Split rtp.h in rtp.h, rtpdec.h, and rtpenc.h
[libav.git] / doc / general.texi
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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
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
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
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45 @tab 4X Technologies format, used in some games.
46@item ADTS AAC audio @tab X @tab X
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47@item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
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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.
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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.
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65@item CRYO APC @tab @tab X
66 @tab Audio format used in some games by CRYO Interactive Entertainment.
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67@item DV @tab X @tab X
68@item DXA @tab @tab X
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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
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77@item FunCom ISS @tab @tab X
78 @tab Audio format used in various games from FunCom like The Longest Journey.
c6b2dc34 79@item GXF @tab X @tab X
d698c5d3 80 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 81 playout servers.
76ec3939 82@item id Cinematic @tab @tab X
d698c5d3 83 @tab Used in Quake II.
76ec3939 84@item id RoQ @tab X @tab X
d698c5d3 85 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 86@item IFF @tab @tab X
d698c5d3 87 @tab Interchange File Format
c6b2dc34 88@item Interplay MVE @tab @tab X
d698c5d3 89 @tab Format used in various Interplay computer games.
c6b2dc34 90@item LMLM4 @tab @tab X
d698c5d3 91 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 92@item Matroska @tab X @tab X
c6b2dc34 93@item MAXIS EA XA @tab @tab X
d698c5d3 94 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 95@item Monkey's Audio @tab @tab X
822cc8f7 96@item Motion Pixels MVI @tab @tab X
64c2f20a 97@item MOV/QuickTime @tab X @tab X
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98@item MPEG audio @tab X @tab X
99@item MPEG-1 systems @tab X @tab X
d698c5d3 100 @tab muxed audio and video
c6b2dc34 101@item MPEG-2 PS @tab X @tab X
d698c5d3 102 @tab also known as @code{VOB} file
c6b2dc34 103@item MPEG-2 TS @tab @tab X
d698c5d3 104 @tab also known as DVB Transport Stream
c6b2dc34 105@item MPEG-4 @tab X @tab X
d698c5d3 106 @tab MPEG-4 is a variant of QuickTime.
bac4c85c 107@item MSN TCP webcam @tab @tab X
d698c5d3 108 @tab Used by MSN Messenger webcam streams.
bb68b69d 109@item MXF @tab X @tab X
d698c5d3 110 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
64c2f20a 111@item Nullsoft Video @tab @tab X
c6b2dc34 112@item NUT @tab X @tab X
d698c5d3 113 @tab NUT Open Container Format
c6b2dc34 114@item OMA @tab @tab X
d698c5d3 115 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
64c2f20a 116@item PlayStation STR @tab @tab X
c6b2dc34 117@item PVA @tab @tab X
d698c5d3 118 @tab Used by TechnoTrend DVB PCI boards.
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119@item raw AC-3 @tab X @tab X
120@item raw CRI ADX audio @tab X @tab X
121@item raw MJPEG @tab X @tab X
122@item raw MPEG video @tab X @tab X
123@item raw MPEG-4 video @tab X @tab X
eb6fc557 124@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
76ec3939 125@item raw Shorten audio @tab @tab X
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126@item R3D REDCODE @tab @tab X
127 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 128@item RealMedia @tab X @tab X
c6b2dc34 129@item RL2 @tab @tab X
d698c5d3 130 @tab Audio and video format used in some games by Entertainment Software Partners.
c6b2dc34 131@item Sega FILM/CPK @tab @tab X
d698c5d3 132 @tab Used in many Sega Saturn console games.
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133@item SEQ @tab @tab X
134 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
c6b2dc34 135@item Sierra Online @tab @tab X
d698c5d3 136 @tab .sol files used in Sierra Online games.
c6b2dc34 137@item Sierra VMD @tab @tab X
d698c5d3 138 @tab Used in Sierra CD-ROM games.
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139@item SIFF @tab @tab X
140 @tab Audio and video format used in some games by Beam Software.
c6b2dc34 141@item Smacker @tab @tab X
d698c5d3 142 @tab Multimedia format used by many games.
64c2f20a 143@item SUN AU format @tab X @tab X
c6b2dc34 144@item THP @tab @tab X
d698c5d3 145 @tab Used on the Nintendo GameCube.
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146@item WAV @tab X @tab X
147@item WC3 Movie @tab @tab X
d698c5d3 148 @tab Multimedia format used in Origin's Wing Commander III computer game.
c6b2dc34 149@item Westwood Studios VQA/AUD @tab @tab X
d698c5d3 150 @tab Multimedia formats used in Westwood Studios games.
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151@end multitable
152
153@code{X} means that encoding (resp. decoding) is supported.
154
155@section Image Formats
156
157FFmpeg can read and write images for each frame of a video sequence. The
158following image formats are supported:
159
160@multitable @columnfractions .4 .1 .1 .4
b3de4544 161@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 162@item .Y.U.V @tab X @tab X @tab one raw file per component
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163@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
164@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 165@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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166@item PCX @tab @tab X @tab PC Paintbrush
167@item PGM, PPM @tab X @tab X
d0e1cd3d 168@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 169@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 170@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 171@item RAS @tab @tab X @tab Sun Rasterfile
3d172fb5 172@item SGI @tab X @tab X @tab SGI RGB image format
3d172fb5 173@item Targa @tab @tab X @tab Targa (.TGA) image format
64c2f20a 174@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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175@end multitable
176
177@code{X} means that encoding (resp. decoding) is supported.
178
179@section Video Codecs
180
181@multitable @columnfractions .4 .1 .1 .4
b3de4544 182@item Name @tab Encoding @tab Decoding @tab Comments
d66d8b83 183@item 4X Video @tab @tab X
d698c5d3 184 @tab Used in certain computer games.
d66d8b83 185@item American Laser Games Video @tab @tab X
d698c5d3 186 @tab Used in games like Mad Dog McCree.
d66d8b83 187@item AMV @tab @tab X
d698c5d3 188 @tab Used in Chinese MP3 players.
d66d8b83 189@item Apple Animation @tab X @tab X
d698c5d3 190 @tab fourcc: 'rle '
d66d8b83 191@item Apple Graphics @tab @tab X
d698c5d3 192 @tab fourcc: 'smc '
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193@item Apple MJPEG-B @tab @tab X
194@item Apple QuickDraw @tab @tab X
d698c5d3 195 @tab fourcc: qdrw
d66d8b83 196@item Apple Video @tab @tab X
d698c5d3 197 @tab fourcc: rpza
d66d8b83 198@item Asus v1 @tab X @tab X
d698c5d3 199 @tab fourcc: ASV1
d66d8b83 200@item Asus v2 @tab X @tab X
d698c5d3 201 @tab fourcc: ASV2
d66d8b83 202@item ATI VCR1 @tab @tab X
d698c5d3 203 @tab fourcc: VCR1
d66d8b83 204@item ATI VCR2 @tab @tab X
d698c5d3 205 @tab fourcc: VCR2
d66d8b83 206@item Autodesk RLE @tab @tab X
d698c5d3 207 @tab fourcc: AASC
d66d8b83 208@item AVID DNxHD @tab X @tab X
d698c5d3 209 @tab aka SMPTE VC3
bac4c85c 210@item AVS video @tab @tab X
d698c5d3 211 @tab Video encoding used by the Creature Shock game.
d66d8b83 212@item Bethsoft VID @tab @tab X
d698c5d3 213 @tab Used in some games from Bethesda Softworks.
bac4c85c 214@item C93 video @tab @tab X
d698c5d3 215 @tab Codec used in Cyberia game.
d66d8b83 216@item CamStudio @tab @tab X
d698c5d3 217 @tab fourcc: CSCD
bac4c85c 218@item Cin video @tab @tab X
d698c5d3 219 @tab Codec used in Delphine Software games.
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220@item Cinepak @tab @tab X
221@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 222 @tab fourcc: CLJR
d66d8b83 223@item Creative YUV @tab @tab X
d698c5d3 224 @tab fourcc: CYUV
82ced5a9 225@item Dirac @tab E @tab E
360f980b 226 @tab supported through external libdirac/libschroedinger libraries
d66d8b83 227@item Duck TrueMotion v1 @tab @tab X
d698c5d3 228 @tab fourcc: DUCK
d66d8b83 229@item Duck TrueMotion v2 @tab @tab X
d698c5d3 230 @tab fourcc: TM20
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231@item DV @tab X @tab X
232@item DXA Video @tab @tab X
d698c5d3 233 @tab Codec originally used in Feeble Files game.
d66d8b83 234@item Electronic Arts CMV @tab @tab X
d698c5d3 235 @tab Used in NHL 95 game.
cfc78718 236@item Electronic Arts TGV @tab @tab X
42b30357 237@item Electronic Arts TGQ @tab @tab X
d8964f3a 238@item Electronic Arts TQI @tab @tab X
d66d8b83 239@item FFmpeg Video 1 @tab X @tab X
d698c5d3 240 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 241@item Flash Screen Video @tab X @tab X
d698c5d3 242 @tab fourcc: FSV1
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243@item FLIC video @tab @tab X
244@item FLV @tab X @tab X
d698c5d3 245 @tab Sorenson H.263 used in Flash
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246@item Fraps FPS1 @tab @tab X
247@item H.261 @tab X @tab X
248@item H.263(+) @tab X @tab X
d698c5d3 249 @tab also known as RealVideo 1.0
82ced5a9 250@item H.264 @tab E @tab X
360f980b 251 @tab encoding supported through external library libx264
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252@item HuffYUV @tab X @tab X
253@item IBM Ultimotion @tab @tab X
d698c5d3 254 @tab fourcc: ULTI
bac4c85c 255@item id Cinematic video @tab @tab X
d698c5d3 256 @tab Used in Quake II.
d66d8b83 257@item id RoQ @tab X @tab X
d698c5d3 258 @tab Used in Quake III, Jedi Knight 2, other computer games.
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259@item Intel Indeo 3 @tab @tab X
260@item Interplay Video @tab @tab X
d698c5d3 261 @tab Used in Interplay .MVE files.
d66d8b83 262@item JPEG-LS @tab X @tab X
d698c5d3 263 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 264@item KMVC @tab @tab X
d698c5d3 265 @tab Codec used in Worms games.
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266@item LOCO @tab @tab X
267@item lossless MJPEG @tab X @tab X
268@item Microsoft RLE @tab @tab X
269@item Microsoft Video-1 @tab @tab X
270@item Mimic @tab @tab X
d698c5d3 271 @tab Used in MSN Messenger Webcam streams.
d66d8b83 272@item Miro VideoXL @tab @tab X
d698c5d3 273 @tab fourcc: VIXL
d66d8b83 274@item MJPEG @tab X @tab X
822cc8f7 275@item Motion Pixels Video @tab @tab X
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276@item MPEG-1 @tab X @tab X
277@item MPEG-2 @tab X @tab X
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278@item MPEG-4 @tab X @tab X
279@item MSMPEG4 V1 @tab X @tab X
280@item MSMPEG4 V2 @tab X @tab X
281@item MSMPEG4 V3 @tab X @tab X
d66d8b83 282@item MSZH @tab @tab X
d698c5d3 283 @tab Part of LCL
d66d8b83 284@item On2 VP3 @tab @tab X
d698c5d3 285 @tab still experimental
d66d8b83 286@item On2 VP5 @tab @tab X
d698c5d3 287 @tab fourcc: VP50
d66d8b83 288@item On2 VP6 @tab @tab X
d698c5d3 289 @tab fourcc: VP60,VP61,VP62
d66d8b83 290@item planar RGB @tab @tab X
d698c5d3 291 @tab fourcc: 8BPS
d66d8b83 292@item QPEG @tab @tab X
d698c5d3 293 @tab fourccs: QPEG, Q1.0, Q1.1
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294@item RealVideo 1.0 @tab X @tab X
295@item RealVideo 2.0 @tab X @tab X
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296@item RealVideo 3.0 @tab @tab X
297 @tab still far from ideal
11c0f9ec 298@item RealVideo 4.0 @tab @tab X
d66d8b83 299@item Renderware TXD @tab @tab X
d698c5d3 300 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 301@item RTjpeg @tab @tab X
d698c5d3 302 @tab Video encoding used in NuppelVideo files.
bac4c85c 303@item Smacker video @tab @tab X
d698c5d3 304 @tab Video encoding used in Smacker.
d66d8b83 305@item Snow @tab X @tab X
d698c5d3 306 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 307@item Sony PlayStation MDEC @tab @tab X
d66d8b83 308@item Sorenson Video 1 @tab X @tab X
d698c5d3 309 @tab fourcc: SVQ1
d66d8b83 310@item Sorenson Video 3 @tab @tab X
d698c5d3 311 @tab fourcc: SVQ3
d66d8b83 312@item Sunplus MJPEG @tab @tab X
d698c5d3 313 @tab fourcc: SP5X
d66d8b83 314@item TechSmith Camtasia @tab @tab X
d698c5d3 315 @tab fourcc: TSCC
82ced5a9 316@item Theora @tab E @tab X
360f980b 317 @tab encoding supported through external library libtheora
d66d8b83 318@item THP @tab @tab X
d698c5d3 319 @tab Used on the Nintendo GameCube.
bac4c85c 320@item Tiertex Seq video @tab @tab X
d698c5d3 321 @tab Codec used in DOS CD-ROM FlashBack game.
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322@item VC-1 @tab @tab X
323@item VMD Video @tab @tab X
d698c5d3 324 @tab Used in Sierra VMD files.
d66d8b83 325@item VMware Video @tab @tab X
d698c5d3 326 @tab Codec used in videos captured by VMware.
d0e1cd3d 327@item Westwood VQA @tab @tab X
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328@item Winnov WNV1 @tab @tab X
329@item WMV7 @tab X @tab X
330@item WMV8 @tab X @tab X
331@item WMV9 @tab @tab X
d698c5d3 332 @tab not completely working
d66d8b83 333@item Xan/WC3 @tab @tab X
d698c5d3 334 @tab Used in Wing Commander III .MVE files.
d66d8b83 335@item ZLIB @tab X @tab X
d698c5d3 336 @tab part of LCL, encoder experimental
d66d8b83 337@item ZMBV @tab X @tab X
d698c5d3 338 @tab Encoder works only in PAL8.
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339@end multitable
340
341@code{X} means that encoding (resp. decoding) is supported.
342
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343@code{E} means that support is provided through an external library.
344
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345@section Audio Codecs
346
485ec4f1 347@multitable @columnfractions .4 .1 .1 .4
b3de4544 348@item Name @tab Encoding @tab Decoding @tab Comments
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349@item 4X IMA ADPCM @tab @tab X
350@item 8SVX audio @tab @tab X
82ced5a9 351@item AAC @tab E @tab X
360f980b 352 @tab encoding supported through external library libfaac
16d81b27 353@item AC-3 @tab IX @tab IX
82ced5a9 354@item AMR-NB @tab E @tab E
360f980b 355 @tab supported through external library libamrnb
82ced5a9 356@item AMR-WB @tab E @tab E
360f980b 357 @tab supported through external library libamrwb
16d81b27 358@item AMV IMA ADPCM @tab @tab X
d698c5d3 359 @tab Used in AMV files
833e90dd 360@item Apple lossless audio @tab X @tab X
d698c5d3 361 @tab QuickTime fourcc 'alac'
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362@item Apple MACE 3 @tab @tab X
363@item Apple MACE 6 @tab @tab X
364@item ATRAC 3 @tab @tab X
365@item CD-ROM XA ADPCM @tab @tab X
bac4c85c 366@item Cin audio @tab @tab X
d698c5d3 367 @tab Codec used in Delphine Software International games.
16d81b27 368@item Creative ADPCM @tab @tab X
d698c5d3 369 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
16d81b27 370@item CRI ADX ADPCM @tab X @tab X
d698c5d3 371 @tab Used in Sega Dreamcast games.
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372@item DSP Group TrueSpeech @tab @tab X
373@item DTS Coherent Audio @tab @tab X
374@item Duck DK3 IMA ADPCM @tab @tab X
d698c5d3 375 @tab Used in some Sega Saturn console games.
16d81b27 376@item Duck DK4 IMA ADPCM @tab @tab X
d698c5d3 377 @tab Used in some Sega Saturn console games.
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378@item DV audio @tab @tab X
379@item Electronic Arts ADPCM @tab @tab X
d698c5d3 380 @tab Used in various EA titles.
44723c84 381@item Enhanced AC-3 @tab @tab X
9a584db4 382@item FLAC lossless audio @tab IX @tab X
16d81b27 383@item G.726 ADPCM @tab X @tab X
82ced5a9 384@item GSM @tab E @tab E
3f33271a 385 @tab supported through external library libgsm
82ced5a9 386@item GSM_MS @tab E @tab E
3f33271a 387 @tab supported through external library libgsm
16d81b27 388@item id RoQ DPCM @tab X @tab X
d698c5d3 389 @tab Used in Quake III, Jedi Knight 2, other computer games.
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390@item Intel Music Coder @tab @tab X
391@item Interplay MVE DPCM @tab @tab X
d698c5d3 392 @tab Used in various Interplay computer games.
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393@item ISS IMA ADPCM @tab @tab X
394 @tab Used in FunCom games.
16d81b27 395@item MAXIS EA ADPCM @tab @tab X
d698c5d3 396 @tab Used in Sim City 3000.
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397@item Microsoft ADPCM @tab X @tab X
398@item MLP/TrueHD @tab @tab X
d698c5d3 399 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 400@item Monkey's Audio @tab @tab X
d698c5d3 401 @tab Only versions 3.97-3.99 are supported.
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402@item MPEG audio layer 3 @tab E @tab IX
403 @tab encoding supported through external library LAME
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404@item MPEG audio layer 2 @tab IX @tab IX
405@item MS IMA ADPCM @tab X @tab X
406@item Musepack @tab @tab X
d698c5d3 407 @tab SV7 and SV8 are supported.
755ba886 408@item Nellymoser ASAO @tab X @tab X
73b458e3 409@item QCELP / PureVoice @tab @tab X
16d81b27 410@item Qdesign QDM2 @tab @tab X
d698c5d3 411 @tab There are still some distortions.
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412@item QT IMA ADPCM @tab X @tab X
413@item RA144 @tab @tab X
d698c5d3 414 @tab Real 14400 bit/s codec
16d81b27 415@item RA288 @tab @tab X
d698c5d3 416 @tab Real 28800 bit/s codec
575a5bf2 417@item RADnet @tab IX @tab IX
a692130f 418 @tab Real low bitrate AC-3 codec
16d81b27 419@item Real COOK @tab @tab X
d698c5d3 420 @tab All versions except 5.1 are supported.
bac4c85c 421@item Shorten @tab @tab X
16d81b27 422@item Sierra Online DPCM @tab @tab X
d698c5d3 423 @tab Used in Sierra Online game audio files.
bac4c85c 424@item Smacker audio @tab @tab X
16d81b27 425@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 426 @tab Used in certain Loki game ports.
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427@item Sonic @tab X @tab X
428 @tab experimental codec
429@item Sonic lossless @tab X @tab X
430 @tab experimental codec
82ced5a9 431@item Speex @tab @tab E
360f980b 432 @tab supported through external library libspeex
16d81b27 433@item THP ADPCM @tab @tab X
d698c5d3 434 @tab Used on the Nintendo GameCube.
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435@item True Audio (TTA) @tab @tab X
436@item Vorbis @tab X @tab X
bac4c85c 437@item WavPack @tab @tab X
16d81b27 438@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 439 @tab Used in Westwood Studios games like Command and Conquer.
bac4c85c 440@item WMA v1/v2 @tab X @tab X
16d81b27 441@item Xan DPCM @tab @tab X
d698c5d3 442 @tab Used in Origin's Wing Commander IV AVI files.
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443@end multitable
444
445@code{X} means that encoding (resp. decoding) is supported.
446
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447@code{E} means that support is provided through an external library.
448
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449@code{I} means that an integer-only version is available, too (ensures high
450performance on systems without hardware floating point support).
451
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452@section Subtitle Formats
453
485ec4f1 454@multitable @columnfractions .4 .1 .1 .1 .1 .1
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455@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
456@item ASS/SSA @tab X @tab X
457@item DVB @tab X @tab X @tab X @tab X @tab X
458@item DVD @tab X @tab X @tab X @tab X @tab X
6ebafef6 459@item XSUB @tab @tab @tab @tab X @tab
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460@end multitable
461
462@code{X} means that the feature is supported.
463
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464@chapter Platform Specific information
465
466@section BSD
467
468BSD make will not build FFmpeg, you need to install and use GNU Make
469(@file{gmake}).
470
471@section Windows
472
46a845d0 473To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 474the FFmpeg Windows Help Forum at
ab5ce4ae 475@url{http://ffmpeg.arrozcru.org/}.
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476
477@subsection Native Windows compilation
478
c1989552 479FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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480the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
481You can find detailed installation
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482instructions in the download section and the FAQ.
483
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484FFmpeg does not build out-of-the-box with the packages the automated MinGW
485installer provides. It also requires coreutils to be installed and many other
486packages updated to the latest version. The minimum version for some packages
487are listed below:
488
489@itemize
490@item bash 3.1
491@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 492@item w32api 3.13
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493@item mingw-runtime 3.15
494@end itemize
495
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496You will also need to pass @code{-fno-common} to the compiler to work around
497a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
498
c1989552 499Within the MSYS shell, configure and make with:
d0e1cd3d 500
c1989552 501@example
0f898714 502./configure --enable-memalign-hack --extra-cflags=-fno-common
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503make
504make install
505@end example
d0e1cd3d 506
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507This will install @file{ffmpeg.exe} along with many other development files
508to @file{/usr/local}. You may specify another install path using the
509@code{--prefix} option in @file{configure}.
d0e1cd3d 510
c1989552 511Notes:
d0e1cd3d 512
c1989552 513@itemize
d0e1cd3d 514
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515@item In order to compile vhooks, you must have a POSIX-compliant libdl in
516your MinGW system. Get dlfcn-win32 from
517@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 518
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519@item In order to compile FFplay, you must have the MinGW development library
520of SDL. Get it from @url{http://www.libsdl.org}.
521Edit the @file{bin/sdl-config} script so that it points to the correct prefix
522where SDL was installed. Verify that @file{sdl-config} can be launched from
523the MSYS command line.
d0e1cd3d 524
d0e1cd3d 525@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 526you can build libavutil, libavcodec and libavformat as DLLs.
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527
528@end itemize
529
c1989552 530@subsection Microsoft Visual C++ compatibility
d0e1cd3d 531
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532As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
533want to use the libav* libraries in your own applications, you can still
534compile those applications using MSVC++. But the libav* libraries you link
535to @emph{must} be built with MinGW. However, you will not be able to debug
536inside the libav* libraries, since MSVC++ does not recognize the debug
537symbols generated by GCC.
538We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 539
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540This description of how to use the FFmpeg libraries with MSVC++ is based on
541Microsoft Visual C++ 2005 Express Edition. If you have a different version,
542you might have to modify the procedures slightly.
d0e1cd3d 543
c1989552 544@subsubsection Using static libraries
d0e1cd3d 545
c1989552 546Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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547
548@enumerate
549
550@item Create a new console application ("File / New / Project") and then
551select "Win32 Console Application". On the appropriate page of the
552Application Wizard, uncheck the "Precompiled headers" option.
553
554@item Write the source code for your application, or, for testing, just
555copy the code from an existing sample application into the source file
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556that MSVC++ has already created for you. For example, you can copy
557@file{output_example.c} from the FFmpeg distribution.
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558
559@item Open the "Project / Properties" dialog box. In the "Configuration"
560combo box, select "All Configurations" so that the changes you make will
561affect both debug and release builds. In the tree view on the left hand
562side, select "C/C++ / General", then edit the "Additional Include
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563Directories" setting to contain the path where the FFmpeg includes were
564installed (i.e. @file{c:\msys\1.0\local\include}).
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565Do not add MinGW's include directory here, or the include files will
566conflict with MSVC's.
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567
568@item Still in the "Project / Properties" dialog box, select
569"Linker / General" from the tree view and edit the
570"Additional Library Directories" setting to contain the @file{lib}
571directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
572the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
573and the directory where MinGW's GCC libs are installed
574(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
575"Linker / Input" from the tree view, and add the files @file{libavformat.a},
576@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
577@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
578to the end of "Additional Dependencies".
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579
580@item Now, select "C/C++ / Code Generation" from the tree view. Select
581"Debug" in the "Configuration" combo box. Make sure that "Runtime
582Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
583the "Configuration" combo box and make sure that "Runtime Library" is
584set to "Multi-threaded DLL".
585
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586@item Click "OK" to close the "Project / Properties" dialog box.
587
588@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
589Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
590and install it in MSVC++'s include directory
591(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
592
593@item MSVC++ also does not understand the @code{inline} keyword used by
594FFmpeg, so you must add this line before @code{#include}ing libav*:
595@example
596#define inline _inline
597@end example
598
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599@item Build your application, everything should work.
600
601@end enumerate
602
603@subsubsection Using shared libraries
604
605This is how to create DLL and LIB files that are compatible with MSVC++:
606
607@enumerate
608
609@item Add a call to @file{vcvars32.bat} (which sets up the environment
610variables for the Visual C++ tools) as the first line of @file{msys.bat}.
611The standard location for @file{vcvars32.bat} is
612@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
613and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
614If this corresponds to your setup, add the following line as the first line
615of @file{msys.bat}:
616
617@example
618call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
619@end example
620
621Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
622and run @file{c:\msys\1.0\msys.bat} from there.
623
624@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
625from @file{Microsoft (R) Library Manager}, this means your environment
626variables are set up correctly, the @file{Microsoft (R) Library Manager}
627is on the path and will be used by FFmpeg to create
628MSVC++-compatible import libraries.
629
630@item Build FFmpeg with
631
632@example
633./configure --enable-shared --enable-memalign-hack
634make
635make install
636@end example
637
638Your install path (@file{/usr/local/} by default) should now have the
639necessary DLL and LIB files under the @file{bin} directory.
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640
641@end enumerate
642
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643To use those files with MSVC++, do the same as you would do with
644the static libraries, as described above. But in Step 4,
645you should only need to add the directory where the LIB files are installed
646(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
647installed in the @file{bin} directory. And instead of adding @file{libxx.a}
648files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
649@file{avutil.lib}. There should be no need for @file{libmingwex.a},
650@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
651statically linked into the DLLs. The @file{bin} directory contains a bunch
652of DLL files, but the ones that are actually used to run your application
653are the ones with a major version number in their filenames
654(i.e. @file{avcodec-51.dll}).
655
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656@subsection Cross compilation for Windows with Linux
657
658You must use the MinGW cross compilation tools available at
659@url{http://www.mingw.org/}.
660
661Then configure FFmpeg with the following options:
662@example
663./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
664@end example
665(you can change the cross-prefix according to the prefix chosen for the
666MinGW tools).
667
668Then you can easily test FFmpeg with Wine
669(@url{http://www.winehq.com/}).
670
671@subsection Compilation under Cygwin
672
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673The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
674does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
675or leverage the implementation in MinGW (as explained below).
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676
677Just install your Cygwin with all the "Base" packages, plus the
678following "Devel" ones:
679@example
f496ab12 680binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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681@end example
682
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683The experimental gcc4 package is still buggy, hence please
684use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
685
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686Install the current binutils-20080624-2 as they work fine (the old
687binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 688
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689Then create a small library that just contains llrint():
690
691@example
692ar x /usr/lib/mingw/libmingwex.a llrint.o
693ar cq /usr/local/lib/libllrint.a llrint.o
694@end example
695
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696Then run
697
698@example
29c3d42b 699./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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700@end example
701
702to make a static build or
703
704@example
29c3d42b 705./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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706@end example
707
708to build shared libraries.
709
710If you want to build FFmpeg with additional libraries, download Cygwin
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711"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
712@example
713libogg-devel, libvorbis-devel
714@end example
715
716These library packages are only available from Cygwin Ports
be8497b0 717(@url{http://sourceware.org/cygwinports/}) :
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718
719@example
720yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
721libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
722libxvidcore-devel
723@end example
724
725The recommendation for libnut and x264 is to build them from source by
726yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 727
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728Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
729of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
730
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731@subsection Crosscompilation for Windows under Cygwin
732
733With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
734
735Just install your Cygwin as explained before, plus these additional
736"Devel" packages:
737@example
738gcc-mingw-core, mingw-runtime, mingw-zlib
739@end example
740
741and add some special flags to your configure invocation.
742
743For a static build run
744@example
745./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
746@end example
747
748and for a build with shared libraries
749@example
750./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
751@end example
752
753@section BeOS
754
5f757b85 755BeOS support is broken in mysterious ways.
d0e1cd3d 756
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757@section OS/2
758
759For information about compiling FFmpeg on OS/2 see
760@url{http://www.edm2.com/index.php/FFmpeg}.
761
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762@chapter Developers Guide
763
764@section API
765@itemize @bullet
766@item libavcodec is the library containing the codecs (both encoding and
767decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
768
769@item libavformat is the library containing the file format handling (mux and
770demux code for several formats). Look at @file{ffplay.c} to use it in a
771player. See @file{output_example.c} to use it to generate audio or video
772streams.
773
774@end itemize
775
776@section Integrating libavcodec or libavformat in your program
777
778You can integrate all the source code of the libraries to link them
779statically to avoid any version problem. All you need is to provide a
780'config.mak' and a 'config.h' in the parent directory. See the defines
781generated by ./configure to understand what is needed.
782
783You can use libavcodec or libavformat in your commercial program, but
784@emph{any patch you make must be published}. The best way to proceed is
785to send your patches to the FFmpeg mailing list.
786
787@node Coding Rules
788@section Coding Rules
789
790FFmpeg is programmed in the ISO C90 language with a few additional
791features from ISO C99, namely:
792@itemize @bullet
793@item
794the @samp{inline} keyword;
795@item
796@samp{//} comments;
797@item
798designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
799@item
800compound literals (@samp{x = (struct s) @{ 17, 23 @};})
801@end itemize
802
803These features are supported by all compilers we care about, so we will not
804accept patches to remove their use unless they absolutely do not impair
805clarity and performance.
806
807All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
808compiles with several other compilers, such as the Compaq ccc compiler
809or Sun Studio 9, and we would like to keep it that way unless it would
810be exceedingly involved. To ensure compatibility, please do not use any
811additional C99 features or GCC extensions. Especially watch out for:
812@itemize @bullet
813@item
814mixing statements and declarations;
815@item
816@samp{long long} (use @samp{int64_t} instead);
817@item
818@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
819@item
820GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
821@end itemize
822
823Indent size is 4.
824The presentation is the one specified by 'indent -i4 -kr -nut'.
825The TAB character is forbidden outside of Makefiles as is any
826form of trailing whitespace. Commits containing either will be
827rejected by the Subversion repository.
828
829The main priority in FFmpeg is simplicity and small code size in order to
830minimize the bug count.
831
832Comments: Use the JavaDoc/Doxygen
833format (see examples below) so that code documentation
834can be generated automatically. All nontrivial functions should have a comment
835above them explaining what the function does, even if it is just one sentence.
836All structures and their member variables should be documented, too.
837@example
838/**
839 * @@file mpeg.c
840 * MPEG codec.
841 * @@author ...
842 */
843
844/**
845 * Summary sentence.
846 * more text ...
847 * ...
848 */
849typedef struct Foobar@{
850 int var1; /**< var1 description */
851 int var2; ///< var2 description
852 /** var3 description */
853 int var3;
854@} Foobar;
855
856/**
857 * Summary sentence.
858 * more text ...
859 * ...
860 * @@param my_parameter description of my_parameter
861 * @@return return value description
862 */
863int myfunc(int my_parameter)
864...
865@end example
866
867fprintf and printf are forbidden in libavformat and libavcodec,
868please use av_log() instead.
869
870Casts should be used only when necessary. Unneeded parentheses
871should also be avoided if they don't make the code easier to understand.
872
873@section Development Policy
874
875@enumerate
876@item
877 Contributions should be licensed under the LGPL 2.1, including an
878 "or any later version" clause, or the MIT license. GPL 2 including
879 an "or any later version" clause is also acceptable, but LGPL is
880 preferred.
881@item
882 You must not commit code which breaks FFmpeg! (Meaning unfinished but
883 enabled code which breaks compilation or compiles but does not work or
884 breaks the regression tests)
885 You can commit unfinished stuff (for testing etc), but it must be disabled
886 (#ifdef etc) by default so it does not interfere with other developers'
887 work.
888@item
889 You do not have to over-test things. If it works for you, and you think it
890 should work for others, then commit. If your code has problems
891 (portability, triggers compiler bugs, unusual environment etc) they will be
892 reported and eventually fixed.
893@item
894 Do not commit unrelated changes together, split them into self-contained
895 pieces. Also do not forget that if part B depends on part A, but A does not
896 depend on B, then A can and should be committed first and separate from B.
897 Keeping changes well split into self-contained parts makes reviewing and
898 understanding them on the commit log mailing list easier. This also helps
899 in case of debugging later on.
900 Also if you have doubts about splitting or not splitting, do not hesitate to
901 ask/discuss it on the developer mailing list.
902@item
903 Do not change behavior of the program (renaming options etc) without
904 first discussing it on the ffmpeg-devel mailing list. Do not remove
905 functionality from the code. Just improve!
906
907 Note: Redundant code can be removed.
908@item
909 Do not commit changes to the build system (Makefiles, configure script)
910 which change behavior, defaults etc, without asking first. The same
911 applies to compiler warning fixes, trivial looking fixes and to code
912 maintained by other developers. We usually have a reason for doing things
913 the way we do. Send your changes as patches to the ffmpeg-devel mailing
914 list, and if the code maintainers say OK, you may commit. This does not
915 apply to files you wrote and/or maintain.
916@item
917 We refuse source indentation and other cosmetic changes if they are mixed
918 with functional changes, such commits will be rejected and removed. Every
919 developer has his own indentation style, you should not change it. Of course
920 if you (re)write something, you can use your own style, even though we would
921 prefer if the indentation throughout FFmpeg was consistent (Many projects
922 force a given indentation style - we do not.). If you really need to make
923 indentation changes (try to avoid this), separate them strictly from real
924 changes.
925
926 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
927 then either do NOT change the indentation of the inner part within (do not
928 move it to the right)! or do so in a separate commit
929@item
930 Always fill out the commit log message. Describe in a few lines what you
931 changed and why. You can refer to mailing list postings if you fix a
932 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
933@item
934 If you apply a patch by someone else, include the name and email address in
935 the log message. Since the ffmpeg-cvslog mailing list is publicly
936 archived you should add some SPAM protection to the email address. Send an
937 answer to ffmpeg-devel (or wherever you got the patch from) saying that
938 you applied the patch.
939@item
940 When applying patches that have been discussed (at length) on the mailing
941 list, reference the thread in the log message.
942@item
943 Do NOT commit to code actively maintained by others without permission.
944 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
945 timeframe (12h for build failures and security fixes, 3 days small changes,
946 1 week for big patches) then commit your patch if you think it is OK.
947 Also note, the maintainer can simply ask for more time to review!
948@item
949 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
950 are sent there and reviewed by all the other developers. Bugs and possible
951 improvements or general questions regarding commits are discussed there. We
952 expect you to react if problems with your code are uncovered.
953@item
954 Update the documentation if you change behavior or add features. If you are
955 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
956 maintainer(s) will review and commit your stuff.
957@item
958 Try to keep important discussions and requests (also) on the public
959 developer mailing list, so that all developers can benefit from them.
960@item
961 Never write to unallocated memory, never write over the end of arrays,
962 always check values read from some untrusted source before using them
963 as array index or other risky things.
964@item
965 Remember to check if you need to bump versions for the specific libav
966 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 967 to change the version integer.
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968 Incrementing the first component means no backward compatibility to
969 previous versions (e.g. removal of a function from the public API).
970 Incrementing the second component means backward compatible change
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971 (e.g. addition of a function to the public API or extension of an
972 existing data structure).
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973 Incrementing the third component means a noteworthy binary compatible
974 change (e.g. encoder bug fix that matters for the decoder).
975@item
53407b64 976 Compiler warnings indicate potential bugs or code with bad style. If a type of
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977 warning always points to correct and clean code, that warning should
978 be disabled, not the code changed.
979 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 980 If it is a bug, the bug has to be fixed. If it is not, the code should
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981 be changed to not generate a warning unless that causes a slowdown
982 or obfuscates the code.
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983@item
984 If you add a new file, give it a proper license header. Do not copy and
985 paste it from a random place, use an existing file as template.
986@end enumerate
987
988We think our rules are not too hard. If you have comments, contact us.
989
990Note, these rules are mostly borrowed from the MPlayer project.
991
992@section Submitting patches
993
994First, (@pxref{Coding Rules}) above if you did not yet.
995
996When you submit your patch, try to send a unified diff (diff '-up'
997option). We cannot read other diffs :-)
998
999Also please do not submit a patch which contains several unrelated changes.
1000Split it into separate, self-contained pieces. This does not mean splitting
1001file by file. Instead, make the patch as small as possible while still
1002keeping it as a logical unit that contains an individual change, even
1003if it spans multiple files. This makes reviewing your patches much easier
1004for us and greatly increases your chances of getting your patch applied.
1005
1006Run the regression tests before submitting a patch so that you can
1007verify that there are no big problems.
1008
1009Patches should be posted as base64 encoded attachments (or any other
1010encoding which ensures that the patch will not be trashed during
1011transmission) to the ffmpeg-devel mailing list, see
1012@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1013
1014It also helps quite a bit if you tell us what the patch does (for example
1015'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1016and has no lrint()')
1017
1018Also please if you send several patches, send each patch as a separate mail,
1019do not attach several unrelated patches to the same mail.
1020
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1021@section New codecs or formats checklist
1022
1023@enumerate
1024@item
1025 Did you use av_cold for codec initialization and close functions?
1026@item
1027 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1028 AVInputFormat/AVOutputFormat struct?
1029@item
1030 Did you bump the minor version number in @file{avcodec.h} or
1031 @file{avformat.h}?
1032@item
1033 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1034@item
1035 Did you add the CodecID to @file{avcodec.h}?
1036@item
1037 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1038 even if it is only a decoder?
1039@item
1040 Did you add a rule to compile the appropriate files in the Makefile?
1041 Remember to do this even if you're just adding a format to a file that is
1042 already being compiled by some other rule, like a raw demuxer.
1043@item
1044 Did you add an entry to the table of supported formats or codecs in the
1045 documentation?
1046@item
1047 Did you add an entry in the Changelog?
1048@item
1049 If it depends on a parser or a library, did you add that dependency in
1050 configure?
1051@item
1052 Did you "svn add" the appropriate files before commiting?
1053@end enumerate
1054
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1055@section patch submission checklist
1056
1057@enumerate
1058@item
1059 Do the regression tests pass with the patch applied?
1060@item
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1061 Does @code{make checkheaders} pass with the patch applied?
1062@item
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1063 Is the patch a unified diff?
1064@item
1065 Is the patch against latest FFmpeg SVN?
1066@item
1067 Are you subscribed to ffmpeg-dev?
1068 (the list is subscribers only due to spam)
1069@item
1070 Have you checked that the changes are minimal, so that the same cannot be
1071 achieved with a smaller patch and/or simpler final code?
1072@item
1073 If the change is to speed critical code, did you benchmark it?
1074@item
1075 If you did any benchmarks, did you provide them in the mail?
1076@item
1077 Have you checked that the patch does not introduce buffer overflows or
1078 other security issues?
1079@item
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1080 Did you test your decoder or demuxer against damaged data? If no, see
1081 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1082 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1083@item
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1084 Is the patch created from the root of the source tree, so it can be
1085 applied with @code{patch -p0}?
1086@item
1087 Does the patch not mix functional and cosmetic changes?
1088@item
1089 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1090@item
1091 Is the patch attached to the email you send?
1092@item
1093 Is the mime type of the patch correct? It should be text/x-diff or
1094 text/x-patch or at least text/plain and not application/octet-stream.
1095@item
1096 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1097@item
1098 If the patch fixes a bug, did you provide enough information, including
1099 a sample, so the bug can be reproduced and the fix can be verified?
1100 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1101 URL, you can upload to ftp://upload.ffmpeg.org
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1102@item
1103 Did you provide a verbose summary about what the patch does change?
1104@item
1105 Did you provide a verbose explanation why it changes things like it does?
1106@item
1107 Did you provide a verbose summary of the user visible advantages and
1108 disadvantages if the patch is applied?
1109@item
1110 Did you provide an example so we can verify the new feature added by the
1111 patch easily?
1112@item
1113 If you added a new file, did you insert a license header? It should be
1114 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1115@item
1116 You should maintain alphabetical order in alphabetically ordered lists as
1117 long as doing so does not break API/ABI compatibility.
1118@item
1119 Lines with similar content should be aligned vertically when doing so
1120 improves readability.
1121@item
1122 Did you provide a suggestion for a clear commit log message?
1123@end enumerate
1124
1125@section Patch review process
1126
1127All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1128clear note that the patch is not for SVN.
1129Reviews and comments will be posted as replies to the patch on the
1130mailing list. The patch submitter then has to take care of every comment,
1131that can be by resubmitting a changed patch or by discussion. Resubmitted
1132patches will themselves be reviewed like any other patch. If at some point
1133a patch passes review with no comments then it is approved, that can for
1134simple and small patches happen immediately while large patches will generally
1135have to be changed and reviewed many times before they are approved.
1136After a patch is approved it will be committed to the repository.
1137
1138We will review all submitted patches, but sometimes we are quite busy so
1139especially for large patches this can take several weeks.
1140
1141When resubmitting patches, please do not make any significant changes
1142not related to the comments received during review. Such patches will
1143be rejected. Instead, submit significant changes or new features as
1144separate patches.
1145
1146@section Regression tests
1147
1148Before submitting a patch (or committing to the repository), you should at least
1149test that you did not break anything.
1150
1151The regression tests build a synthetic video stream and a synthetic
1152audio stream. These are then encoded and decoded with all codecs or
1153formats. The CRC (or MD5) of each generated file is recorded in a
1154result file. A 'diff' is launched to compare the reference results and
1155the result file.
1156
1157The regression tests then go on to test the FFserver code with a
1158limited set of streams. It is important that this step runs correctly
1159as well.
1160
1161Run 'make test' to test all the codecs and formats.
1162
1163Run 'make fulltest' to test all the codecs, formats and FFserver.
1164
1165[Of course, some patches may change the results of the regression tests. In
1166this case, the reference results of the regression tests shall be modified
1167accordingly].
1168
1169@bye