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1 | \input texinfo @c -*- texinfo -*- |
2 | ||
3 | @settitle General Documentation | |
4 | @titlepage | |
5 | @sp 7 | |
6 | @center @titlefont{General Documentation} | |
7 | @sp 3 | |
8 | @end titlepage | |
9 | ||
10 | ||
11 | @chapter external libraries | |
12 | ||
13 | FFmpeg can be hooked up with a number of external libraries to add support | |
14 | for more formats. None of them are used by default, their use has to be | |
15 | explicitly requested by passing the appropriate flags to @file{./configure}. | |
16 | ||
17 | @section AMR | |
18 | ||
50e4d833 DB |
19 | AMR comes in two different flavors, wideband and narrowband. FFmpeg can make |
20 | use of the AMR wideband (floating-point mode) and the AMR narrowband | |
21 | (floating-point mode) reference decoders and encoders. | |
d0e1cd3d DB |
22 | |
23 | Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for | |
24 | installing the libraries. Then pass @code{--enable-libamr-nb} and/or | |
25 | @code{--enable-libamr-wb} to configure to enable the libraries. | |
26 | ||
68e7d442 DB |
27 | Note that libamr is copyrighted without any sort of license grant. This means |
28 | that you can use it if you legally obtained it but you are not allowed to | |
29 | redistribute it in any way. @strong{Any FFmpeg binaries with libamr support | |
30 | you create are non-free and unredistributable!} | |
31 | ||
d0e1cd3d DB |
32 | |
33 | @chapter Supported File Formats and Codecs | |
34 | ||
35 | You can use the @code{-formats} option to have an exhaustive list. | |
36 | ||
37 | @section File Formats | |
38 | ||
39 | FFmpeg supports the following file formats through the @code{libavformat} | |
40 | library: | |
41 | ||
42 | @multitable @columnfractions .4 .1 .1 .4 | |
b3de4544 | 43 | @item Name @tab Encoding @tab Decoding @tab Comments |
64c2f20a | 44 | @item 4xm @tab @tab X |
c6b2dc34 DB |
45 | @tab 4X Technologies format, used in some games. |
46 | @item ADTS AAC audio @tab X @tab X | |
64c2f20a DB |
47 | @item American Laser Games MM @tab @tab X |
48 | @tab Multimedia format used in games like Mad Dog McCree. | |
c6b2dc34 DB |
49 | @item ASF @tab X @tab X |
50 | @item AVI @tab X @tab X | |
51 | @item AVM2 (Flash 9) @tab X @tab X | |
d698c5d3 | 52 | @tab Only embedded audio is decoded. |
c6b2dc34 | 53 | @item AVS @tab @tab X |
d698c5d3 | 54 | @tab Multimedia format used by the Creature Shock game. |
c6b2dc34 | 55 | @item Bethsoft VID @tab @tab X |
d698c5d3 | 56 | @tab Used in some games from Bethesda Softworks. |
64c2f20a DB |
57 | @item BFI @tab @tab X |
58 | @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels. | |
c6b2dc34 | 59 | @item C93 @tab @tab X |
d698c5d3 | 60 | @tab Used in the game Cyberia from Interplay. |
c6b2dc34 | 61 | @item CIN @tab @tab X |
d698c5d3 | 62 | @tab Multimedia format used by Delphine Software games. |
c6b2dc34 | 63 | @item Creative VOC @tab X @tab X |
d698c5d3 | 64 | @tab Created for the Sound Blaster Pro. |
64c2f20a DB |
65 | @item CRYO APC @tab @tab X |
66 | @tab Audio format used in some games by CRYO Interactive Entertainment. | |
c6b2dc34 DB |
67 | @item DV @tab X @tab X |
68 | @item DXA @tab @tab X | |
d698c5d3 DB |
69 | @tab This format is used in the non-Windows version of the Feeble Files |
70 | game and different game cutscenes repacked for use with ScummVM. | |
c6b2dc34 | 71 | @item Electronic Arts Multimedia @tab @tab X |
d698c5d3 | 72 | @tab Used in various EA games; files have extensions like WVE and UV2. |
c6b2dc34 | 73 | @item FLIC @tab @tab X |
d698c5d3 | 74 | @tab .fli/.flc files |
c6b2dc34 | 75 | @item FLV @tab X @tab X |
d698c5d3 | 76 | @tab Macromedia Flash video files |
c6b2dc34 | 77 | @item GXF @tab X @tab X |
d698c5d3 | 78 | @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley |
64c2f20a | 79 | playout servers. |
76ec3939 | 80 | @item id Cinematic @tab @tab X |
d698c5d3 | 81 | @tab Used in Quake II. |
76ec3939 | 82 | @item id RoQ @tab X @tab X |
d698c5d3 | 83 | @tab Used in Quake III, Jedi Knight 2, other computer games. |
c6b2dc34 | 84 | @item IFF @tab @tab X |
d698c5d3 | 85 | @tab Interchange File Format |
c6b2dc34 | 86 | @item Interplay MVE @tab @tab X |
d698c5d3 | 87 | @tab Format used in various Interplay computer games. |
c6b2dc34 | 88 | @item LMLM4 @tab @tab X |
d698c5d3 | 89 | @tab Used by Linux Media Labs MPEG-4 PCI boards |
64c2f20a | 90 | @item Matroska @tab X @tab X |
c6b2dc34 | 91 | @item MAXIS EA XA @tab @tab X |
d698c5d3 | 92 | @tab Used in Sim City 3000; file extension .xa. |
64c2f20a | 93 | @item Monkey's Audio @tab @tab X |
822cc8f7 | 94 | @item Motion Pixels MVI @tab @tab X |
64c2f20a | 95 | @item MOV/QuickTime @tab X @tab X |
c6b2dc34 DB |
96 | @item MPEG audio @tab X @tab X |
97 | @item MPEG-1 systems @tab X @tab X | |
d698c5d3 | 98 | @tab muxed audio and video |
c6b2dc34 | 99 | @item MPEG-2 PS @tab X @tab X |
d698c5d3 | 100 | @tab also known as @code{VOB} file |
c6b2dc34 | 101 | @item MPEG-2 TS @tab @tab X |
d698c5d3 | 102 | @tab also known as DVB Transport Stream |
c6b2dc34 | 103 | @item MPEG-4 @tab X @tab X |
d698c5d3 | 104 | @tab MPEG-4 is a variant of QuickTime. |
bac4c85c | 105 | @item MSN TCP webcam @tab @tab X |
d698c5d3 | 106 | @tab Used by MSN Messenger webcam streams. |
bb68b69d | 107 | @item MXF @tab X @tab X |
d698c5d3 | 108 | @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry. |
64c2f20a | 109 | @item Nullsoft Video @tab @tab X |
c6b2dc34 | 110 | @item NUT @tab X @tab X |
d698c5d3 | 111 | @tab NUT Open Container Format |
c6b2dc34 | 112 | @item OMA @tab @tab X |
d698c5d3 | 113 | @tab Audio format used in Sony Sonic Stage and Sony Vegas. |
64c2f20a | 114 | @item PlayStation STR @tab @tab X |
c6b2dc34 | 115 | @item PVA @tab @tab X |
d698c5d3 | 116 | @tab Used by TechnoTrend DVB PCI boards. |
76ec3939 DB |
117 | @item raw AC-3 @tab X @tab X |
118 | @item raw CRI ADX audio @tab X @tab X | |
119 | @item raw MJPEG @tab X @tab X | |
120 | @item raw MPEG video @tab X @tab X | |
121 | @item raw MPEG-4 video @tab X @tab X | |
eb6fc557 | 122 | @item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X |
76ec3939 | 123 | @item raw Shorten audio @tab @tab X |
64c2f20a | 124 | @item RealMedia @tab X @tab X |
c6b2dc34 | 125 | @item RL2 @tab @tab X |
d698c5d3 | 126 | @tab Audio and video format used in some games by Entertainment Software Partners. |
c6b2dc34 | 127 | @item Sega FILM/CPK @tab @tab X |
d698c5d3 | 128 | @tab Used in many Sega Saturn console games. |
64c2f20a DB |
129 | @item SEQ @tab @tab X |
130 | @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback. | |
c6b2dc34 | 131 | @item Sierra Online @tab @tab X |
d698c5d3 | 132 | @tab .sol files used in Sierra Online games. |
c6b2dc34 | 133 | @item Sierra VMD @tab @tab X |
d698c5d3 | 134 | @tab Used in Sierra CD-ROM games. |
64c2f20a DB |
135 | @item SIFF @tab @tab X |
136 | @tab Audio and video format used in some games by Beam Software. | |
c6b2dc34 | 137 | @item Smacker @tab @tab X |
d698c5d3 | 138 | @tab Multimedia format used by many games. |
64c2f20a | 139 | @item SUN AU format @tab X @tab X |
c6b2dc34 | 140 | @item THP @tab @tab X |
d698c5d3 | 141 | @tab Used on the Nintendo GameCube. |
c6b2dc34 DB |
142 | @item WAV @tab X @tab X |
143 | @item WC3 Movie @tab @tab X | |
d698c5d3 | 144 | @tab Multimedia format used in Origin's Wing Commander III computer game. |
c6b2dc34 | 145 | @item Westwood Studios VQA/AUD @tab @tab X |
d698c5d3 | 146 | @tab Multimedia formats used in Westwood Studios games. |
d0e1cd3d DB |
147 | @end multitable |
148 | ||
149 | @code{X} means that encoding (resp. decoding) is supported. | |
150 | ||
151 | @section Image Formats | |
152 | ||
153 | FFmpeg can read and write images for each frame of a video sequence. The | |
154 | following image formats are supported: | |
155 | ||
156 | @multitable @columnfractions .4 .1 .1 .4 | |
b3de4544 | 157 | @item Name @tab Encoding @tab Decoding @tab Comments |
64c2f20a | 158 | @item .Y.U.V @tab X @tab X @tab one raw file per component |
3d172fb5 DB |
159 | @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. |
160 | @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. | |
d0e1cd3d | 161 | @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. |
3d172fb5 DB |
162 | @item PCX @tab @tab X @tab PC Paintbrush |
163 | @item PGM, PPM @tab X @tab X | |
d0e1cd3d | 164 | @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 |
0a91f4ee | 165 | @item PNG @tab X @tab X @tab 2/4 bpp not supported yet |
d0e1cd3d | 166 | @item PTX @tab @tab X @tab V.Flash PTX format |
d1928ac1 | 167 | @item RAS @tab @tab X @tab Sun Rasterfile |
3d172fb5 | 168 | @item SGI @tab X @tab X @tab SGI RGB image format |
3d172fb5 | 169 | @item Targa @tab @tab X @tab Targa (.TGA) image format |
64c2f20a | 170 | @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet. |
d0e1cd3d DB |
171 | @end multitable |
172 | ||
173 | @code{X} means that encoding (resp. decoding) is supported. | |
174 | ||
175 | @section Video Codecs | |
176 | ||
177 | @multitable @columnfractions .4 .1 .1 .4 | |
b3de4544 | 178 | @item Name @tab Encoding @tab Decoding @tab Comments |
d66d8b83 | 179 | @item 4X Video @tab @tab X |
d698c5d3 | 180 | @tab Used in certain computer games. |
d66d8b83 | 181 | @item American Laser Games Video @tab @tab X |
d698c5d3 | 182 | @tab Used in games like Mad Dog McCree. |
d66d8b83 | 183 | @item AMV @tab @tab X |
d698c5d3 | 184 | @tab Used in Chinese MP3 players. |
d66d8b83 | 185 | @item Apple Animation @tab X @tab X |
d698c5d3 | 186 | @tab fourcc: 'rle ' |
d66d8b83 | 187 | @item Apple Graphics @tab @tab X |
d698c5d3 | 188 | @tab fourcc: 'smc ' |
d66d8b83 DB |
189 | @item Apple MJPEG-B @tab @tab X |
190 | @item Apple QuickDraw @tab @tab X | |
d698c5d3 | 191 | @tab fourcc: qdrw |
d66d8b83 | 192 | @item Apple Video @tab @tab X |
d698c5d3 | 193 | @tab fourcc: rpza |
d66d8b83 | 194 | @item Asus v1 @tab X @tab X |
d698c5d3 | 195 | @tab fourcc: ASV1 |
d66d8b83 | 196 | @item Asus v2 @tab X @tab X |
d698c5d3 | 197 | @tab fourcc: ASV2 |
d66d8b83 | 198 | @item ATI VCR1 @tab @tab X |
d698c5d3 | 199 | @tab fourcc: VCR1 |
d66d8b83 | 200 | @item ATI VCR2 @tab @tab X |
d698c5d3 | 201 | @tab fourcc: VCR2 |
d66d8b83 | 202 | @item Autodesk RLE @tab @tab X |
d698c5d3 | 203 | @tab fourcc: AASC |
d66d8b83 | 204 | @item AVID DNxHD @tab X @tab X |
d698c5d3 | 205 | @tab aka SMPTE VC3 |
bac4c85c | 206 | @item AVS video @tab @tab X |
d698c5d3 | 207 | @tab Video encoding used by the Creature Shock game. |
d66d8b83 | 208 | @item Bethsoft VID @tab @tab X |
d698c5d3 | 209 | @tab Used in some games from Bethesda Softworks. |
bac4c85c | 210 | @item C93 video @tab @tab X |
d698c5d3 | 211 | @tab Codec used in Cyberia game. |
d66d8b83 | 212 | @item CamStudio @tab @tab X |
d698c5d3 | 213 | @tab fourcc: CSCD |
bac4c85c | 214 | @item Cin video @tab @tab X |
d698c5d3 | 215 | @tab Codec used in Delphine Software games. |
d66d8b83 DB |
216 | @item Cinepak @tab @tab X |
217 | @item Cirrus Logic AccuPak @tab @tab X | |
d698c5d3 | 218 | @tab fourcc: CLJR |
d66d8b83 | 219 | @item Creative YUV @tab @tab X |
d698c5d3 | 220 | @tab fourcc: CYUV |
5c5a6dfe DB |
221 | @item Dirac @tab X @tab X |
222 | @tab Supported through the external libdirac/libschroedinger libraries. | |
d66d8b83 | 223 | @item Duck TrueMotion v1 @tab @tab X |
d698c5d3 | 224 | @tab fourcc: DUCK |
d66d8b83 | 225 | @item Duck TrueMotion v2 @tab @tab X |
d698c5d3 | 226 | @tab fourcc: TM20 |
d66d8b83 DB |
227 | @item DV @tab X @tab X |
228 | @item DXA Video @tab @tab X | |
d698c5d3 | 229 | @tab Codec originally used in Feeble Files game. |
d66d8b83 | 230 | @item Electronic Arts CMV @tab @tab X |
d698c5d3 | 231 | @tab Used in NHL 95 game. |
cfc78718 | 232 | @item Electronic Arts TGV @tab @tab X |
d66d8b83 | 233 | @item FFmpeg Video 1 @tab X @tab X |
d698c5d3 | 234 | @tab experimental lossless codec (fourcc: FFV1) |
d66d8b83 | 235 | @item Flash Screen Video @tab X @tab X |
d698c5d3 | 236 | @tab fourcc: FSV1 |
d66d8b83 DB |
237 | @item FLIC video @tab @tab X |
238 | @item FLV @tab X @tab X | |
d698c5d3 | 239 | @tab Sorenson H.263 used in Flash |
d66d8b83 DB |
240 | @item Fraps FPS1 @tab @tab X |
241 | @item H.261 @tab X @tab X | |
242 | @item H.263(+) @tab X @tab X | |
d698c5d3 | 243 | @tab also known as RealVideo 1.0 |
d66d8b83 DB |
244 | @item H.264 @tab @tab X |
245 | @item HuffYUV @tab X @tab X | |
246 | @item IBM Ultimotion @tab @tab X | |
d698c5d3 | 247 | @tab fourcc: ULTI |
bac4c85c | 248 | @item id Cinematic video @tab @tab X |
d698c5d3 | 249 | @tab Used in Quake II. |
d66d8b83 | 250 | @item id RoQ @tab X @tab X |
d698c5d3 | 251 | @tab Used in Quake III, Jedi Knight 2, other computer games. |
d66d8b83 DB |
252 | @item Intel Indeo 3 @tab @tab X |
253 | @item Interplay Video @tab @tab X | |
d698c5d3 | 254 | @tab Used in Interplay .MVE files. |
d66d8b83 | 255 | @item JPEG-LS @tab X @tab X |
d698c5d3 | 256 | @tab fourcc: MJLS, lossless and near-lossless is supported. |
d66d8b83 | 257 | @item KMVC @tab @tab X |
d698c5d3 | 258 | @tab Codec used in Worms games. |
d66d8b83 DB |
259 | @item LOCO @tab @tab X |
260 | @item lossless MJPEG @tab X @tab X | |
261 | @item Microsoft RLE @tab @tab X | |
262 | @item Microsoft Video-1 @tab @tab X | |
263 | @item Mimic @tab @tab X | |
d698c5d3 | 264 | @tab Used in MSN Messenger Webcam streams. |
d66d8b83 | 265 | @item Miro VideoXL @tab @tab X |
d698c5d3 | 266 | @tab fourcc: VIXL |
d66d8b83 | 267 | @item MJPEG @tab X @tab X |
822cc8f7 | 268 | @item Motion Pixels Video @tab @tab X |
bac4c85c DB |
269 | @item MPEG-1 @tab X @tab X |
270 | @item MPEG-2 @tab X @tab X | |
d0e1cd3d DB |
271 | @item MPEG-4 @tab X @tab X |
272 | @item MSMPEG4 V1 @tab X @tab X | |
273 | @item MSMPEG4 V2 @tab X @tab X | |
274 | @item MSMPEG4 V3 @tab X @tab X | |
d66d8b83 | 275 | @item MSZH @tab @tab X |
d698c5d3 | 276 | @tab Part of LCL |
d66d8b83 | 277 | @item On2 VP3 @tab @tab X |
d698c5d3 | 278 | @tab still experimental |
d66d8b83 | 279 | @item On2 VP5 @tab @tab X |
d698c5d3 | 280 | @tab fourcc: VP50 |
d66d8b83 | 281 | @item On2 VP6 @tab @tab X |
d698c5d3 | 282 | @tab fourcc: VP60,VP61,VP62 |
d66d8b83 | 283 | @item planar RGB @tab @tab X |
d698c5d3 | 284 | @tab fourcc: 8BPS |
d66d8b83 | 285 | @item QPEG @tab @tab X |
d698c5d3 | 286 | @tab fourccs: QPEG, Q1.0, Q1.1 |
d0e1cd3d DB |
287 | @item RealVideo 1.0 @tab X @tab X |
288 | @item RealVideo 2.0 @tab X @tab X | |
d66d8b83 | 289 | @item Renderware TXD @tab @tab X |
d698c5d3 | 290 | @tab Texture dictionaries used by the Renderware Engine. |
d66d8b83 | 291 | @item RTjpeg @tab @tab X |
d698c5d3 | 292 | @tab Video encoding used in NuppelVideo files. |
bac4c85c | 293 | @item Smacker video @tab @tab X |
d698c5d3 | 294 | @tab Video encoding used in Smacker. |
d66d8b83 | 295 | @item Snow @tab X @tab X |
d698c5d3 | 296 | @tab experimental wavelet codec (fourcc: SNOW) |
831ec935 | 297 | @item Sony PlayStation MDEC @tab @tab X |
d66d8b83 | 298 | @item Sorenson Video 1 @tab X @tab X |
d698c5d3 | 299 | @tab fourcc: SVQ1 |
d66d8b83 | 300 | @item Sorenson Video 3 @tab @tab X |
d698c5d3 | 301 | @tab fourcc: SVQ3 |
d66d8b83 | 302 | @item Sunplus MJPEG @tab @tab X |
d698c5d3 | 303 | @tab fourcc: SP5X |
d66d8b83 | 304 | @item TechSmith Camtasia @tab @tab X |
d698c5d3 | 305 | @tab fourcc: TSCC |
d66d8b83 | 306 | @item Theora @tab X @tab X |
d698c5d3 | 307 | @tab still experimental |
d66d8b83 | 308 | @item THP @tab @tab X |
d698c5d3 | 309 | @tab Used on the Nintendo GameCube. |
bac4c85c | 310 | @item Tiertex Seq video @tab @tab X |
d698c5d3 | 311 | @tab Codec used in DOS CD-ROM FlashBack game. |
d66d8b83 DB |
312 | @item VC-1 @tab @tab X |
313 | @item VMD Video @tab @tab X | |
d698c5d3 | 314 | @tab Used in Sierra VMD files. |
d66d8b83 | 315 | @item VMware Video @tab @tab X |
d698c5d3 | 316 | @tab Codec used in videos captured by VMware. |
d0e1cd3d | 317 | @item Westwood VQA @tab @tab X |
d66d8b83 DB |
318 | @item Winnov WNV1 @tab @tab X |
319 | @item WMV7 @tab X @tab X | |
320 | @item WMV8 @tab X @tab X | |
321 | @item WMV9 @tab @tab X | |
d698c5d3 | 322 | @tab not completely working |
d66d8b83 | 323 | @item Xan/WC3 @tab @tab X |
d698c5d3 | 324 | @tab Used in Wing Commander III .MVE files. |
d66d8b83 | 325 | @item ZLIB @tab X @tab X |
d698c5d3 | 326 | @tab part of LCL, encoder experimental |
d66d8b83 | 327 | @item ZMBV @tab X @tab X |
d698c5d3 | 328 | @tab Encoder works only in PAL8. |
d0e1cd3d DB |
329 | @end multitable |
330 | ||
331 | @code{X} means that encoding (resp. decoding) is supported. | |
332 | ||
333 | @section Audio Codecs | |
334 | ||
335 | @multitable @columnfractions .4 .1 .1 .1 .7 | |
b3de4544 | 336 | @item Name @tab Encoding @tab Decoding @tab Comments |
16d81b27 DB |
337 | @item 4X IMA ADPCM @tab @tab X |
338 | @item 8SVX audio @tab @tab X | |
339 | @item AAC @tab X @tab X | |
7d8f3de4 | 340 | @tab Encoding is supported through the external library libfaac. |
16d81b27 | 341 | @item AC-3 @tab IX @tab IX |
d698c5d3 | 342 | @tab liba52 can be used alternatively for decoding. |
16d81b27 | 343 | @item AMR-NB @tab X @tab X |
d698c5d3 | 344 | @tab Supported through an external library. |
16d81b27 | 345 | @item AMR-WB @tab X @tab X |
d698c5d3 | 346 | @tab Supported through an external library. |
16d81b27 | 347 | @item AMV IMA ADPCM @tab @tab X |
d698c5d3 | 348 | @tab Used in AMV files |
833e90dd | 349 | @item Apple lossless audio @tab X @tab X |
d698c5d3 | 350 | @tab QuickTime fourcc 'alac' |
16d81b27 DB |
351 | @item Apple MACE 3 @tab @tab X |
352 | @item Apple MACE 6 @tab @tab X | |
353 | @item ATRAC 3 @tab @tab X | |
354 | @item CD-ROM XA ADPCM @tab @tab X | |
bac4c85c | 355 | @item Cin audio @tab @tab X |
d698c5d3 | 356 | @tab Codec used in Delphine Software International games. |
16d81b27 | 357 | @item Creative ADPCM @tab @tab X |
d698c5d3 | 358 | @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 |
16d81b27 | 359 | @item CRI ADX ADPCM @tab X @tab X |
d698c5d3 | 360 | @tab Used in Sega Dreamcast games. |
16d81b27 DB |
361 | @item DSP Group TrueSpeech @tab @tab X |
362 | @item DTS Coherent Audio @tab @tab X | |
363 | @item Duck DK3 IMA ADPCM @tab @tab X | |
d698c5d3 | 364 | @tab Used in some Sega Saturn console games. |
16d81b27 | 365 | @item Duck DK4 IMA ADPCM @tab @tab X |
d698c5d3 | 366 | @tab Used in some Sega Saturn console games. |
16d81b27 DB |
367 | @item DV audio @tab @tab X |
368 | @item Electronic Arts ADPCM @tab @tab X | |
d698c5d3 | 369 | @tab Used in various EA titles. |
44723c84 | 370 | @item Enhanced AC-3 @tab @tab X |
9a584db4 | 371 | @item FLAC lossless audio @tab IX @tab X |
16d81b27 DB |
372 | @item G.726 ADPCM @tab X @tab X |
373 | @item id RoQ DPCM @tab X @tab X | |
d698c5d3 | 374 | @tab Used in Quake III, Jedi Knight 2, other computer games. |
16d81b27 DB |
375 | @item Intel Music Coder @tab @tab X |
376 | @item Interplay MVE DPCM @tab @tab X | |
d698c5d3 | 377 | @tab Used in various Interplay computer games. |
16d81b27 | 378 | @item MAXIS EA ADPCM @tab @tab X |
d698c5d3 | 379 | @tab Used in Sim City 3000. |
16d81b27 DB |
380 | @item Microsoft ADPCM @tab X @tab X |
381 | @item MLP/TrueHD @tab @tab X | |
d698c5d3 | 382 | @tab Used in DVD-Audio and Blu-Ray discs. |
16d81b27 | 383 | @item Monkey's Audio @tab @tab X |
d698c5d3 | 384 | @tab Only versions 3.97-3.99 are supported. |
16d81b27 | 385 | @item MPEG audio layer 1/3 @tab X @tab IX |
d698c5d3 | 386 | @tab MP3 encoding is supported through the external library LAME. |
16d81b27 DB |
387 | @item MPEG audio layer 2 @tab IX @tab IX |
388 | @item MS IMA ADPCM @tab X @tab X | |
389 | @item Musepack @tab @tab X | |
d698c5d3 | 390 | @tab SV7 and SV8 are supported. |
755ba886 | 391 | @item Nellymoser ASAO @tab X @tab X |
16d81b27 | 392 | @item Qdesign QDM2 @tab @tab X |
d698c5d3 | 393 | @tab There are still some distortions. |
16d81b27 DB |
394 | @item QT IMA ADPCM @tab X @tab X |
395 | @item RA144 @tab @tab X | |
d698c5d3 | 396 | @tab Real 14400 bit/s codec |
16d81b27 | 397 | @item RA288 @tab @tab X |
d698c5d3 | 398 | @tab Real 28800 bit/s codec |
575a5bf2 | 399 | @item RADnet @tab IX @tab IX |
a692130f | 400 | @tab Real low bitrate AC-3 codec |
16d81b27 | 401 | @item Real COOK @tab @tab X |
d698c5d3 | 402 | @tab All versions except 5.1 are supported. |
bac4c85c | 403 | @item Shorten @tab @tab X |
16d81b27 | 404 | @item Sierra Online DPCM @tab @tab X |
d698c5d3 | 405 | @tab Used in Sierra Online game audio files. |
bac4c85c | 406 | @item Smacker audio @tab @tab X |
16d81b27 | 407 | @item SMJPEG IMA ADPCM @tab @tab X |
d698c5d3 | 408 | @tab Used in certain Loki game ports. |
e6fa1ca5 JR |
409 | @item Sonic @tab X @tab X |
410 | @tab experimental codec | |
411 | @item Sonic lossless @tab X @tab X | |
412 | @tab experimental codec | |
16d81b27 | 413 | @item THP ADPCM @tab @tab X |
d698c5d3 | 414 | @tab Used on the Nintendo GameCube. |
16d81b27 DB |
415 | @item True Audio (TTA) @tab @tab X |
416 | @item Vorbis @tab X @tab X | |
bac4c85c | 417 | @item WavPack @tab @tab X |
16d81b27 | 418 | @item Westwood Studios IMA ADPCM @tab @tab X |
d698c5d3 | 419 | @tab Used in Westwood Studios games like Command and Conquer. |
bac4c85c | 420 | @item WMA v1/v2 @tab X @tab X |
16d81b27 | 421 | @item Xan DPCM @tab @tab X |
d698c5d3 | 422 | @tab Used in Origin's Wing Commander IV AVI files. |
d0e1cd3d DB |
423 | @end multitable |
424 | ||
425 | @code{X} means that encoding (resp. decoding) is supported. | |
426 | ||
427 | @code{I} means that an integer-only version is available, too (ensures high | |
428 | performance on systems without hardware floating point support). | |
429 | ||
430 | @chapter Platform Specific information | |
431 | ||
432 | @section BSD | |
433 | ||
434 | BSD make will not build FFmpeg, you need to install and use GNU Make | |
435 | (@file{gmake}). | |
436 | ||
437 | @section Windows | |
438 | ||
46a845d0 | 439 | To get help and instructions for building FFmpeg under Windows, check out |
d0e1cd3d | 440 | the FFmpeg Windows Help Forum at |
ab5ce4ae | 441 | @url{http://ffmpeg.arrozcru.org/}. |
d0e1cd3d DB |
442 | |
443 | @subsection Native Windows compilation | |
444 | ||
c1989552 RP |
445 | FFmpeg can be built to run natively on Windows using the MinGW tools. Install |
446 | the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also | |
ed729c35 RP |
447 | install the coreutils package, and update to the latest MSYS make (note: not |
448 | mingw32-make). You can find detailed installation | |
d0e1cd3d DB |
449 | instructions in the download section and the FAQ. |
450 | ||
c1989552 | 451 | Within the MSYS shell, configure and make with: |
d0e1cd3d | 452 | |
c1989552 RP |
453 | @example |
454 | ./configure --enable-memalign-hack | |
455 | make | |
456 | make install | |
457 | @end example | |
d0e1cd3d | 458 | |
c1989552 RP |
459 | This will install @file{ffmpeg.exe} along with many other development files |
460 | to @file{/usr/local}. You may specify another install path using the | |
461 | @code{--prefix} option in @file{configure}. | |
d0e1cd3d | 462 | |
c1989552 | 463 | Notes: |
d0e1cd3d | 464 | |
c1989552 | 465 | @itemize |
d0e1cd3d | 466 | |
751a6493 | 467 | @item Use at least bash 3.1. Older versions are known to fail on the |
c1989552 | 468 | configure script. |
d0e1cd3d | 469 | |
c1989552 RP |
470 | @item In order to compile vhooks, you must have a POSIX-compliant libdl in |
471 | your MinGW system. Get dlfcn-win32 from | |
472 | @url{http://code.google.com/p/dlfcn-win32}. | |
d0e1cd3d | 473 | |
c1989552 RP |
474 | @item In order to compile FFplay, you must have the MinGW development library |
475 | of SDL. Get it from @url{http://www.libsdl.org}. | |
476 | Edit the @file{bin/sdl-config} script so that it points to the correct prefix | |
477 | where SDL was installed. Verify that @file{sdl-config} can be launched from | |
478 | the MSYS command line. | |
d0e1cd3d | 479 | |
d0e1cd3d | 480 | @item By using @code{./configure --enable-shared} when configuring FFmpeg, |
c1989552 | 481 | you can build libavutil, libavcodec and libavformat as DLLs. |
d0e1cd3d DB |
482 | |
483 | @end itemize | |
484 | ||
c1989552 | 485 | @subsection Microsoft Visual C++ compatibility |
d0e1cd3d | 486 | |
c1989552 RP |
487 | As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you |
488 | want to use the libav* libraries in your own applications, you can still | |
489 | compile those applications using MSVC++. But the libav* libraries you link | |
490 | to @emph{must} be built with MinGW. However, you will not be able to debug | |
491 | inside the libav* libraries, since MSVC++ does not recognize the debug | |
492 | symbols generated by GCC. | |
493 | We strongly recommend you to move over from MSVC++ to MinGW tools. | |
d0e1cd3d | 494 | |
c1989552 RP |
495 | This description of how to use the FFmpeg libraries with MSVC++ is based on |
496 | Microsoft Visual C++ 2005 Express Edition. If you have a different version, | |
497 | you might have to modify the procedures slightly. | |
d0e1cd3d | 498 | |
c1989552 | 499 | @subsubsection Using static libraries |
d0e1cd3d | 500 | |
c1989552 | 501 | Assuming you have just built and installed FFmpeg in @file{/usr/local}. |
d0e1cd3d DB |
502 | |
503 | @enumerate | |
504 | ||
505 | @item Create a new console application ("File / New / Project") and then | |
506 | select "Win32 Console Application". On the appropriate page of the | |
507 | Application Wizard, uncheck the "Precompiled headers" option. | |
508 | ||
509 | @item Write the source code for your application, or, for testing, just | |
510 | copy the code from an existing sample application into the source file | |
c1989552 RP |
511 | that MSVC++ has already created for you. For example, you can copy |
512 | @file{output_example.c} from the FFmpeg distribution. | |
d0e1cd3d DB |
513 | |
514 | @item Open the "Project / Properties" dialog box. In the "Configuration" | |
515 | combo box, select "All Configurations" so that the changes you make will | |
516 | affect both debug and release builds. In the tree view on the left hand | |
517 | side, select "C/C++ / General", then edit the "Additional Include | |
c1989552 RP |
518 | Directories" setting to contain the path where the FFmpeg includes were |
519 | installed (i.e. @file{c:\msys\1.0\local\include}). | |
f010d377 RP |
520 | Do not add MinGW's include directory here, or the include files will |
521 | conflict with MSVC's. | |
c1989552 RP |
522 | |
523 | @item Still in the "Project / Properties" dialog box, select | |
524 | "Linker / General" from the tree view and edit the | |
525 | "Additional Library Directories" setting to contain the @file{lib} | |
526 | directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), | |
527 | the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), | |
528 | and the directory where MinGW's GCC libs are installed | |
529 | (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select | |
530 | "Linker / Input" from the tree view, and add the files @file{libavformat.a}, | |
531 | @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, | |
532 | @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) | |
533 | to the end of "Additional Dependencies". | |
d0e1cd3d DB |
534 | |
535 | @item Now, select "C/C++ / Code Generation" from the tree view. Select | |
536 | "Debug" in the "Configuration" combo box. Make sure that "Runtime | |
537 | Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in | |
538 | the "Configuration" combo box and make sure that "Runtime Library" is | |
539 | set to "Multi-threaded DLL". | |
540 | ||
c1989552 RP |
541 | @item Click "OK" to close the "Project / Properties" dialog box. |
542 | ||
543 | @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. | |
544 | Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} | |
545 | and install it in MSVC++'s include directory | |
546 | (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). | |
547 | ||
548 | @item MSVC++ also does not understand the @code{inline} keyword used by | |
549 | FFmpeg, so you must add this line before @code{#include}ing libav*: | |
550 | @example | |
551 | #define inline _inline | |
552 | @end example | |
553 | ||
c1989552 RP |
554 | @item Build your application, everything should work. |
555 | ||
556 | @end enumerate | |
557 | ||
558 | @subsubsection Using shared libraries | |
559 | ||
560 | This is how to create DLL and LIB files that are compatible with MSVC++: | |
561 | ||
562 | @enumerate | |
563 | ||
564 | @item Add a call to @file{vcvars32.bat} (which sets up the environment | |
565 | variables for the Visual C++ tools) as the first line of @file{msys.bat}. | |
566 | The standard location for @file{vcvars32.bat} is | |
567 | @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, | |
568 | and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. | |
569 | If this corresponds to your setup, add the following line as the first line | |
570 | of @file{msys.bat}: | |
571 | ||
572 | @example | |
573 | call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" | |
574 | @end example | |
575 | ||
576 | Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, | |
577 | and run @file{c:\msys\1.0\msys.bat} from there. | |
578 | ||
579 | @item Within the MSYS shell, run @code{lib.exe}. If you get a help message | |
580 | from @file{Microsoft (R) Library Manager}, this means your environment | |
581 | variables are set up correctly, the @file{Microsoft (R) Library Manager} | |
582 | is on the path and will be used by FFmpeg to create | |
583 | MSVC++-compatible import libraries. | |
584 | ||
585 | @item Build FFmpeg with | |
586 | ||
587 | @example | |
588 | ./configure --enable-shared --enable-memalign-hack | |
589 | make | |
590 | make install | |
591 | @end example | |
592 | ||
593 | Your install path (@file{/usr/local/} by default) should now have the | |
594 | necessary DLL and LIB files under the @file{bin} directory. | |
d0e1cd3d DB |
595 | |
596 | @end enumerate | |
597 | ||
c1989552 RP |
598 | To use those files with MSVC++, do the same as you would do with |
599 | the static libraries, as described above. But in Step 4, | |
600 | you should only need to add the directory where the LIB files are installed | |
601 | (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are | |
602 | installed in the @file{bin} directory. And instead of adding @file{libxx.a} | |
603 | files, you should add @file{avcodec.lib}, @file{avformat.lib}, and | |
604 | @file{avutil.lib}. There should be no need for @file{libmingwex.a}, | |
605 | @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library | |
606 | statically linked into the DLLs. The @file{bin} directory contains a bunch | |
607 | of DLL files, but the ones that are actually used to run your application | |
608 | are the ones with a major version number in their filenames | |
609 | (i.e. @file{avcodec-51.dll}). | |
610 | ||
d0e1cd3d DB |
611 | @subsection Cross compilation for Windows with Linux |
612 | ||
613 | You must use the MinGW cross compilation tools available at | |
614 | @url{http://www.mingw.org/}. | |
615 | ||
616 | Then configure FFmpeg with the following options: | |
617 | @example | |
618 | ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- | |
619 | @end example | |
620 | (you can change the cross-prefix according to the prefix chosen for the | |
621 | MinGW tools). | |
622 | ||
623 | Then you can easily test FFmpeg with Wine | |
624 | (@url{http://www.winehq.com/}). | |
625 | ||
626 | @subsection Compilation under Cygwin | |
627 | ||
29c3d42b VP |
628 | The main issue with Cygwin is that newlib, its C library, does not |
629 | contain llrint(). However, it is possible to leverage the | |
630 | implementation in MinGW. | |
d0e1cd3d DB |
631 | |
632 | Just install your Cygwin with all the "Base" packages, plus the | |
633 | following "Devel" ones: | |
634 | @example | |
29c3d42b | 635 | binutils, gcc-core, make, subversion, mingw-runtime |
d0e1cd3d DB |
636 | @end example |
637 | ||
638 | Do not install binutils-20060709-1 (they are buggy on shared builds); | |
639 | use binutils-20050610-1 instead. | |
640 | ||
29c3d42b VP |
641 | Then create a small library that just contains llrint(): |
642 | ||
643 | @example | |
644 | ar x /usr/lib/mingw/libmingwex.a llrint.o | |
645 | ar cq /usr/local/lib/libllrint.a llrint.o | |
646 | @end example | |
647 | ||
d0e1cd3d DB |
648 | Then run |
649 | ||
650 | @example | |
29c3d42b | 651 | ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
d0e1cd3d DB |
652 | @end example |
653 | ||
654 | to make a static build or | |
655 | ||
656 | @example | |
29c3d42b | 657 | ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
d0e1cd3d DB |
658 | @end example |
659 | ||
660 | to build shared libraries. | |
661 | ||
662 | If you want to build FFmpeg with additional libraries, download Cygwin | |
663 | "Devel" packages for Ogg and Vorbis from any Cygwin packages repository | |
664 | and/or SDL, xvid, faac, faad2 packages from Cygwin Ports, | |
665 | (@url{http://cygwinports.dotsrc.org/}). | |
666 | ||
667 | @subsection Crosscompilation for Windows under Cygwin | |
668 | ||
669 | With Cygwin you can create Windows binaries that do not need the cygwin1.dll. | |
670 | ||
671 | Just install your Cygwin as explained before, plus these additional | |
672 | "Devel" packages: | |
673 | @example | |
674 | gcc-mingw-core, mingw-runtime, mingw-zlib | |
675 | @end example | |
676 | ||
677 | and add some special flags to your configure invocation. | |
678 | ||
679 | For a static build run | |
680 | @example | |
681 | ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |
682 | @end example | |
683 | ||
684 | and for a build with shared libraries | |
685 | @example | |
686 | ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |
687 | @end example | |
688 | ||
689 | @section BeOS | |
690 | ||
5f757b85 | 691 | BeOS support is broken in mysterious ways. |
d0e1cd3d | 692 | |
25b92a79 DY |
693 | @section OS/2 |
694 | ||
695 | For information about compiling FFmpeg on OS/2 see | |
696 | @url{http://www.edm2.com/index.php/FFmpeg}. | |
697 | ||
d0e1cd3d DB |
698 | @chapter Developers Guide |
699 | ||
700 | @section API | |
701 | @itemize @bullet | |
702 | @item libavcodec is the library containing the codecs (both encoding and | |
703 | decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. | |
704 | ||
705 | @item libavformat is the library containing the file format handling (mux and | |
706 | demux code for several formats). Look at @file{ffplay.c} to use it in a | |
707 | player. See @file{output_example.c} to use it to generate audio or video | |
708 | streams. | |
709 | ||
710 | @end itemize | |
711 | ||
712 | @section Integrating libavcodec or libavformat in your program | |
713 | ||
714 | You can integrate all the source code of the libraries to link them | |
715 | statically to avoid any version problem. All you need is to provide a | |
716 | 'config.mak' and a 'config.h' in the parent directory. See the defines | |
717 | generated by ./configure to understand what is needed. | |
718 | ||
719 | You can use libavcodec or libavformat in your commercial program, but | |
720 | @emph{any patch you make must be published}. The best way to proceed is | |
721 | to send your patches to the FFmpeg mailing list. | |
722 | ||
723 | @node Coding Rules | |
724 | @section Coding Rules | |
725 | ||
726 | FFmpeg is programmed in the ISO C90 language with a few additional | |
727 | features from ISO C99, namely: | |
728 | @itemize @bullet | |
729 | @item | |
730 | the @samp{inline} keyword; | |
731 | @item | |
732 | @samp{//} comments; | |
733 | @item | |
734 | designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) | |
735 | @item | |
736 | compound literals (@samp{x = (struct s) @{ 17, 23 @};}) | |
737 | @end itemize | |
738 | ||
739 | These features are supported by all compilers we care about, so we will not | |
740 | accept patches to remove their use unless they absolutely do not impair | |
741 | clarity and performance. | |
742 | ||
743 | All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also | |
744 | compiles with several other compilers, such as the Compaq ccc compiler | |
745 | or Sun Studio 9, and we would like to keep it that way unless it would | |
746 | be exceedingly involved. To ensure compatibility, please do not use any | |
747 | additional C99 features or GCC extensions. Especially watch out for: | |
748 | @itemize @bullet | |
749 | @item | |
750 | mixing statements and declarations; | |
751 | @item | |
752 | @samp{long long} (use @samp{int64_t} instead); | |
753 | @item | |
754 | @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; | |
755 | @item | |
756 | GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). | |
757 | @end itemize | |
758 | ||
759 | Indent size is 4. | |
760 | The presentation is the one specified by 'indent -i4 -kr -nut'. | |
761 | The TAB character is forbidden outside of Makefiles as is any | |
762 | form of trailing whitespace. Commits containing either will be | |
763 | rejected by the Subversion repository. | |
764 | ||
765 | The main priority in FFmpeg is simplicity and small code size in order to | |
766 | minimize the bug count. | |
767 | ||
768 | Comments: Use the JavaDoc/Doxygen | |
769 | format (see examples below) so that code documentation | |
770 | can be generated automatically. All nontrivial functions should have a comment | |
771 | above them explaining what the function does, even if it is just one sentence. | |
772 | All structures and their member variables should be documented, too. | |
773 | @example | |
774 | /** | |
775 | * @@file mpeg.c | |
776 | * MPEG codec. | |
777 | * @@author ... | |
778 | */ | |
779 | ||
780 | /** | |
781 | * Summary sentence. | |
782 | * more text ... | |
783 | * ... | |
784 | */ | |
785 | typedef struct Foobar@{ | |
786 | int var1; /**< var1 description */ | |
787 | int var2; ///< var2 description | |
788 | /** var3 description */ | |
789 | int var3; | |
790 | @} Foobar; | |
791 | ||
792 | /** | |
793 | * Summary sentence. | |
794 | * more text ... | |
795 | * ... | |
796 | * @@param my_parameter description of my_parameter | |
797 | * @@return return value description | |
798 | */ | |
799 | int myfunc(int my_parameter) | |
800 | ... | |
801 | @end example | |
802 | ||
803 | fprintf and printf are forbidden in libavformat and libavcodec, | |
804 | please use av_log() instead. | |
805 | ||
806 | Casts should be used only when necessary. Unneeded parentheses | |
807 | should also be avoided if they don't make the code easier to understand. | |
808 | ||
809 | @section Development Policy | |
810 | ||
811 | @enumerate | |
812 | @item | |
813 | Contributions should be licensed under the LGPL 2.1, including an | |
814 | "or any later version" clause, or the MIT license. GPL 2 including | |
815 | an "or any later version" clause is also acceptable, but LGPL is | |
816 | preferred. | |
817 | @item | |
818 | You must not commit code which breaks FFmpeg! (Meaning unfinished but | |
819 | enabled code which breaks compilation or compiles but does not work or | |
820 | breaks the regression tests) | |
821 | You can commit unfinished stuff (for testing etc), but it must be disabled | |
822 | (#ifdef etc) by default so it does not interfere with other developers' | |
823 | work. | |
824 | @item | |
825 | You do not have to over-test things. If it works for you, and you think it | |
826 | should work for others, then commit. If your code has problems | |
827 | (portability, triggers compiler bugs, unusual environment etc) they will be | |
828 | reported and eventually fixed. | |
829 | @item | |
830 | Do not commit unrelated changes together, split them into self-contained | |
831 | pieces. Also do not forget that if part B depends on part A, but A does not | |
832 | depend on B, then A can and should be committed first and separate from B. | |
833 | Keeping changes well split into self-contained parts makes reviewing and | |
834 | understanding them on the commit log mailing list easier. This also helps | |
835 | in case of debugging later on. | |
836 | Also if you have doubts about splitting or not splitting, do not hesitate to | |
837 | ask/discuss it on the developer mailing list. | |
838 | @item | |
839 | Do not change behavior of the program (renaming options etc) without | |
840 | first discussing it on the ffmpeg-devel mailing list. Do not remove | |
841 | functionality from the code. Just improve! | |
842 | ||
843 | Note: Redundant code can be removed. | |
844 | @item | |
845 | Do not commit changes to the build system (Makefiles, configure script) | |
846 | which change behavior, defaults etc, without asking first. The same | |
847 | applies to compiler warning fixes, trivial looking fixes and to code | |
848 | maintained by other developers. We usually have a reason for doing things | |
849 | the way we do. Send your changes as patches to the ffmpeg-devel mailing | |
850 | list, and if the code maintainers say OK, you may commit. This does not | |
851 | apply to files you wrote and/or maintain. | |
852 | @item | |
853 | We refuse source indentation and other cosmetic changes if they are mixed | |
854 | with functional changes, such commits will be rejected and removed. Every | |
855 | developer has his own indentation style, you should not change it. Of course | |
856 | if you (re)write something, you can use your own style, even though we would | |
857 | prefer if the indentation throughout FFmpeg was consistent (Many projects | |
858 | force a given indentation style - we do not.). If you really need to make | |
859 | indentation changes (try to avoid this), separate them strictly from real | |
860 | changes. | |
861 | ||
862 | NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, | |
863 | then either do NOT change the indentation of the inner part within (do not | |
864 | move it to the right)! or do so in a separate commit | |
865 | @item | |
866 | Always fill out the commit log message. Describe in a few lines what you | |
867 | changed and why. You can refer to mailing list postings if you fix a | |
868 | particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. | |
869 | @item | |
870 | If you apply a patch by someone else, include the name and email address in | |
871 | the log message. Since the ffmpeg-cvslog mailing list is publicly | |
872 | archived you should add some SPAM protection to the email address. Send an | |
873 | answer to ffmpeg-devel (or wherever you got the patch from) saying that | |
874 | you applied the patch. | |
875 | @item | |
876 | When applying patches that have been discussed (at length) on the mailing | |
877 | list, reference the thread in the log message. | |
878 | @item | |
879 | Do NOT commit to code actively maintained by others without permission. | |
880 | Send a patch to ffmpeg-devel instead. If no one answers within a reasonable | |
881 | timeframe (12h for build failures and security fixes, 3 days small changes, | |
882 | 1 week for big patches) then commit your patch if you think it is OK. | |
883 | Also note, the maintainer can simply ask for more time to review! | |
884 | @item | |
885 | Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits | |
886 | are sent there and reviewed by all the other developers. Bugs and possible | |
887 | improvements or general questions regarding commits are discussed there. We | |
888 | expect you to react if problems with your code are uncovered. | |
889 | @item | |
890 | Update the documentation if you change behavior or add features. If you are | |
891 | unsure how best to do this, send a patch to ffmpeg-devel, the documentation | |
892 | maintainer(s) will review and commit your stuff. | |
893 | @item | |
894 | Try to keep important discussions and requests (also) on the public | |
895 | developer mailing list, so that all developers can benefit from them. | |
896 | @item | |
897 | Never write to unallocated memory, never write over the end of arrays, | |
898 | always check values read from some untrusted source before using them | |
899 | as array index or other risky things. | |
900 | @item | |
901 | Remember to check if you need to bump versions for the specific libav | |
902 | parts (libavutil, libavcodec, libavformat) you are changing. You need | |
b98052d5 | 903 | to change the version integer. |
d0e1cd3d DB |
904 | Incrementing the first component means no backward compatibility to |
905 | previous versions (e.g. removal of a function from the public API). | |
906 | Incrementing the second component means backward compatible change | |
b98052d5 PR |
907 | (e.g. addition of a function to the public API or extension of an |
908 | existing data structure). | |
d0e1cd3d DB |
909 | Incrementing the third component means a noteworthy binary compatible |
910 | change (e.g. encoder bug fix that matters for the decoder). | |
911 | @item | |
53407b64 | 912 | Compiler warnings indicate potential bugs or code with bad style. If a type of |
9908c1a8 DB |
913 | warning always points to correct and clean code, that warning should |
914 | be disabled, not the code changed. | |
915 | Thus the remaining warnings can either be bugs or correct code. | |
beaa4a91 | 916 | If it is a bug, the bug has to be fixed. If it is not, the code should |
9908c1a8 DB |
917 | be changed to not generate a warning unless that causes a slowdown |
918 | or obfuscates the code. | |
d0e1cd3d DB |
919 | @item |
920 | If you add a new file, give it a proper license header. Do not copy and | |
921 | paste it from a random place, use an existing file as template. | |
922 | @end enumerate | |
923 | ||
924 | We think our rules are not too hard. If you have comments, contact us. | |
925 | ||
926 | Note, these rules are mostly borrowed from the MPlayer project. | |
927 | ||
928 | @section Submitting patches | |
929 | ||
930 | First, (@pxref{Coding Rules}) above if you did not yet. | |
931 | ||
932 | When you submit your patch, try to send a unified diff (diff '-up' | |
933 | option). We cannot read other diffs :-) | |
934 | ||
935 | Also please do not submit a patch which contains several unrelated changes. | |
936 | Split it into separate, self-contained pieces. This does not mean splitting | |
937 | file by file. Instead, make the patch as small as possible while still | |
938 | keeping it as a logical unit that contains an individual change, even | |
939 | if it spans multiple files. This makes reviewing your patches much easier | |
940 | for us and greatly increases your chances of getting your patch applied. | |
941 | ||
942 | Run the regression tests before submitting a patch so that you can | |
943 | verify that there are no big problems. | |
944 | ||
945 | Patches should be posted as base64 encoded attachments (or any other | |
946 | encoding which ensures that the patch will not be trashed during | |
947 | transmission) to the ffmpeg-devel mailing list, see | |
948 | @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} | |
949 | ||
950 | It also helps quite a bit if you tell us what the patch does (for example | |
951 | 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant | |
952 | and has no lrint()') | |
953 | ||
954 | Also please if you send several patches, send each patch as a separate mail, | |
955 | do not attach several unrelated patches to the same mail. | |
956 | ||
28ce1839 RP |
957 | @section New codecs or formats checklist |
958 | ||
959 | @enumerate | |
960 | @item | |
961 | Did you use av_cold for codec initialization and close functions? | |
962 | @item | |
963 | Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or | |
964 | AVInputFormat/AVOutputFormat struct? | |
965 | @item | |
966 | Did you bump the minor version number in @file{avcodec.h} or | |
967 | @file{avformat.h}? | |
968 | @item | |
969 | Did you register it in @file{allcodecs.c} or @file{allformats.c}? | |
970 | @item | |
971 | Did you add the CodecID to @file{avcodec.h}? | |
972 | @item | |
973 | If it has a fourcc, did you add it to @file{libavformat/riff.c}, | |
974 | even if it is only a decoder? | |
975 | @item | |
976 | Did you add a rule to compile the appropriate files in the Makefile? | |
977 | Remember to do this even if you're just adding a format to a file that is | |
978 | already being compiled by some other rule, like a raw demuxer. | |
979 | @item | |
980 | Did you add an entry to the table of supported formats or codecs in the | |
981 | documentation? | |
982 | @item | |
983 | Did you add an entry in the Changelog? | |
984 | @item | |
985 | If it depends on a parser or a library, did you add that dependency in | |
986 | configure? | |
987 | @item | |
988 | Did you "svn add" the appropriate files before commiting? | |
989 | @end enumerate | |
990 | ||
d0e1cd3d DB |
991 | @section patch submission checklist |
992 | ||
993 | @enumerate | |
994 | @item | |
995 | Do the regression tests pass with the patch applied? | |
996 | @item | |
997 | Is the patch a unified diff? | |
998 | @item | |
999 | Is the patch against latest FFmpeg SVN? | |
1000 | @item | |
1001 | Are you subscribed to ffmpeg-dev? | |
1002 | (the list is subscribers only due to spam) | |
1003 | @item | |
1004 | Have you checked that the changes are minimal, so that the same cannot be | |
1005 | achieved with a smaller patch and/or simpler final code? | |
1006 | @item | |
1007 | If the change is to speed critical code, did you benchmark it? | |
1008 | @item | |
1009 | If you did any benchmarks, did you provide them in the mail? | |
1010 | @item | |
1011 | Have you checked that the patch does not introduce buffer overflows or | |
1012 | other security issues? | |
1013 | @item | |
b885e0db MN |
1014 | If you add a new demuxer or decoder, have you checked that it does not |
1015 | crash with damaged input (see tools/trasher)? | |
1016 | @item | |
d0e1cd3d DB |
1017 | Is the patch created from the root of the source tree, so it can be |
1018 | applied with @code{patch -p0}? | |
1019 | @item | |
1020 | Does the patch not mix functional and cosmetic changes? | |
1021 | @item | |
1022 | Did you add tabs or trailing whitespace to the code? Both are forbidden. | |
1023 | @item | |
1024 | Is the patch attached to the email you send? | |
1025 | @item | |
1026 | Is the mime type of the patch correct? It should be text/x-diff or | |
1027 | text/x-patch or at least text/plain and not application/octet-stream. | |
1028 | @item | |
1029 | If the patch fixes a bug, did you provide a verbose analysis of the bug? | |
1030 | @item | |
1031 | If the patch fixes a bug, did you provide enough information, including | |
1032 | a sample, so the bug can be reproduced and the fix can be verified? | |
1033 | Note please do not attach samples >100k to mails but rather provide a | |
1034 | URL, you can upload to ftp://upload.mplayerhq.hu | |
1035 | @item | |
1036 | Did you provide a verbose summary about what the patch does change? | |
1037 | @item | |
1038 | Did you provide a verbose explanation why it changes things like it does? | |
1039 | @item | |
1040 | Did you provide a verbose summary of the user visible advantages and | |
1041 | disadvantages if the patch is applied? | |
1042 | @item | |
1043 | Did you provide an example so we can verify the new feature added by the | |
1044 | patch easily? | |
1045 | @item | |
1046 | If you added a new file, did you insert a license header? It should be | |
1047 | taken from FFmpeg, not randomly copied and pasted from somewhere else. | |
1048 | @item | |
1049 | You should maintain alphabetical order in alphabetically ordered lists as | |
1050 | long as doing so does not break API/ABI compatibility. | |
1051 | @item | |
1052 | Lines with similar content should be aligned vertically when doing so | |
1053 | improves readability. | |
1054 | @item | |
1055 | Did you provide a suggestion for a clear commit log message? | |
27250d20 MN |
1056 | @item |
1057 | Did you test your decoder or demuxer against damaged data? If no, see | |
1058 | tools/trasher and the noise bitstream filter. Your decoder or demuxer | |
fe74278f | 1059 | should not crash or end in a (near) infinite loop when fed damaged data. |
d0e1cd3d DB |
1060 | @end enumerate |
1061 | ||
1062 | @section Patch review process | |
1063 | ||
1064 | All patches posted to ffmpeg-devel will be reviewed, unless they contain a | |
1065 | clear note that the patch is not for SVN. | |
1066 | Reviews and comments will be posted as replies to the patch on the | |
1067 | mailing list. The patch submitter then has to take care of every comment, | |
1068 | that can be by resubmitting a changed patch or by discussion. Resubmitted | |
1069 | patches will themselves be reviewed like any other patch. If at some point | |
1070 | a patch passes review with no comments then it is approved, that can for | |
1071 | simple and small patches happen immediately while large patches will generally | |
1072 | have to be changed and reviewed many times before they are approved. | |
1073 | After a patch is approved it will be committed to the repository. | |
1074 | ||
1075 | We will review all submitted patches, but sometimes we are quite busy so | |
1076 | especially for large patches this can take several weeks. | |
1077 | ||
1078 | When resubmitting patches, please do not make any significant changes | |
1079 | not related to the comments received during review. Such patches will | |
1080 | be rejected. Instead, submit significant changes or new features as | |
1081 | separate patches. | |
1082 | ||
1083 | @section Regression tests | |
1084 | ||
1085 | Before submitting a patch (or committing to the repository), you should at least | |
1086 | test that you did not break anything. | |
1087 | ||
1088 | The regression tests build a synthetic video stream and a synthetic | |
1089 | audio stream. These are then encoded and decoded with all codecs or | |
1090 | formats. The CRC (or MD5) of each generated file is recorded in a | |
1091 | result file. A 'diff' is launched to compare the reference results and | |
1092 | the result file. | |
1093 | ||
1094 | The regression tests then go on to test the FFserver code with a | |
1095 | limited set of streams. It is important that this step runs correctly | |
1096 | as well. | |
1097 | ||
1098 | Run 'make test' to test all the codecs and formats. | |
1099 | ||
1100 | Run 'make fulltest' to test all the codecs, formats and FFserver. | |
1101 | ||
1102 | [Of course, some patches may change the results of the regression tests. In | |
1103 | this case, the reference results of the regression tests shall be modified | |
1104 | accordingly]. | |
1105 | ||
1106 | @bye |