|
- \input texinfo @c -*- texinfo -*-
-
- @settitle General Documentation
- @titlepage
- @sp 7
- @center @titlefont{General Documentation}
- @sp 3
- @end titlepage
-
-
- @chapter external libraries
-
- FFmpeg can be hooked up with a number of external libraries to add support
- for more formats. None of them are used by default, their use has to be
- explicitly requested by passing the appropriate flags to @file{./configure}.
-
- @section AMR
-
- AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
- use of the AMR wideband (floating-point mode) and the AMR narrowband
- (floating-point mode) reference decoders and encoders.
-
- Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
- installing the libraries. Then pass @code{--enable-libamr-nb} and/or
- @code{--enable-libamr-wb} to configure to enable the libraries.
-
- Note that libamr is copyrighted without any sort of license grant. This means
- that you can use it if you legally obtained it but you are not allowed to
- redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
- you create are non-free and unredistributable!}
-
-
- @chapter Supported File Formats and Codecs
-
- You can use the @code{-formats} option to have an exhaustive list.
-
- @section File Formats
-
- FFmpeg supports the following file formats through the @code{libavformat}
- library:
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item 4xm @tab @tab X
- @tab 4X Technologies format, used in some games.
- @item 8088flex TMV @tab @tab X
- @item Audio IFF (AIFF) @tab X @tab X
- @item American Laser Games MM @tab @tab X
- @tab Multimedia format used in games like Mad Dog McCree.
- @item 3GPP AMR @tab X @tab X
- @item ASF @tab X @tab X
- @item AVI @tab X @tab X
- @item AVISynth @tab @tab X
- @item AVS @tab @tab X
- @tab Multimedia format used by the Creature Shock game.
- @item Beam Software SIFF @tab @tab X
- @tab Audio and video format used in some games by Beam Software.
- @item Bethesda Softworks VID @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- @item Brute Force & Ignorance @tab @tab X
- @tab Used in the game Flash Traffic: City of Angels.
- @item Interplay C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- @item Delphine Software International CIN @tab @tab X
- @tab Multimedia format used by Delphine Software games.
- @item CRC testing format @tab X @tab
- @item Creative Voice @tab X @tab X
- @tab Created for the Sound Blaster Pro.
- @item CRYO APC @tab @tab X
- @tab Audio format used in some games by CRYO Interactive Entertainment.
- @item D-Cinema audio @tab X @tab X
- @item DV video @tab X @tab X
- @item DXA @tab @tab X
- @tab This format is used in the non-Windows version of the Feeble Files
- game and different game cutscenes repacked for use with ScummVM.
- @item Electronic Arts cdata @tab @tab X
- @item Electronic Arts Multimedia @tab @tab X
- @tab Used in various EA games; files have extensions like WVE and UV2.
- @item FFM (FFserver live feed) @tab X @tab X
- @item Flash (SWF) @tab X @tab X
- @item Flash 9 (AVM2) @tab X @tab X
- @tab Only embedded audio is decoded.
- @item FLI/FLC/FLX animation @tab @tab X
- @tab .fli/.flc files
- @item Flash Video (FLV) @tab @tab X
- @tab Macromedia Flash video files
- @item framecrc testing format @tab X @tab
- @item FunCom ISS @tab @tab X
- @tab Audio format used in various games from FunCom like The Longest Journey.
- @item GIF Animation @tab X @tab
- @item GXF @tab X @tab X
- @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
- playout servers.
- @item id Quake II CIN video @tab @tab X
- @item id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item IFF @tab @tab X
- @tab Interchange File Format
- @item Interplay MVE @tab @tab X
- @tab Format used in various Interplay computer games.
- @item LMLM4 @tab @tab X
- @tab Used by Linux Media Labs MPEG-4 PCI boards
- @item Matroska @tab X @tab X
- @item Matroska audio @tab X @tab
- @item MAXIS XA @tab @tab X
- @tab Used in Sim City 3000; file extension .xa.
- @item Monkey's Audio @tab @tab X
- @item Motion Pixels MVI @tab @tab X
- @item MOV/QuickTime/MP4 @tab X @tab X
- @tab 3GP, 3GP2, PSP, iPod variants supported
- @item MP2 @tab X @tab X
- @item MP3 @tab X @tab X
- @item MPEG-1 System @tab X @tab X
- @tab muxed audio and video, VCD format supported
- @item MPEG-PS (program stream) @tab X @tab X
- @tab also known as @code{VOB} file, SVCD and DVD format supported
- @item MPEG-TS (transport stream) @tab X @tab X
- @tab also known as DVB Transport Stream
- @item MPEG-4 @tab X @tab X
- @tab MPEG-4 is a variant of QuickTime.
- @item MIME multipart JPEG @tab X @tab
- @item MSN TCP webcam @tab @tab X
- @tab Used by MSN Messenger webcam streams.
- @item MTV @tab @tab X
- @item Musepack @tab @tab X
- @item Musepack SV8 @tab @tab X
- @item Material eXchange Format (MXF) @tab X @tab X
- @tab SMPTE 377M, used by D-Cinema, broadcast industry.
- @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
- @tab SMPTE 386M, D-10/IMX Mapping.
- @item NC camera feed @tab @tab X
- @tab NC (AVIP NC4600) camera streams
- @item NTT TwinVQ (VQF) @tab @tab X
- @tab Nippon Telegraph and Telephone Corporation TwinVQ.
- @item Nullsoft Streaming Video @tab @tab X
- @item NuppelVideo @tab @tab X
- @item NUT @tab X @tab X
- @tab NUT Open Container Format
- @item Ogg @tab X @tab X
- @item TechnoTrend PVA @tab @tab X
- @tab Used by TechnoTrend DVB PCI boards.
- @item QCP @tab @tab X
- @item raw ADTS (AAC) @tab X @tab X
- @item raw AC-3 @tab X @tab X
- @item raw Chinese AVS video @tab @tab X
- @item raw CRI ADX @tab X @tab X
- @item raw Dirac @tab X @tab X
- @item raw DNxHD @tab X @tab X
- @item raw DTS @tab X @tab X
- @item raw E-AC-3 @tab X @tab X
- @item raw FLAC @tab X @tab X
- @item raw GSM @tab @tab X
- @item raw H.261 @tab X @tab X
- @item raw H.263 @tab X @tab X
- @item raw H.264 @tab X @tab X
- @item raw Ingenient MJPEG @tab @tab X
- @item raw MJPEG @tab X @tab X
- @item raw MLP @tab @tab X
- @item raw MPEG @tab @tab X
- @item raw MPEG-1 @tab @tab X
- @item raw MPEG-2 @tab @tab X
- @item raw MPEG-4 @tab X @tab X
- @item raw NULL @tab X @tab
- @item raw video @tab X @tab X
- @item raw id RoQ @tab X @tab
- @item raw Shorten @tab @tab X
- @item raw TrueHD @tab X @tab X
- @item raw VC-1 @tab @tab X
- @item raw PCM A-law @tab X @tab X
- @item raw PCM mu-law @tab X @tab X
- @item raw PCM signed 8 bit @tab X @tab X
- @item raw PCM signed 16 bit big-endian @tab X @tab X
- @item raw PCM signed 16 bit little-endian @tab X @tab X
- @item raw PCM signed 24 bit big-endian @tab X @tab X
- @item raw PCM signed 24 bit little-endian @tab X @tab X
- @item raw PCM signed 32 bit big-endian @tab X @tab X
- @item raw PCM signed 32 bit little-endian @tab X @tab X
- @item raw PCM unsigned 8 bit @tab X @tab X
- @item raw PCM unsigned 16 bit big-endian @tab X @tab X
- @item raw PCM unsigned 16 bit little-endian @tab X @tab X
- @item raw PCM unsigned 24 bit big-endian @tab X @tab X
- @item raw PCM unsigned 24 bit little-endian @tab X @tab X
- @item raw PCM unsigned 32 bit big-endian @tab X @tab X
- @item raw PCM unsigned 32 bit little-endian @tab X @tab X
- @item raw PCM floating-point 32 bit big-endian @tab X @tab X
- @item raw PCM floating-point 32 bit little-endian @tab X @tab X
- @item raw PCM floating-point 64 bit big-endian @tab X @tab X
- @item raw PCM floating-point 64 bit little-endian @tab X @tab X
- @item RDT @tab @tab X
- @item REDCODE R3D @tab @tab X
- @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
- @item RealMedia @tab X @tab X
- @item Redirector @tab @tab X
- @item Renderware TeXture Dictionary @tab @tab X
- @item RL2 @tab @tab X
- @tab Audio and video format used in some games by Entertainment Software Partners.
- @item RPL/ARMovie @tab @tab X
- @item RTP @tab @tab X
- @item RTSP @tab @tab X
- @item SDP @tab @tab X
- @item Sega FILM/CPK @tab @tab X
- @tab Used in many Sega Saturn console games.
- @item Sierra SOL @tab @tab X
- @tab .sol files used in Sierra Online games.
- @item Sierra VMD @tab @tab X
- @tab Used in Sierra CD-ROM games.
- @item Smacker @tab @tab X
- @tab Multimedia format used by many games.
- @item Sony OpenMG (OMA) @tab @tab X
- @tab Audio format used in Sony Sonic Stage and Sony Vegas.
- @item Sony PlayStation STR @tab @tab X
- @item SoX native format @tab X @tab X
- @item SUN AU format @tab X @tab X
- @item THP @tab @tab X
- @tab Used on the Nintendo GameCube.
- @item Tiertex Limited SEQ @tab @tab X
- @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
- @item True Audio @tab @tab X
- @item VC-1 test bitstream @tab X @tab X
- @item WAV @tab X @tab X
- @item WavPack @tab @tab X
- @item Wing Commander III movie @tab @tab X
- @tab Multimedia format used in Origin's Wing Commander III computer game.
- @item Westwood Studios audio @tab @tab X
- @tab Multimedia format used in Westwood Studios games.
- @item Westwood Studios VQA @tab @tab X
- @tab Multimedia format used in Westwood Studios games.
- @item YUV4MPEG pipe @tab X @tab X
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @section Image Formats
-
- FFmpeg can read and write images for each frame of a video sequence. The
- following image formats are supported:
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item .Y.U.V @tab X @tab X
- @tab one raw file per component
- @item animated GIF @tab X @tab X
- @tab Only uncompressed GIFs are generated.
- @item BMP @tab X @tab X
- @tab Microsoft BMP image
- @item JPEG @tab X @tab X
- @tab Progressive JPEG is not supported.
- @item JPEG 2000 @tab @tab E
- @tab decoding supported through external library libopenjpeg
- @item JPEG-LS @tab X @tab X
- @item LJPEG @tab X @tab
- @tab Lossless JPEG
- @item PAM @tab X @tab X
- @tab PAM is a PNM extension with alpha support.
- @item PBM @tab X @tab X
- @tab Portable BitMap image
- @item PCX @tab X @tab X
- @tab PC Paintbrush
- @item PGM @tab X @tab X
- @tab Portable GrayMap image
- @item PGMYUV @tab X @tab X
- @tab PGM with U and V components in YUV 4:2:0
- @item PNG @tab X @tab X
- @tab 2/4 bpp not supported yet
- @item PPM @tab X @tab X
- @tab Portable PixelMap image
- @item PTX @tab @tab X
- @tab V.Flash PTX format
- @item SGI @tab X @tab X
- @tab SGI RGB image format
- @item Sun Rasterfile @tab @tab X
- @tab Sun RAS image format
- @item TIFF @tab X @tab X
- @tab YUV, JPEG and some extension is not supported yet.
- @item Truevision Targa @tab X @tab X
- @tab Targa (.TGA) image format
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @code{E} means that support is provided through an external library.
-
- @section Video Codecs
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item 4X Movie @tab @tab X
- @tab Used in certain computer games.
- @item 8088flex TMV @tab @tab X
- @item 8SVX exponential @tab @tab X
- @item 8SVX fibonacci @tab @tab X
- @item American Laser Games MM @tab @tab X
- @tab Used in games like Mad Dog McCree.
- @item AMV Video @tab @tab X
- @tab Used in Chinese MP3 players.
- @item Apple MJPEG-B @tab @tab X
- @item Apple QuickDraw @tab @tab X
- @tab fourcc: qdrw
- @item Asus v1 @tab X @tab X
- @tab fourcc: ASV1
- @item Asus v2 @tab X @tab X
- @tab fourcc: ASV2
- @item ATI VCR1 @tab @tab X
- @tab fourcc: VCR1
- @item ATI VCR2 @tab @tab X
- @tab fourcc: VCR2
- @item Autodesk Animator Flic video @tab @tab X
- @item Autodesk RLE @tab @tab X
- @tab fourcc: AASC
- @item AVS (Audio Video Standard) video @tab @tab X
- @tab Video encoding used by the Creature Shock game.
- @item Beam Software VB @tab @tab X
- @item Bethesda VID video @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- @item Brute Force & Ignorance @tab @tab X
- @tab Used in the game Flash Traffic: City of Angels.
- @item C93 video @tab @tab X
- @tab Codec used in Cyberia game.
- @item CamStudio @tab @tab X
- @tab fourcc: CSCD
- @item Chinese AVS video @tab @tab X
- @tab AVS1-P2, JiZhun profile
- @item Delphine Software International CIN video @tab @tab X
- @tab Codec used in Delphine Software International games.
- @item Cinepak @tab @tab X
- @item Cirrus Logic AccuPak @tab @tab X
- @tab fourcc: CLJR
- @item Creative YUV (CYUV) @tab @tab X
- @item Dirac @tab E @tab E
- @tab supported through external libdirac/libschroedinger libraries
- @item DNxHD @tab X @tab X
- @tab aka SMPTE VC3
- @item Duck TrueMotion 1.0 @tab @tab X
- @tab fourcc: DUCK
- @item Duck TrueMotion 2.0 @tab @tab X
- @tab fourcc: TM20
- @item DV (Digital Video) @tab X @tab X
- @item Feeble Files/ScummVM DXA @tab @tab X
- @tab Codec originally used in Feeble Files game.
- @item Electronic Arts CMV video @tab @tab X
- @tab Used in NHL 95 game.
- @item Electronic Arts TGV video @tab @tab X
- @item Electronic Arts TGQ video @tab @tab X
- @item Electronic Arts TQI video @tab @tab X
- @item Escape 124 @tab @tab X
- @item FFmpeg codec #1 @tab X @tab X
- @tab experimental lossless codec (fourcc: FFV1)
- @item Flash Screen Video v1 @tab X @tab X
- @tab fourcc: FSV1
- @item Flash Video (FLV) @tab X @tab X
- @tab Sorenson H.263 used in Flash
- @item Fraps @tab @tab X
- @item H.261 @tab X @tab X
- @item H.263 / H.263-1996 @tab X @tab X
- @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
- @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
- @tab encoding supported through external library libx264
- @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
- @item HuffYUV @tab X @tab X
- @item HuffYUV FFmpeg variant @tab X @tab X
- @item IBM Ultimotion @tab @tab X
- @tab fourcc: ULTI
- @item id Cinematic video @tab @tab X
- @tab Used in Quake II.
- @item id RoQ video @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item Intel H.263 @tab @tab X
- @item Intel Indeo 2 @tab @tab X
- @item Intel Indeo 3 @tab @tab X
- @item Interplay C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- @item Interplay MVE video @tab @tab X
- @tab Used in Interplay .MVE files.
- @item Karl Morton's video codec @tab @tab X
- @tab Codec used in Worms games.
- @item LCL (LossLess Codec Library) MSZH @tab @tab X
- @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
- @item LOCO @tab @tab X
- @item lossless MJPEG @tab X @tab X
- @item Microsoft RLE @tab @tab X
- @item Microsoft Video 1 @tab @tab X
- @item Mimic @tab @tab X
- @tab Used in MSN Messenger Webcam streams.
- @item Miro VideoXL @tab @tab X
- @tab fourcc: VIXL
- @item MJPEG (Motion JPEG) @tab X @tab X
- @item Motion Pixels video @tab @tab X
- @item MPEG-1 video @tab X @tab X
- @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
- @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
- @item MPEG-2 video @tab X @tab X
- @item MPEG-4 part 2 @tab X @tab X
- @ libxvidcore can be used alternatively for encoding.
- @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
- @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
- @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
- @item Nintendo Gamecube THP video @tab @tab X
- @item NuppelVideo/RTjpeg @tab @tab X
- @tab Video encoding used in NuppelVideo files.
- @item On2 VP3 @tab @tab X
- @tab still experimental
- @item On2 VP5 @tab @tab X
- @tab fourcc: VP50
- @item On2 VP6 @tab @tab X
- @tab fourcc: VP60,VP61,VP62
- @item planar RGB @tab @tab X
- @tab fourcc: 8BPS
- @item Q-team QPEG @tab @tab X
- @tab fourccs: QPEG, Q1.0, Q1.1
- @item QuickTime 8BPS video @tab @tab X
- @item QuickTime Animation (RLE) video @tab X @tab X
- @tab fourcc: 'rle '
- @item QuickTime Graphics (SMC) @tab @tab X
- @tab fourcc: 'smc '
- @item QuickTime video (RPZA) @tab @tab X
- @tab fourcc: rpza
- @item Raw Video @tab X @tab X
- @item RealVideo 1.0 @tab X @tab X
- @item RealVideo 2.0 @tab X @tab X
- @item RealVideo 3.0 @tab @tab X
- @tab still far from ideal
- @item RealVideo 4.0 @tab @tab X
- @item Renderware TXD (TeXture Dictionary) @tab @tab X
- @tab Texture dictionaries used by the Renderware Engine.
- @item RL2 video @tab @tab X
- @tab used in some games by Entertainment Software Partners
- @item Sierra VMD video @tab @tab X
- @tab Used in Sierra VMD files.
- @item Smacker video @tab @tab X
- @tab Video encoding used in Smacker.
- @item SMPTE VC-1 @tab @tab X
- @item Snow @tab X @tab X
- @tab experimental wavelet codec (fourcc: SNOW)
- @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
- @item Sorenson Vector Quantizer 1 @tab X @tab X
- @tab fourcc: SVQ1
- @item Sorenson Vector Quantizer 3 @tab @tab X
- @tab fourcc: SVQ3
- @item Sunplus JPEG (SP5X) @tab @tab X
- @tab fourcc: SP5X
- @item TechSmith Screen Capture Codec @tab @tab X
- @tab fourcc: TSCC
- @item Theora @tab E @tab X
- @tab encoding supported through external library libtheora
- @item Tiertex Limited SEQ video @tab @tab X
- @tab Codec used in DOS CD-ROM FlashBack game.
- @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
- @item VMware Screen Codec / VMware Video @tab @tab X
- @tab Codec used in videos captured by VMware.
- @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
- @item Windows Media Video 7 @tab X @tab X
- @item Windows Media Video 8 @tab X @tab X
- @item Windows Media Video 9 @tab @tab X
- @tab not completely working
- @item Wing Commander III / Xan @tab @tab X
- @tab Used in Wing Commander III .MVE files.
- @item Winnov WNV1 @tab @tab X
- @item WMV7 @tab X @tab X
- @item YAMAHA SMAF @tab X @tab X
- @item ZLIB @tab X @tab X
- @tab part of LCL, encoder experimental
- @item Zip Motion Blocks Video @tab X @tab X
- @tab Encoder works only in PAL8.
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @code{E} means that support is provided through an external library.
-
- @section Audio Codecs
-
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item 8SVX audio @tab @tab X
- @item AAC @tab E @tab X
- @tab encoding supported through external library libfaac
- @item AC-3 @tab IX @tab X
- @item ADPCM 4X Movie @tab @tab X
- @item ADPCM CDROM XA @tab @tab X
- @item ADPCM Creative Technology @tab @tab X
- @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
- @item ADPCM Electronic Arts @tab @tab X
- @tab Used in various EA titles.
- @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
- @tab Used in Sim City 3000.
- @item ADPCM Electronic Arts R1 @tab @tab X
- @item ADPCM Electronic Arts R2 @tab @tab X
- @item ADPCM Electronic Arts R3 @tab @tab X
- @item ADPCM Electronic Arts XAS @tab @tab X
- @item ADPCM G.726 @tab X @tab X
- @item ADPCM IMA AMV @tab @tab X
- @tab Used in AMV files
- @item ADPCM IMA Electronic Arts EACS @tab @tab X
- @item ADPCM IMA Electronic Arts SEAD @tab @tab X
- @item ADPCM IMA Funcom @tab @tab X
- @item ADPCM IMA QuickTime @tab X @tab X
- @item ADPCM IMA Loki SDL MJPEG @tab @tab X
- @item ADPCM IMA WAV @tab X @tab X
- @item ADPCM IMA Westwood @tab @tab X
- @item ADPCM ISS IMA @tab @tab X
- @tab Used in FunCom games.
- @item ADPCM IMA Duck DK3 @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item ADPCM IMA Duck DK4 @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item ADPCM Microsoft @tab X @tab X
- @item ADPCM MS IMA @tab X @tab X
- @item ADPCM Nintendo Gamecube THP @tab @tab X
- @item ADPCM QT IMA @tab X @tab X
- @item ADPCM SEGA CRI ADX @tab X @tab X
- @tab Used in Sega Dreamcast games.
- @item ADPCM Shockwave Flash @tab X @tab X
- @item ADPCM SMJPEG IMA @tab @tab X
- @tab Used in certain Loki game ports.
- @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
- @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
- @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
- @item ADPCM Westwood Studios IMA @tab @tab X
- @tab Used in Westwood Studios games like Command and Conquer.
- @item ADPCM Yamaha @tab X @tab X
- @item AMR-NB @tab E @tab E
- @tab supported through external library libamrnb
- @item AMR-WB @tab E @tab E
- @tab supported through external library libamrwb
- @item Apple lossless audio @tab X @tab X
- @tab QuickTime fourcc 'alac'
- @item Atrac 3 @tab @tab X
- @item Delphine Software International CIN audio @tab @tab X
- @tab Codec used in Delphine Software International games.
- @item COOK @tab @tab X
- @tab All versions except 5.1 are supported.
- @item DCA (DTS Coherent Acoustics) @tab @tab X
- @item DPCM id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item DPCM Interplay @tab @tab X
- @tab Used in various Interplay computer games.
- @item DPCM Sierra Online @tab @tab X
- @tab Used in Sierra Online game audio files.
- @item DPCM Sol @tab @tab X
- @item DPCM Xan @tab @tab X
- @item DSP Group TrueSpeech @tab @tab X
- @item DV audio @tab @tab X
- @item Enhanced AC-3 @tab @tab X
- @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
- @item G.729 @tab @tab X
- @item GSM @tab E @tab E
- @tab supported through external library libgsm
- @item GSM Microsoft variant @tab E @tab E
- @tab supported through external library libgsm
- @item IMC (Intel Music Coder) @tab @tab X
- @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
- @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
- @item MLP (Meridian Lossless Packing) @tab @tab X
- @tab Used in DVD-Audio discs.
- @item Monkey's Audio @tab @tab X
- @tab Only versions 3.97-3.99 are supported.
- @item MP1 (MPEG audio layer 1) @tab @tab IX
- @item MP2 (MPEG audio layer 2) @tab IX @tab IX
- @item MP3 (MPEG audio layer 3) @tab E @tab IX
- @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
- @item Musepack SV7 @tab @tab X
- @item Musepack SV8 @tab @tab X
- @item Nellymoser Asao @tab X @tab X
- @item PCM A-law @tab X @tab X
- @item PCM mu-law @tab X @tab X
- @item PCM 16-bit little-endian planar @tab @tab X
- @item PCM 32-bit floating point big-endian @tab X @tab X
- @item PCM 32-bit floating point little-endian @tab X @tab X
- @item PCM 64-bit floating point big-endian @tab X @tab X
- @item PCM 64-bit floating point little-endian @tab X @tab X
- @item PCM D-Cinema audio signed 24-bit @tab X @tab X
- @item PCM signed 8-bit @tab X @tab X
- @item PCM signed 16-bit big-endian @tab X @tab X
- @item PCM signed 16-bit little-endian @tab X @tab X
- @item PCM signed 24-bit big-endian @tab X @tab X
- @item PCM signed 24-bit little-endian @tab X @tab X
- @item PCM signed 32-bit big-endian @tab X @tab X
- @item PCM signed 32-bit little-endian @tab X @tab X
- @item PCM unsigned 8-bit @tab X @tab X
- @item PCM unsigned 16-bit big-endian @tab X @tab X
- @item PCM unsigned 16-bit little-endian @tab X @tab X
- @item PCM unsigned 24-bit big-endian @tab X @tab X
- @item PCM unsigned 24-bit little-endian @tab X @tab X
- @item PCM unsigned 32-bit big-endian @tab X @tab X
- @item PCM unsigned 32-bit little-endian @tab X @tab X
- @item PCM Zork @tab X @tab X
- @item QCELP / PureVoice @tab @tab X
- @item QDesign Music Codec 2 @tab @tab X
- @tab There are still some distortions.
- @item RealAudio 1.0 (14.4K) @tab @tab X
- @tab Real 14400 bit/s codec
- @item RealAudio 2.0 (28.8K) @tab @tab X
- @tab Real 28800 bit/s codec
- @item RealAudio 3.0 (dnet) @tab IX @tab X
- @tab Real low bitrate AC-3 codec
- @item Shorten @tab @tab X
- @item Sierra VMD audio @tab @tab X
- @tab Used in Sierra VMD files.
- @item Smacker audio @tab @tab X
- @item Sonic @tab X @tab X
- @tab experimental codec
- @item Sonic lossless @tab X @tab X
- @tab experimental codec
- @item Speex @tab @tab E
- @tab supported through external library libspeex
- @item True Audio (TTA) @tab @tab X
- @item TrueHD @tab @tab X
- @tab Used in HD-DVD and Blu-Ray discs.
- @item Vorbis @tab E @tab X
- @ A native but very primitive encoder exists.
- @item WavPack @tab @tab X
- @item Westwood Audio (SND1) @tab @tab X
- @item Windows Media Audio 1 @tab X @tab X
- @item Windows Media Audio 2 @tab X @tab X
- @tab Used in Origin's Wing Commander IV AVI files.
- @end multitable
-
- @code{X} means that encoding (resp. decoding) is supported.
-
- @code{E} means that support is provided through an external library.
-
- @code{I} means that an integer-only version is available, too (ensures high
- performance on systems without hardware floating point support).
-
- @section Subtitle Formats
-
- @multitable @columnfractions .4 .1 .1 .1 .1
- @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
- @item SSA/ASS @tab X @tab X
- @item DVB @tab X @tab X @tab X @tab X
- @item DVD @tab X @tab X @tab X @tab X
- @item XSUB @tab @tab @tab @tab X
- @end multitable
-
- @code{X} means that the feature is supported.
-
- @section Network Protocols
-
- @multitable @columnfractions .4 .1
- @item Name @tab Support
- @item file @tab X
- @item Gopher @tab X
- @item HTTP @tab X
- @item pipe @tab X
- @item RTP @tab X
- @item TCP @tab X
- @item UDP @tab X
- @end multitable
-
- @code{X} means that the protocol is supported.
-
-
- @section Input/Output Devices
-
- @multitable @columnfractions .4 .1 .1
- @item Name @tab Input @tab Output
- @item ALSA @tab X @tab X
- @item BEOS audio @tab X @tab X
- @item BKTR @tab X @tab
- @item DV1394 @tab X @tab
- @item JACK @tab X @tab
- @item LIBDC1394 @tab X @tab
- @item OSS @tab X @tab X
- @item Video4Linux @tab X @tab
- @item Video4Linux2 @tab X @tab
- @item VfW capture @tab X @tab
- @item X11 grabbing @tab X @tab
- @end multitable
-
- @code{X} means that input/output is supported.
-
-
- @chapter Platform Specific information
-
- @section BSD
-
- BSD make will not build FFmpeg, you need to install and use GNU Make
- (@file{gmake}).
-
- @section Windows
-
- To get help and instructions for building FFmpeg under Windows, check out
- the FFmpeg Windows Help Forum at
- @url{http://ffmpeg.arrozcru.org/}.
-
- @subsection Native Windows compilation
-
- FFmpeg can be built to run natively on Windows using the MinGW tools. Install
- the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
- You can find detailed installation
- instructions in the download section and the FAQ.
-
- FFmpeg does not build out-of-the-box with the packages the automated MinGW
- installer provides. It also requires coreutils to be installed and many other
- packages updated to the latest version. The minimum version for some packages
- are listed below:
-
- @itemize
- @item bash 3.1
- @item msys-make 3.81-2 (note: not mingw32-make)
- @item w32api 3.13
- @item mingw-runtime 3.15
- @end itemize
-
- FFmpeg automatically passes @code{-fno-common} to the compiler to work around
- a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
-
- Within the MSYS shell, configure and make with:
-
- @example
- ./configure --enable-memalign-hack --extra-cflags=-fno-common
- make
- make install
- @end example
-
- This will install @file{ffmpeg.exe} along with many other development files
- to @file{/usr/local}. You may specify another install path using the
- @code{--prefix} option in @file{configure}.
-
- Notes:
-
- @itemize
-
- @item In order to compile FFplay, you must have the MinGW development library
- of SDL. Get it from @url{http://www.libsdl.org}.
- Edit the @file{bin/sdl-config} script so that it points to the correct prefix
- where SDL was installed. Verify that @file{sdl-config} can be launched from
- the MSYS command line.
-
- @item By using @code{./configure --enable-shared} when configuring FFmpeg,
- you can build libavutil, libavcodec and libavformat as DLLs.
-
- @end itemize
-
- @subsection Microsoft Visual C++ compatibility
-
- As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
- want to use the libav* libraries in your own applications, you can still
- compile those applications using MSVC++. But the libav* libraries you link
- to @emph{must} be built with MinGW. However, you will not be able to debug
- inside the libav* libraries, since MSVC++ does not recognize the debug
- symbols generated by GCC.
- We strongly recommend you to move over from MSVC++ to MinGW tools.
-
- This description of how to use the FFmpeg libraries with MSVC++ is based on
- Microsoft Visual C++ 2005 Express Edition. If you have a different version,
- you might have to modify the procedures slightly.
-
- @subsubsection Using static libraries
-
- Assuming you have just built and installed FFmpeg in @file{/usr/local}.
-
- @enumerate
-
- @item Create a new console application ("File / New / Project") and then
- select "Win32 Console Application". On the appropriate page of the
- Application Wizard, uncheck the "Precompiled headers" option.
-
- @item Write the source code for your application, or, for testing, just
- copy the code from an existing sample application into the source file
- that MSVC++ has already created for you. For example, you can copy
- @file{libavformat/output-example.c} from the FFmpeg distribution.
-
- @item Open the "Project / Properties" dialog box. In the "Configuration"
- combo box, select "All Configurations" so that the changes you make will
- affect both debug and release builds. In the tree view on the left hand
- side, select "C/C++ / General", then edit the "Additional Include
- Directories" setting to contain the path where the FFmpeg includes were
- installed (i.e. @file{c:\msys\1.0\local\include}).
- Do not add MinGW's include directory here, or the include files will
- conflict with MSVC's.
-
- @item Still in the "Project / Properties" dialog box, select
- "Linker / General" from the tree view and edit the
- "Additional Library Directories" setting to contain the @file{lib}
- directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
- the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
- and the directory where MinGW's GCC libs are installed
- (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
- "Linker / Input" from the tree view, and add the files @file{libavformat.a},
- @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
- @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
- to the end of "Additional Dependencies".
-
- @item Now, select "C/C++ / Code Generation" from the tree view. Select
- "Debug" in the "Configuration" combo box. Make sure that "Runtime
- Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
- the "Configuration" combo box and make sure that "Runtime Library" is
- set to "Multi-threaded DLL".
-
- @item Click "OK" to close the "Project / Properties" dialog box.
-
- @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
- Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
- and install it in MSVC++'s include directory
- (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
-
- @item MSVC++ also does not understand the @code{inline} keyword used by
- FFmpeg, so you must add this line before @code{#include}ing libav*:
- @example
- #define inline _inline
- @end example
-
- @item Build your application, everything should work.
-
- @end enumerate
-
- @subsubsection Using shared libraries
-
- This is how to create DLL and LIB files that are compatible with MSVC++:
-
- @enumerate
-
- @item Add a call to @file{vcvars32.bat} (which sets up the environment
- variables for the Visual C++ tools) as the first line of @file{msys.bat}.
- The standard location for @file{vcvars32.bat} is
- @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
- and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
- If this corresponds to your setup, add the following line as the first line
- of @file{msys.bat}:
-
- @example
- call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
- @end example
-
- Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
- and run @file{c:\msys\1.0\msys.bat} from there.
-
- @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
- from @file{Microsoft (R) Library Manager}, this means your environment
- variables are set up correctly, the @file{Microsoft (R) Library Manager}
- is on the path and will be used by FFmpeg to create
- MSVC++-compatible import libraries.
-
- @item Build FFmpeg with
-
- @example
- ./configure --enable-shared --enable-memalign-hack
- make
- make install
- @end example
-
- Your install path (@file{/usr/local/} by default) should now have the
- necessary DLL and LIB files under the @file{bin} directory.
-
- @end enumerate
-
- To use those files with MSVC++, do the same as you would do with
- the static libraries, as described above. But in Step 4,
- you should only need to add the directory where the LIB files are installed
- (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
- installed in the @file{bin} directory. And instead of adding @file{libxx.a}
- files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
- @file{avutil.lib}. There should be no need for @file{libmingwex.a},
- @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
- statically linked into the DLLs. The @file{bin} directory contains a bunch
- of DLL files, but the ones that are actually used to run your application
- are the ones with a major version number in their filenames
- (i.e. @file{avcodec-51.dll}).
-
- @subsection Cross compilation for Windows with Linux
-
- You must use the MinGW cross compilation tools available at
- @url{http://www.mingw.org/}.
-
- Then configure FFmpeg with the following options:
- @example
- ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
- @end example
- (you can change the cross-prefix according to the prefix chosen for the
- MinGW tools).
-
- Then you can easily test FFmpeg with Wine
- (@url{http://www.winehq.com/}).
-
- @subsection Compilation under Cygwin
-
- The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
- does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
- or leverage the implementation in MinGW (as explained below).
-
- Just install your Cygwin with all the "Base" packages, plus the
- following "Devel" ones:
- @example
- binutils, gcc-core, make, subversion, mingw-runtime, diffutils
- @end example
-
- The experimental gcc4 package is still buggy, hence please
- use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
-
- Install the current binutils-20080624-2 as they work fine (the old
- binutils-20060709-1 proved buggy on shared builds).
-
- Then create a small library that just contains llrint():
-
- @example
- ar x /usr/lib/mingw/libmingwex.a llrint.o
- ar cq /usr/local/lib/libllrint.a llrint.o
- @end example
-
- Then run
-
- @example
- ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
- @end example
-
- to make a static build or
-
- @example
- ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
- @end example
-
- to build shared libraries.
-
- If you want to build FFmpeg with additional libraries, download Cygwin
- "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
- @example
- libogg-devel, libvorbis-devel
- @end example
-
- These library packages are only available from Cygwin Ports
- (@url{http://sourceware.org/cygwinports/}) :
-
- @example
- yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
- libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
- libxvidcore-devel
- @end example
-
- The recommendation for libnut and x264 is to build them from source by
- yourself, as they evolve too quickly for Cygwin Ports to be up to date.
-
- Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
- of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
-
- @subsection Crosscompilation for Windows under Cygwin
-
- With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
-
- Just install your Cygwin as explained before, plus these additional
- "Devel" packages:
- @example
- gcc-mingw-core, mingw-runtime, mingw-zlib
- @end example
-
- and add some special flags to your configure invocation.
-
- For a static build run
- @example
- ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- @end example
-
- and for a build with shared libraries
- @example
- ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- @end example
-
- @section BeOS
-
- BeOS support is broken in mysterious ways.
-
- @section OS/2
-
- For information about compiling FFmpeg on OS/2 see
- @url{http://www.edm2.com/index.php/FFmpeg}.
-
- @chapter Developers Guide
-
- @section API
- @itemize @bullet
- @item libavcodec is the library containing the codecs (both encoding and
- decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
-
- @item libavformat is the library containing the file format handling (mux and
- demux code for several formats). Look at @file{ffplay.c} to use it in a
- player. See @file{libavformat/output-example.c} to use it to generate
- audio or video streams.
-
- @end itemize
-
- @section Integrating libavcodec or libavformat in your program
-
- You can integrate all the source code of the libraries to link them
- statically to avoid any version problem. All you need is to provide a
- 'config.mak' and a 'config.h' in the parent directory. See the defines
- generated by ./configure to understand what is needed.
-
- You can use libavcodec or libavformat in your commercial program, but
- @emph{any patch you make must be published}. The best way to proceed is
- to send your patches to the FFmpeg mailing list.
-
- @node Coding Rules
- @section Coding Rules
-
- FFmpeg is programmed in the ISO C90 language with a few additional
- features from ISO C99, namely:
- @itemize @bullet
- @item
- the @samp{inline} keyword;
- @item
- @samp{//} comments;
- @item
- designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
- @item
- compound literals (@samp{x = (struct s) @{ 17, 23 @};})
- @end itemize
-
- These features are supported by all compilers we care about, so we will not
- accept patches to remove their use unless they absolutely do not impair
- clarity and performance.
-
- All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
- compiles with several other compilers, such as the Compaq ccc compiler
- or Sun Studio 9, and we would like to keep it that way unless it would
- be exceedingly involved. To ensure compatibility, please do not use any
- additional C99 features or GCC extensions. Especially watch out for:
- @itemize @bullet
- @item
- mixing statements and declarations;
- @item
- @samp{long long} (use @samp{int64_t} instead);
- @item
- @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
- @item
- GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
- @end itemize
-
- Indent size is 4.
- The presentation is the one specified by 'indent -i4 -kr -nut'.
- The TAB character is forbidden outside of Makefiles as is any
- form of trailing whitespace. Commits containing either will be
- rejected by the Subversion repository.
-
- The main priority in FFmpeg is simplicity and small code size in order to
- minimize the bug count.
-
- Comments: Use the JavaDoc/Doxygen
- format (see examples below) so that code documentation
- can be generated automatically. All nontrivial functions should have a comment
- above them explaining what the function does, even if it is just one sentence.
- All structures and their member variables should be documented, too.
- @example
- /**
- * @@file mpeg.c
- * MPEG codec.
- * @@author ...
- */
-
- /**
- * Summary sentence.
- * more text ...
- * ...
- */
- typedef struct Foobar@{
- int var1; /**< var1 description */
- int var2; ///< var2 description
- /** var3 description */
- int var3;
- @} Foobar;
-
- /**
- * Summary sentence.
- * more text ...
- * ...
- * @@param my_parameter description of my_parameter
- * @@return return value description
- */
- int myfunc(int my_parameter)
- ...
- @end example
-
- fprintf and printf are forbidden in libavformat and libavcodec,
- please use av_log() instead.
-
- Casts should be used only when necessary. Unneeded parentheses
- should also be avoided if they don't make the code easier to understand.
-
- @section Development Policy
-
- @enumerate
- @item
- Contributions should be licensed under the LGPL 2.1, including an
- "or any later version" clause, or the MIT license. GPL 2 including
- an "or any later version" clause is also acceptable, but LGPL is
- preferred.
- @item
- You must not commit code which breaks FFmpeg! (Meaning unfinished but
- enabled code which breaks compilation or compiles but does not work or
- breaks the regression tests)
- You can commit unfinished stuff (for testing etc), but it must be disabled
- (#ifdef etc) by default so it does not interfere with other developers'
- work.
- @item
- You do not have to over-test things. If it works for you, and you think it
- should work for others, then commit. If your code has problems
- (portability, triggers compiler bugs, unusual environment etc) they will be
- reported and eventually fixed.
- @item
- Do not commit unrelated changes together, split them into self-contained
- pieces. Also do not forget that if part B depends on part A, but A does not
- depend on B, then A can and should be committed first and separate from B.
- Keeping changes well split into self-contained parts makes reviewing and
- understanding them on the commit log mailing list easier. This also helps
- in case of debugging later on.
- Also if you have doubts about splitting or not splitting, do not hesitate to
- ask/discuss it on the developer mailing list.
- @item
- Do not change behavior of the program (renaming options etc) without
- first discussing it on the ffmpeg-devel mailing list. Do not remove
- functionality from the code. Just improve!
-
- Note: Redundant code can be removed.
- @item
- Do not commit changes to the build system (Makefiles, configure script)
- which change behavior, defaults etc, without asking first. The same
- applies to compiler warning fixes, trivial looking fixes and to code
- maintained by other developers. We usually have a reason for doing things
- the way we do. Send your changes as patches to the ffmpeg-devel mailing
- list, and if the code maintainers say OK, you may commit. This does not
- apply to files you wrote and/or maintain.
- @item
- We refuse source indentation and other cosmetic changes if they are mixed
- with functional changes, such commits will be rejected and removed. Every
- developer has his own indentation style, you should not change it. Of course
- if you (re)write something, you can use your own style, even though we would
- prefer if the indentation throughout FFmpeg was consistent (Many projects
- force a given indentation style - we do not.). If you really need to make
- indentation changes (try to avoid this), separate them strictly from real
- changes.
-
- NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
- then either do NOT change the indentation of the inner part within (do not
- move it to the right)! or do so in a separate commit
- @item
- Always fill out the commit log message. Describe in a few lines what you
- changed and why. You can refer to mailing list postings if you fix a
- particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
- @item
- If you apply a patch by someone else, include the name and email address in
- the log message. Since the ffmpeg-cvslog mailing list is publicly
- archived you should add some SPAM protection to the email address. Send an
- answer to ffmpeg-devel (or wherever you got the patch from) saying that
- you applied the patch.
- @item
- When applying patches that have been discussed (at length) on the mailing
- list, reference the thread in the log message.
- @item
- Do NOT commit to code actively maintained by others without permission.
- Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
- timeframe (12h for build failures and security fixes, 3 days small changes,
- 1 week for big patches) then commit your patch if you think it is OK.
- Also note, the maintainer can simply ask for more time to review!
- @item
- Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
- are sent there and reviewed by all the other developers. Bugs and possible
- improvements or general questions regarding commits are discussed there. We
- expect you to react if problems with your code are uncovered.
- @item
- Update the documentation if you change behavior or add features. If you are
- unsure how best to do this, send a patch to ffmpeg-devel, the documentation
- maintainer(s) will review and commit your stuff.
- @item
- Try to keep important discussions and requests (also) on the public
- developer mailing list, so that all developers can benefit from them.
- @item
- Never write to unallocated memory, never write over the end of arrays,
- always check values read from some untrusted source before using them
- as array index or other risky things.
- @item
- Remember to check if you need to bump versions for the specific libav
- parts (libavutil, libavcodec, libavformat) you are changing. You need
- to change the version integer.
- Incrementing the first component means no backward compatibility to
- previous versions (e.g. removal of a function from the public API).
- Incrementing the second component means backward compatible change
- (e.g. addition of a function to the public API or extension of an
- existing data structure).
- Incrementing the third component means a noteworthy binary compatible
- change (e.g. encoder bug fix that matters for the decoder).
- @item
- Compiler warnings indicate potential bugs or code with bad style. If a type of
- warning always points to correct and clean code, that warning should
- be disabled, not the code changed.
- Thus the remaining warnings can either be bugs or correct code.
- If it is a bug, the bug has to be fixed. If it is not, the code should
- be changed to not generate a warning unless that causes a slowdown
- or obfuscates the code.
- @item
- If you add a new file, give it a proper license header. Do not copy and
- paste it from a random place, use an existing file as template.
- @end enumerate
-
- We think our rules are not too hard. If you have comments, contact us.
-
- Note, these rules are mostly borrowed from the MPlayer project.
-
- @section Submitting patches
-
- First, (@pxref{Coding Rules}) above if you did not yet.
-
- When you submit your patch, try to send a unified diff (diff '-up'
- option). We cannot read other diffs :-)
-
- Also please do not submit a patch which contains several unrelated changes.
- Split it into separate, self-contained pieces. This does not mean splitting
- file by file. Instead, make the patch as small as possible while still
- keeping it as a logical unit that contains an individual change, even
- if it spans multiple files. This makes reviewing your patches much easier
- for us and greatly increases your chances of getting your patch applied.
-
- Run the regression tests before submitting a patch so that you can
- verify that there are no big problems.
-
- Patches should be posted as base64 encoded attachments (or any other
- encoding which ensures that the patch will not be trashed during
- transmission) to the ffmpeg-devel mailing list, see
- @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
-
- It also helps quite a bit if you tell us what the patch does (for example
- 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
- and has no lrint()')
-
- Also please if you send several patches, send each patch as a separate mail,
- do not attach several unrelated patches to the same mail.
-
- @section New codecs or formats checklist
-
- @enumerate
- @item
- Did you use av_cold for codec initialization and close functions?
- @item
- Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
- AVInputFormat/AVOutputFormat struct?
- @item
- Did you bump the minor version number in @file{avcodec.h} or
- @file{avformat.h}?
- @item
- Did you register it in @file{allcodecs.c} or @file{allformats.c}?
- @item
- Did you add the CodecID to @file{avcodec.h}?
- @item
- If it has a fourcc, did you add it to @file{libavformat/riff.c},
- even if it is only a decoder?
- @item
- Did you add a rule to compile the appropriate files in the Makefile?
- Remember to do this even if you're just adding a format to a file that is
- already being compiled by some other rule, like a raw demuxer.
- @item
- Did you add an entry to the table of supported formats or codecs in the
- documentation?
- @item
- Did you add an entry in the Changelog?
- @item
- If it depends on a parser or a library, did you add that dependency in
- configure?
- @item
- Did you "svn add" the appropriate files before commiting?
- @end enumerate
-
- @section patch submission checklist
-
- @enumerate
- @item
- Do the regression tests pass with the patch applied?
- @item
- Does @code{make checkheaders} pass with the patch applied?
- @item
- Is the patch a unified diff?
- @item
- Is the patch against latest FFmpeg SVN?
- @item
- Are you subscribed to ffmpeg-dev?
- (the list is subscribers only due to spam)
- @item
- Have you checked that the changes are minimal, so that the same cannot be
- achieved with a smaller patch and/or simpler final code?
- @item
- If the change is to speed critical code, did you benchmark it?
- @item
- If you did any benchmarks, did you provide them in the mail?
- @item
- Have you checked that the patch does not introduce buffer overflows or
- other security issues?
- @item
- Did you test your decoder or demuxer against damaged data? If no, see
- tools/trasher and the noise bitstream filter. Your decoder or demuxer
- should not crash or end in a (near) infinite loop when fed damaged data.
- @item
- Is the patch created from the root of the source tree, so it can be
- applied with @code{patch -p0}?
- @item
- Does the patch not mix functional and cosmetic changes?
- @item
- Did you add tabs or trailing whitespace to the code? Both are forbidden.
- @item
- Is the patch attached to the email you send?
- @item
- Is the mime type of the patch correct? It should be text/x-diff or
- text/x-patch or at least text/plain and not application/octet-stream.
- @item
- If the patch fixes a bug, did you provide a verbose analysis of the bug?
- @item
- If the patch fixes a bug, did you provide enough information, including
- a sample, so the bug can be reproduced and the fix can be verified?
- Note please do not attach samples >100k to mails but rather provide a
- URL, you can upload to ftp://upload.ffmpeg.org
- @item
- Did you provide a verbose summary about what the patch does change?
- @item
- Did you provide a verbose explanation why it changes things like it does?
- @item
- Did you provide a verbose summary of the user visible advantages and
- disadvantages if the patch is applied?
- @item
- Did you provide an example so we can verify the new feature added by the
- patch easily?
- @item
- If you added a new file, did you insert a license header? It should be
- taken from FFmpeg, not randomly copied and pasted from somewhere else.
- @item
- You should maintain alphabetical order in alphabetically ordered lists as
- long as doing so does not break API/ABI compatibility.
- @item
- Lines with similar content should be aligned vertically when doing so
- improves readability.
- @item
- Did you provide a suggestion for a clear commit log message?
- @end enumerate
-
- @section Patch review process
-
- All patches posted to ffmpeg-devel will be reviewed, unless they contain a
- clear note that the patch is not for SVN.
- Reviews and comments will be posted as replies to the patch on the
- mailing list. The patch submitter then has to take care of every comment,
- that can be by resubmitting a changed patch or by discussion. Resubmitted
- patches will themselves be reviewed like any other patch. If at some point
- a patch passes review with no comments then it is approved, that can for
- simple and small patches happen immediately while large patches will generally
- have to be changed and reviewed many times before they are approved.
- After a patch is approved it will be committed to the repository.
-
- We will review all submitted patches, but sometimes we are quite busy so
- especially for large patches this can take several weeks.
-
- When resubmitting patches, please do not make any significant changes
- not related to the comments received during review. Such patches will
- be rejected. Instead, submit significant changes or new features as
- separate patches.
-
- @section Regression tests
-
- Before submitting a patch (or committing to the repository), you should at least
- test that you did not break anything.
-
- The regression tests build a synthetic video stream and a synthetic
- audio stream. These are then encoded and decoded with all codecs or
- formats. The CRC (or MD5) of each generated file is recorded in a
- result file. A 'diff' is launched to compare the reference results and
- the result file.
-
- The regression tests then go on to test the FFserver code with a
- limited set of streams. It is important that this step runs correctly
- as well.
-
- Run 'make test' to test all the codecs and formats.
-
- Run 'make fulltest' to test all the codecs, formats and FFserver.
-
- [Of course, some patches may change the results of the regression tests. In
- this case, the reference results of the regression tests shall be modified
- accordingly].
-
- @bye
|