworthy binary compatible
  1150. change (e.g. encoder bug fix that matters for the decoder).
  1151. @item
  1152. If you add a new codec, remember to update the changelog, add it to
  1153. the supported codecs table in the documentation and bump the second
  1154. component of the @file{libavcodec} version number appropriately. If
  1155. it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
  1156. is only a decoder.
  1157. @end enumerate
  1158. We think our rules are not too hard. If you have comments, contact us.
  1159. Note, these rules are mostly borrowed from the MPlayer project.
  1160. @section Submitting patches
  1161. First, (@pxref{Coding Rules}) above if you didn't yet.
  1162. When you submit your patch, try to send a unified diff (diff '-up'
  1163. option). I cannot read other diffs :-)
  1164. Also please do not submit patches which contain several unrelated changes.
  1165. Split them into individual self-contained patches; this makes reviewing
  1166. them much easier.
  1167. Run the regression tests before submitting a patch so that you can
  1168. verify that there are no big problems.
  1169. Patches should be posted as base64 encoded attachments (or any other
  1170. encoding which ensures that the patch won't be trashed during
  1171. transmission) to the ffmpeg-devel mailing list, see
  1172. @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
  1173. It also helps quite a bit if you tell us what the patch does (for example
  1174. 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
  1175. and has no lrint()')
  1176. We reply to all submitted patches and either apply or reject with some
  1177. explanation why, but sometimes we are quite busy so it can take a week or two.
  1178. @section Regression tests
  1179. Before submitting a patch (or committing to the repository), you should at least
  1180. test that you did not break anything.
  1181. The regression tests build a synthetic video stream and a synthetic
  1182. audio stream. These are then encoded and decoded with all codecs or
  1183. formats. The CRC (or MD5) of each generated file is recorded in a
  1184. result file. A 'diff' is launched to compare the reference results and
  1185. the result file.
  1186. The regression tests then go on to test the FFserver code with a
  1187. limited set of streams. It is important that this step runs correctly
  1188. as well.
  1189. Run 'make test' to test all the codecs and formats.
  1190. Run 'make fulltest' to test all the codecs, formats and FFserver.
  1191. [Of course, some patches may change the results of the regression tests. In
  1192. this case, the reference results of the regression tests shall be modified
  1193. accordingly].
  1194. @bye