Update info for Sonic, add Dirac to supported formats list.
[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
43@item Supported File Format @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
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.
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93@item Monkey's Audio @tab @tab X
94@item MOV/QuickTime @tab X @tab X
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95@item MPEG audio @tab X @tab X
96@item MPEG-1 systems @tab X @tab X
d698c5d3 97 @tab muxed audio and video
c6b2dc34 98@item MPEG-2 PS @tab X @tab X
d698c5d3 99 @tab also known as @code{VOB} file
c6b2dc34 100@item MPEG-2 TS @tab @tab X
d698c5d3 101 @tab also known as DVB Transport Stream
c6b2dc34 102@item MPEG-4 @tab X @tab X
d698c5d3 103 @tab MPEG-4 is a variant of QuickTime.
bac4c85c 104@item MSN TCP webcam @tab @tab X
d698c5d3 105 @tab Used by MSN Messenger webcam streams.
c6b2dc34 106@item MXF @tab @tab X
d698c5d3 107 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
64c2f20a 108@item Nullsoft Video @tab @tab X
c6b2dc34 109@item NUT @tab X @tab X
d698c5d3 110 @tab NUT Open Container Format
c6b2dc34 111@item OMA @tab @tab X
d698c5d3 112 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
64c2f20a 113@item PlayStation STR @tab @tab X
c6b2dc34 114@item PVA @tab @tab X
d698c5d3 115 @tab Used by TechnoTrend DVB PCI boards.
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116@item raw AC-3 @tab X @tab X
117@item raw CRI ADX audio @tab X @tab X
118@item raw MJPEG @tab X @tab X
119@item raw MPEG video @tab X @tab X
120@item raw MPEG-4 video @tab X @tab X
121@item raw PCM 8/16 bits, mu-law/A-law @tab X @tab X
122@item raw Shorten audio @tab @tab X
64c2f20a 123@item RealMedia @tab X @tab X
c6b2dc34 124@item RL2 @tab @tab X
d698c5d3 125 @tab Audio and video format used in some games by Entertainment Software Partners.
c6b2dc34 126@item Sega FILM/CPK @tab @tab X
d698c5d3 127 @tab Used in many Sega Saturn console games.
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128@item SEQ @tab @tab X
129 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
c6b2dc34 130@item Sierra Online @tab @tab X
d698c5d3 131 @tab .sol files used in Sierra Online games.
c6b2dc34 132@item Sierra VMD @tab @tab X
d698c5d3 133 @tab Used in Sierra CD-ROM games.
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134@item SIFF @tab @tab X
135 @tab Audio and video format used in some games by Beam Software.
c6b2dc34 136@item Smacker @tab @tab X
d698c5d3 137 @tab Multimedia format used by many games.
64c2f20a 138@item SUN AU format @tab X @tab X
c6b2dc34 139@item THP @tab @tab X
d698c5d3 140 @tab Used on the Nintendo GameCube.
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141@item WAV @tab X @tab X
142@item WC3 Movie @tab @tab X
d698c5d3 143 @tab Multimedia format used in Origin's Wing Commander III computer game.
c6b2dc34 144@item Westwood Studios VQA/AUD @tab @tab X
d698c5d3 145 @tab Multimedia formats used in Westwood Studios games.
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146@end multitable
147
148@code{X} means that encoding (resp. decoding) is supported.
149
150@section Image Formats
151
152FFmpeg can read and write images for each frame of a video sequence. The
153following image formats are supported:
154
155@multitable @columnfractions .4 .1 .1 .4
156@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
64c2f20a 157@item .Y.U.V @tab X @tab X @tab one raw file per component
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158@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
159@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 160@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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161@item PCX @tab @tab X @tab PC Paintbrush
162@item PGM, PPM @tab X @tab X
d0e1cd3d 163@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 164@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 165@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 166@item RAS @tab @tab X @tab Sun Rasterfile
3d172fb5 167@item SGI @tab X @tab X @tab SGI RGB image format
3d172fb5 168@item Targa @tab @tab X @tab Targa (.TGA) image format
64c2f20a 169@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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170@end multitable
171
172@code{X} means that encoding (resp. decoding) is supported.
173
174@section Video Codecs
175
176@multitable @columnfractions .4 .1 .1 .4
177@item Supported Codec @tab Encoding @tab Decoding @tab Comments
d66d8b83 178@item 4X Video @tab @tab X
d698c5d3 179 @tab Used in certain computer games.
d66d8b83 180@item American Laser Games Video @tab @tab X
d698c5d3 181 @tab Used in games like Mad Dog McCree.
d66d8b83 182@item AMV @tab @tab X
d698c5d3 183 @tab Used in Chinese MP3 players.
d66d8b83 184@item Apple Animation @tab X @tab X
d698c5d3 185 @tab fourcc: 'rle '
d66d8b83 186@item Apple Graphics @tab @tab X
d698c5d3 187 @tab fourcc: 'smc '
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188@item Apple MJPEG-B @tab @tab X
189@item Apple QuickDraw @tab @tab X
d698c5d3 190 @tab fourcc: qdrw
d66d8b83 191@item Apple Video @tab @tab X
d698c5d3 192 @tab fourcc: rpza
d66d8b83 193@item Asus v1 @tab X @tab X
d698c5d3 194 @tab fourcc: ASV1
d66d8b83 195@item Asus v2 @tab X @tab X
d698c5d3 196 @tab fourcc: ASV2
d66d8b83 197@item ATI VCR1 @tab @tab X
d698c5d3 198 @tab fourcc: VCR1
d66d8b83 199@item ATI VCR2 @tab @tab X
d698c5d3 200 @tab fourcc: VCR2
d66d8b83 201@item Autodesk RLE @tab @tab X
d698c5d3 202 @tab fourcc: AASC
d66d8b83 203@item AVID DNxHD @tab X @tab X
d698c5d3 204 @tab aka SMPTE VC3
bac4c85c 205@item AVS video @tab @tab X
d698c5d3 206 @tab Video encoding used by the Creature Shock game.
d66d8b83 207@item Bethsoft VID @tab @tab X
d698c5d3 208 @tab Used in some games from Bethesda Softworks.
bac4c85c 209@item C93 video @tab @tab X
d698c5d3 210 @tab Codec used in Cyberia game.
d66d8b83 211@item CamStudio @tab @tab X
d698c5d3 212 @tab fourcc: CSCD
bac4c85c 213@item Cin video @tab @tab X
d698c5d3 214 @tab Codec used in Delphine Software games.
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215@item Cinepak @tab @tab X
216@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 217 @tab fourcc: CLJR
d66d8b83 218@item Creative YUV @tab @tab X
d698c5d3 219 @tab fourcc: CYUV
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220@item Dirac @tab X @tab X
221 @tab Supported through the external libdirac/libschroedinger libraries.
d66d8b83 222@item Duck TrueMotion v1 @tab @tab X
d698c5d3 223 @tab fourcc: DUCK
d66d8b83 224@item Duck TrueMotion v2 @tab @tab X
d698c5d3 225 @tab fourcc: TM20
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226@item DV @tab X @tab X
227@item DXA Video @tab @tab X
d698c5d3 228 @tab Codec originally used in Feeble Files game.
d66d8b83 229@item Electronic Arts CMV @tab @tab X
d698c5d3 230 @tab Used in NHL 95 game.
d66d8b83 231@item FFmpeg Video 1 @tab X @tab X
d698c5d3 232 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 233@item Flash Screen Video @tab X @tab X
d698c5d3 234 @tab fourcc: FSV1
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235@item FLIC video @tab @tab X
236@item FLV @tab X @tab X
d698c5d3 237 @tab Sorenson H.263 used in Flash
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238@item Fraps FPS1 @tab @tab X
239@item H.261 @tab X @tab X
240@item H.263(+) @tab X @tab X
d698c5d3 241 @tab also known as RealVideo 1.0
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242@item H.264 @tab @tab X
243@item HuffYUV @tab X @tab X
244@item IBM Ultimotion @tab @tab X
d698c5d3 245 @tab fourcc: ULTI
bac4c85c 246@item id Cinematic video @tab @tab X
d698c5d3 247 @tab Used in Quake II.
d66d8b83 248@item id RoQ @tab X @tab X
d698c5d3 249 @tab Used in Quake III, Jedi Knight 2, other computer games.
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250@item Intel Indeo 3 @tab @tab X
251@item Interplay Video @tab @tab X
d698c5d3 252 @tab Used in Interplay .MVE files.
d66d8b83 253@item JPEG-LS @tab X @tab X
d698c5d3 254 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 255@item KMVC @tab @tab X
d698c5d3 256 @tab Codec used in Worms games.
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257@item LOCO @tab @tab X
258@item lossless MJPEG @tab X @tab X
259@item Microsoft RLE @tab @tab X
260@item Microsoft Video-1 @tab @tab X
261@item Mimic @tab @tab X
d698c5d3 262 @tab Used in MSN Messenger Webcam streams.
d66d8b83 263@item Miro VideoXL @tab @tab X
d698c5d3 264 @tab fourcc: VIXL
d66d8b83 265@item MJPEG @tab X @tab X
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266@item MPEG-1 @tab X @tab X
267@item MPEG-2 @tab X @tab X
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268@item MPEG-4 @tab X @tab X
269@item MSMPEG4 V1 @tab X @tab X
270@item MSMPEG4 V2 @tab X @tab X
271@item MSMPEG4 V3 @tab X @tab X
d66d8b83 272@item MSZH @tab @tab X
d698c5d3 273 @tab Part of LCL
d66d8b83 274@item On2 VP3 @tab @tab X
d698c5d3 275 @tab still experimental
d66d8b83 276@item On2 VP5 @tab @tab X
d698c5d3 277 @tab fourcc: VP50
d66d8b83 278@item On2 VP6 @tab @tab X
d698c5d3 279 @tab fourcc: VP60,VP61,VP62
d66d8b83 280@item planar RGB @tab @tab X
d698c5d3 281 @tab fourcc: 8BPS
d66d8b83 282@item QPEG @tab @tab X
d698c5d3 283 @tab fourccs: QPEG, Q1.0, Q1.1
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284@item RealVideo 1.0 @tab X @tab X
285@item RealVideo 2.0 @tab X @tab X
d66d8b83 286@item Renderware TXD @tab @tab X
d698c5d3 287 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 288@item RTjpeg @tab @tab X
d698c5d3 289 @tab Video encoding used in NuppelVideo files.
bac4c85c 290@item Smacker video @tab @tab X
d698c5d3 291 @tab Video encoding used in Smacker.
d66d8b83 292@item Snow @tab X @tab X
d698c5d3 293 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 294@item Sony PlayStation MDEC @tab @tab X
d66d8b83 295@item Sorenson Video 1 @tab X @tab X
d698c5d3 296 @tab fourcc: SVQ1
d66d8b83 297@item Sorenson Video 3 @tab @tab X
d698c5d3 298 @tab fourcc: SVQ3
d66d8b83 299@item Sunplus MJPEG @tab @tab X
d698c5d3 300 @tab fourcc: SP5X
d66d8b83 301@item TechSmith Camtasia @tab @tab X
d698c5d3 302 @tab fourcc: TSCC
d66d8b83 303@item Theora @tab X @tab X
d698c5d3 304 @tab still experimental
d66d8b83 305@item THP @tab @tab X
d698c5d3 306 @tab Used on the Nintendo GameCube.
bac4c85c 307@item Tiertex Seq video @tab @tab X
d698c5d3 308 @tab Codec used in DOS CD-ROM FlashBack game.
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309@item VC-1 @tab @tab X
310@item VMD Video @tab @tab X
d698c5d3 311 @tab Used in Sierra VMD files.
d66d8b83 312@item VMware Video @tab @tab X
d698c5d3 313 @tab Codec used in videos captured by VMware.
d0e1cd3d 314@item Westwood VQA @tab @tab X
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315@item Winnov WNV1 @tab @tab X
316@item WMV7 @tab X @tab X
317@item WMV8 @tab X @tab X
318@item WMV9 @tab @tab X
d698c5d3 319 @tab not completely working
d66d8b83 320@item Xan/WC3 @tab @tab X
d698c5d3 321 @tab Used in Wing Commander III .MVE files.
d66d8b83 322@item ZLIB @tab X @tab X
d698c5d3 323 @tab part of LCL, encoder experimental
d66d8b83 324@item ZMBV @tab X @tab X
d698c5d3 325 @tab Encoder works only in PAL8.
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326@end multitable
327
328@code{X} means that encoding (resp. decoding) is supported.
329
330@section Audio Codecs
331
332@multitable @columnfractions .4 .1 .1 .1 .7
333@item Supported Codec @tab Encoding @tab Decoding @tab Comments
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334@item 4X IMA ADPCM @tab @tab X
335@item 8SVX audio @tab @tab X
336@item AAC @tab X @tab X
d698c5d3 337 @tab Supported through the external library libfaac/libfaad.
16d81b27 338@item AC-3 @tab IX @tab IX
d698c5d3 339 @tab liba52 can be used alternatively for decoding.
16d81b27 340@item AMR-NB @tab X @tab X
d698c5d3 341 @tab Supported through an external library.
16d81b27 342@item AMR-WB @tab X @tab X
d698c5d3 343 @tab Supported through an external library.
16d81b27 344@item AMV IMA ADPCM @tab @tab X
d698c5d3 345 @tab Used in AMV files
16d81b27 346@item Apple lossless audio @tab @tab X
d698c5d3 347 @tab QuickTime fourcc 'alac'
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348@item Apple MACE 3 @tab @tab X
349@item Apple MACE 6 @tab @tab X
350@item ATRAC 3 @tab @tab X
351@item CD-ROM XA ADPCM @tab @tab X
bac4c85c 352@item Cin audio @tab @tab X
d698c5d3 353 @tab Codec used in Delphine Software International games.
16d81b27 354@item Creative ADPCM @tab @tab X
d698c5d3 355 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
16d81b27 356@item CRI ADX ADPCM @tab X @tab X
d698c5d3 357 @tab Used in Sega Dreamcast games.
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358@item DSP Group TrueSpeech @tab @tab X
359@item DTS Coherent Audio @tab @tab X
360@item Duck DK3 IMA ADPCM @tab @tab X
d698c5d3 361 @tab Used in some Sega Saturn console games.
16d81b27 362@item Duck DK4 IMA ADPCM @tab @tab X
d698c5d3 363 @tab Used in some Sega Saturn console games.
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364@item DV audio @tab @tab X
365@item Electronic Arts ADPCM @tab @tab X
d698c5d3 366 @tab Used in various EA titles.
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367@item Sonic @tab X @tab X
368 @tab experimental codec
369@item Sonic lossless @tab X @tab X
370 @tab experimental codec
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371@item FLAC lossless audio @tab X @tab X
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.
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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.
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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.
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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.
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391@item Nellymoser ASAO @tab @tab X
392@item Qdesign QDM2 @tab @tab X
d698c5d3 393 @tab There are still some distortions.
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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
16d81b27 399@item RADnet @tab X @tab IX
d698c5d3 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.
16d81b27 409@item THP ADPCM @tab @tab X
d698c5d3 410 @tab Used on the Nintendo GameCube.
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411@item True Audio (TTA) @tab @tab X
412@item Vorbis @tab X @tab X
bac4c85c 413@item WavPack @tab @tab X
16d81b27 414@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 415 @tab Used in Westwood Studios games like Command and Conquer.
bac4c85c 416@item WMA v1/v2 @tab X @tab X
16d81b27 417@item Xan DPCM @tab @tab X
d698c5d3 418 @tab Used in Origin's Wing Commander IV AVI files.
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419@end multitable
420
421@code{X} means that encoding (resp. decoding) is supported.
422
423@code{I} means that an integer-only version is available, too (ensures high
424performance on systems without hardware floating point support).
425
426@chapter Platform Specific information
427
428@section BSD
429
430BSD make will not build FFmpeg, you need to install and use GNU Make
431(@file{gmake}).
432
433@section Windows
434
46a845d0 435To get help and instructions for building FFmpeg under Windows, check out
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436the FFmpeg Windows Help Forum at
437@url{http://arrozcru.no-ip.org/ffmpeg/}.
438
439@subsection Native Windows compilation
440
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441FFmpeg can be built to run natively on Windows using the MinGW tools. Install
442the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
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443install the coreutils package, and update to the latest MSYS make (note: not
444mingw32-make). You can find detailed installation
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445instructions in the download section and the FAQ.
446
c1989552 447Within the MSYS shell, configure and make with:
d0e1cd3d 448
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449@example
450./configure --enable-memalign-hack
451make
452make install
453@end example
d0e1cd3d 454
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455This will install @file{ffmpeg.exe} along with many other development files
456to @file{/usr/local}. You may specify another install path using the
457@code{--prefix} option in @file{configure}.
d0e1cd3d 458
c1989552 459Notes:
d0e1cd3d 460
c1989552 461@itemize
d0e1cd3d 462
751a6493 463@item Use at least bash 3.1. Older versions are known to fail on the
c1989552 464configure script.
d0e1cd3d 465
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466@item In order to compile vhooks, you must have a POSIX-compliant libdl in
467your MinGW system. Get dlfcn-win32 from
468@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 469
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470@item In order to compile FFplay, you must have the MinGW development library
471of SDL. Get it from @url{http://www.libsdl.org}.
472Edit the @file{bin/sdl-config} script so that it points to the correct prefix
473where SDL was installed. Verify that @file{sdl-config} can be launched from
474the MSYS command line.
d0e1cd3d 475
d0e1cd3d 476@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 477you can build libavutil, libavcodec and libavformat as DLLs.
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478
479@end itemize
480
c1989552 481@subsection Microsoft Visual C++ compatibility
d0e1cd3d 482
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483As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
484want to use the libav* libraries in your own applications, you can still
485compile those applications using MSVC++. But the libav* libraries you link
486to @emph{must} be built with MinGW. However, you will not be able to debug
487inside the libav* libraries, since MSVC++ does not recognize the debug
488symbols generated by GCC.
489We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 490
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491This description of how to use the FFmpeg libraries with MSVC++ is based on
492Microsoft Visual C++ 2005 Express Edition. If you have a different version,
493you might have to modify the procedures slightly.
d0e1cd3d 494
c1989552 495@subsubsection Using static libraries
d0e1cd3d 496
c1989552 497Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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498
499@enumerate
500
501@item Create a new console application ("File / New / Project") and then
502select "Win32 Console Application". On the appropriate page of the
503Application Wizard, uncheck the "Precompiled headers" option.
504
505@item Write the source code for your application, or, for testing, just
506copy the code from an existing sample application into the source file
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507that MSVC++ has already created for you. For example, you can copy
508@file{output_example.c} from the FFmpeg distribution.
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509
510@item Open the "Project / Properties" dialog box. In the "Configuration"
511combo box, select "All Configurations" so that the changes you make will
512affect both debug and release builds. In the tree view on the left hand
513side, select "C/C++ / General", then edit the "Additional Include
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514Directories" setting to contain the path where the FFmpeg includes were
515installed (i.e. @file{c:\msys\1.0\local\include}).
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516Do not add MinGW's include directory here, or the include files will
517conflict with MSVC's.
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518
519@item Still in the "Project / Properties" dialog box, select
520"Linker / General" from the tree view and edit the
521"Additional Library Directories" setting to contain the @file{lib}
522directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
523the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
524and the directory where MinGW's GCC libs are installed
525(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
526"Linker / Input" from the tree view, and add the files @file{libavformat.a},
527@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
528@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
529to the end of "Additional Dependencies".
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530
531@item Now, select "C/C++ / Code Generation" from the tree view. Select
532"Debug" in the "Configuration" combo box. Make sure that "Runtime
533Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
534the "Configuration" combo box and make sure that "Runtime Library" is
535set to "Multi-threaded DLL".
536
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537@item Click "OK" to close the "Project / Properties" dialog box.
538
539@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
540Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
541and install it in MSVC++'s include directory
542(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
543
544@item MSVC++ also does not understand the @code{inline} keyword used by
545FFmpeg, so you must add this line before @code{#include}ing libav*:
546@example
547#define inline _inline
548@end example
549
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550@item Build your application, everything should work.
551
552@end enumerate
553
554@subsubsection Using shared libraries
555
556This is how to create DLL and LIB files that are compatible with MSVC++:
557
558@enumerate
559
560@item Add a call to @file{vcvars32.bat} (which sets up the environment
561variables for the Visual C++ tools) as the first line of @file{msys.bat}.
562The standard location for @file{vcvars32.bat} is
563@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
564and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
565If this corresponds to your setup, add the following line as the first line
566of @file{msys.bat}:
567
568@example
569call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
570@end example
571
572Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
573and run @file{c:\msys\1.0\msys.bat} from there.
574
575@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
576from @file{Microsoft (R) Library Manager}, this means your environment
577variables are set up correctly, the @file{Microsoft (R) Library Manager}
578is on the path and will be used by FFmpeg to create
579MSVC++-compatible import libraries.
580
581@item Build FFmpeg with
582
583@example
584./configure --enable-shared --enable-memalign-hack
585make
586make install
587@end example
588
589Your install path (@file{/usr/local/} by default) should now have the
590necessary DLL and LIB files under the @file{bin} directory.
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591
592@end enumerate
593
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594To use those files with MSVC++, do the same as you would do with
595the static libraries, as described above. But in Step 4,
596you should only need to add the directory where the LIB files are installed
597(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
598installed in the @file{bin} directory. And instead of adding @file{libxx.a}
599files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
600@file{avutil.lib}. There should be no need for @file{libmingwex.a},
601@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
602statically linked into the DLLs. The @file{bin} directory contains a bunch
603of DLL files, but the ones that are actually used to run your application
604are the ones with a major version number in their filenames
605(i.e. @file{avcodec-51.dll}).
606
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607@subsection Cross compilation for Windows with Linux
608
609You must use the MinGW cross compilation tools available at
610@url{http://www.mingw.org/}.
611
612Then configure FFmpeg with the following options:
613@example
614./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
615@end example
616(you can change the cross-prefix according to the prefix chosen for the
617MinGW tools).
618
619Then you can easily test FFmpeg with Wine
620(@url{http://www.winehq.com/}).
621
622@subsection Compilation under Cygwin
623
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624The main issue with Cygwin is that newlib, its C library, does not
625contain llrint(). However, it is possible to leverage the
626implementation in MinGW.
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627
628Just install your Cygwin with all the "Base" packages, plus the
629following "Devel" ones:
630@example
29c3d42b 631binutils, gcc-core, make, subversion, mingw-runtime
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632@end example
633
634Do not install binutils-20060709-1 (they are buggy on shared builds);
635use binutils-20050610-1 instead.
636
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637Then create a small library that just contains llrint():
638
639@example
640ar x /usr/lib/mingw/libmingwex.a llrint.o
641ar cq /usr/local/lib/libllrint.a llrint.o
642@end example
643
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644Then run
645
646@example
29c3d42b 647./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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648@end example
649
650to make a static build or
651
652@example
29c3d42b 653./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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654@end example
655
656to build shared libraries.
657
658If you want to build FFmpeg with additional libraries, download Cygwin
659"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
660and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
661(@url{http://cygwinports.dotsrc.org/}).
662
663@subsection Crosscompilation for Windows under Cygwin
664
665With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
666
667Just install your Cygwin as explained before, plus these additional
668"Devel" packages:
669@example
670gcc-mingw-core, mingw-runtime, mingw-zlib
671@end example
672
673and add some special flags to your configure invocation.
674
675For a static build run
676@example
677./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
678@end example
679
680and for a build with shared libraries
681@example
682./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
683@end example
684
685@section BeOS
686
5f757b85 687BeOS support is broken in mysterious ways.
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689@section OS/2
690
691For information about compiling FFmpeg on OS/2 see
692@url{http://www.edm2.com/index.php/FFmpeg}.
693
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694@chapter Developers Guide
695
696@section API
697@itemize @bullet
698@item libavcodec is the library containing the codecs (both encoding and
699decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
700
701@item libavformat is the library containing the file format handling (mux and
702demux code for several formats). Look at @file{ffplay.c} to use it in a
703player. See @file{output_example.c} to use it to generate audio or video
704streams.
705
706@end itemize
707
708@section Integrating libavcodec or libavformat in your program
709
710You can integrate all the source code of the libraries to link them
711statically to avoid any version problem. All you need is to provide a
712'config.mak' and a 'config.h' in the parent directory. See the defines
713generated by ./configure to understand what is needed.
714
715You can use libavcodec or libavformat in your commercial program, but
716@emph{any patch you make must be published}. The best way to proceed is
717to send your patches to the FFmpeg mailing list.
718
719@node Coding Rules
720@section Coding Rules
721
722FFmpeg is programmed in the ISO C90 language with a few additional
723features from ISO C99, namely:
724@itemize @bullet
725@item
726the @samp{inline} keyword;
727@item
728@samp{//} comments;
729@item
730designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
731@item
732compound literals (@samp{x = (struct s) @{ 17, 23 @};})
733@end itemize
734
735These features are supported by all compilers we care about, so we will not
736accept patches to remove their use unless they absolutely do not impair
737clarity and performance.
738
739All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
740compiles with several other compilers, such as the Compaq ccc compiler
741or Sun Studio 9, and we would like to keep it that way unless it would
742be exceedingly involved. To ensure compatibility, please do not use any
743additional C99 features or GCC extensions. Especially watch out for:
744@itemize @bullet
745@item
746mixing statements and declarations;
747@item
748@samp{long long} (use @samp{int64_t} instead);
749@item
750@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
751@item
752GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
753@end itemize
754
755Indent size is 4.
756The presentation is the one specified by 'indent -i4 -kr -nut'.
757The TAB character is forbidden outside of Makefiles as is any
758form of trailing whitespace. Commits containing either will be
759rejected by the Subversion repository.
760
761The main priority in FFmpeg is simplicity and small code size in order to
762minimize the bug count.
763
764Comments: Use the JavaDoc/Doxygen
765format (see examples below) so that code documentation
766can be generated automatically. All nontrivial functions should have a comment
767above them explaining what the function does, even if it is just one sentence.
768All structures and their member variables should be documented, too.
769@example
770/**
771 * @@file mpeg.c
772 * MPEG codec.
773 * @@author ...
774 */
775
776/**
777 * Summary sentence.
778 * more text ...
779 * ...
780 */
781typedef struct Foobar@{
782 int var1; /**< var1 description */
783 int var2; ///< var2 description
784 /** var3 description */
785 int var3;
786@} Foobar;
787
788/**
789 * Summary sentence.
790 * more text ...
791 * ...
792 * @@param my_parameter description of my_parameter
793 * @@return return value description
794 */
795int myfunc(int my_parameter)
796...
797@end example
798
799fprintf and printf are forbidden in libavformat and libavcodec,
800please use av_log() instead.
801
802Casts should be used only when necessary. Unneeded parentheses
803should also be avoided if they don't make the code easier to understand.
804
805@section Development Policy
806
807@enumerate
808@item
809 Contributions should be licensed under the LGPL 2.1, including an
810 "or any later version" clause, or the MIT license. GPL 2 including
811 an "or any later version" clause is also acceptable, but LGPL is
812 preferred.
813@item
814 You must not commit code which breaks FFmpeg! (Meaning unfinished but
815 enabled code which breaks compilation or compiles but does not work or
816 breaks the regression tests)
817 You can commit unfinished stuff (for testing etc), but it must be disabled
818 (#ifdef etc) by default so it does not interfere with other developers'
819 work.
820@item
821 You do not have to over-test things. If it works for you, and you think it
822 should work for others, then commit. If your code has problems
823 (portability, triggers compiler bugs, unusual environment etc) they will be
824 reported and eventually fixed.
825@item
826 Do not commit unrelated changes together, split them into self-contained
827 pieces. Also do not forget that if part B depends on part A, but A does not
828 depend on B, then A can and should be committed first and separate from B.
829 Keeping changes well split into self-contained parts makes reviewing and
830 understanding them on the commit log mailing list easier. This also helps
831 in case of debugging later on.
832 Also if you have doubts about splitting or not splitting, do not hesitate to
833 ask/discuss it on the developer mailing list.
834@item
835 Do not change behavior of the program (renaming options etc) without
836 first discussing it on the ffmpeg-devel mailing list. Do not remove
837 functionality from the code. Just improve!
838
839 Note: Redundant code can be removed.
840@item
841 Do not commit changes to the build system (Makefiles, configure script)
842 which change behavior, defaults etc, without asking first. The same
843 applies to compiler warning fixes, trivial looking fixes and to code
844 maintained by other developers. We usually have a reason for doing things
845 the way we do. Send your changes as patches to the ffmpeg-devel mailing
846 list, and if the code maintainers say OK, you may commit. This does not
847 apply to files you wrote and/or maintain.
848@item
849 We refuse source indentation and other cosmetic changes if they are mixed
850 with functional changes, such commits will be rejected and removed. Every
851 developer has his own indentation style, you should not change it. Of course
852 if you (re)write something, you can use your own style, even though we would
853 prefer if the indentation throughout FFmpeg was consistent (Many projects
854 force a given indentation style - we do not.). If you really need to make
855 indentation changes (try to avoid this), separate them strictly from real
856 changes.
857
858 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
859 then either do NOT change the indentation of the inner part within (do not
860 move it to the right)! or do so in a separate commit
861@item
862 Always fill out the commit log message. Describe in a few lines what you
863 changed and why. You can refer to mailing list postings if you fix a
864 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
865@item
866 If you apply a patch by someone else, include the name and email address in
867 the log message. Since the ffmpeg-cvslog mailing list is publicly
868 archived you should add some SPAM protection to the email address. Send an
869 answer to ffmpeg-devel (or wherever you got the patch from) saying that
870 you applied the patch.
871@item
872 When applying patches that have been discussed (at length) on the mailing
873 list, reference the thread in the log message.
874@item
875 Do NOT commit to code actively maintained by others without permission.
876 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
877 timeframe (12h for build failures and security fixes, 3 days small changes,
878 1 week for big patches) then commit your patch if you think it is OK.
879 Also note, the maintainer can simply ask for more time to review!
880@item
881 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
882 are sent there and reviewed by all the other developers. Bugs and possible
883 improvements or general questions regarding commits are discussed there. We
884 expect you to react if problems with your code are uncovered.
885@item
886 Update the documentation if you change behavior or add features. If you are
887 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
888 maintainer(s) will review and commit your stuff.
889@item
890 Try to keep important discussions and requests (also) on the public
891 developer mailing list, so that all developers can benefit from them.
892@item
893 Never write to unallocated memory, never write over the end of arrays,
894 always check values read from some untrusted source before using them
895 as array index or other risky things.
896@item
897 Remember to check if you need to bump versions for the specific libav
898 parts (libavutil, libavcodec, libavformat) you are changing. You need
899 to change the version integer and the version string.
900 Incrementing the first component means no backward compatibility to
901 previous versions (e.g. removal of a function from the public API).
902 Incrementing the second component means backward compatible change
903 (e.g. addition of a function to the public API).
904 Incrementing the third component means a noteworthy binary compatible
905 change (e.g. encoder bug fix that matters for the decoder).
906@item
907 If you add a new codec, remember to update the changelog, add it to
908 the supported codecs table in the documentation and bump the second
909 component of the @file{libavcodec} version number appropriately. If
74a926ff 910 it has a fourcc, add it to @file{libavformat/riff.c}, even if it
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911 is only a decoder.
912@item
53407b64 913 Compiler warnings indicate potential bugs or code with bad style. If a type of
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914 warning always points to correct and clean code, that warning should
915 be disabled, not the code changed.
916 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 917 If it is a bug, the bug has to be fixed. If it is not, the code should
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918 be changed to not generate a warning unless that causes a slowdown
919 or obfuscates the code.
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920@item
921 If you add a new file, give it a proper license header. Do not copy and
922 paste it from a random place, use an existing file as template.
923@end enumerate
924
925We think our rules are not too hard. If you have comments, contact us.
926
927Note, these rules are mostly borrowed from the MPlayer project.
928
929@section Submitting patches
930
931First, (@pxref{Coding Rules}) above if you did not yet.
932
933When you submit your patch, try to send a unified diff (diff '-up'
934option). We cannot read other diffs :-)
935
936Also please do not submit a patch which contains several unrelated changes.
937Split it into separate, self-contained pieces. This does not mean splitting
938file by file. Instead, make the patch as small as possible while still
939keeping it as a logical unit that contains an individual change, even
940if it spans multiple files. This makes reviewing your patches much easier
941for us and greatly increases your chances of getting your patch applied.
942
943Run the regression tests before submitting a patch so that you can
944verify that there are no big problems.
945
946Patches should be posted as base64 encoded attachments (or any other
947encoding which ensures that the patch will not be trashed during
948transmission) to the ffmpeg-devel mailing list, see
949@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
950
951It also helps quite a bit if you tell us what the patch does (for example
952'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
953and has no lrint()')
954
955Also please if you send several patches, send each patch as a separate mail,
956do not attach several unrelated patches to the same mail.
957
958@section patch submission checklist
959
960@enumerate
961@item
962 Do the regression tests pass with the patch applied?
963@item
964 Is the patch a unified diff?
965@item
966 Is the patch against latest FFmpeg SVN?
967@item
968 Are you subscribed to ffmpeg-dev?
969 (the list is subscribers only due to spam)
970@item
971 Have you checked that the changes are minimal, so that the same cannot be
972 achieved with a smaller patch and/or simpler final code?
973@item
974 If the change is to speed critical code, did you benchmark it?
975@item
976 If you did any benchmarks, did you provide them in the mail?
977@item
978 Have you checked that the patch does not introduce buffer overflows or
979 other security issues?
980@item
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981 If you add a new demuxer or decoder, have you checked that it does not
982 crash with damaged input (see tools/trasher)?
983@item
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984 Is the patch created from the root of the source tree, so it can be
985 applied with @code{patch -p0}?
986@item
987 Does the patch not mix functional and cosmetic changes?
988@item
989 Did you add tabs or trailing whitespace to the code? Both are forbidden.
990@item
991 Is the patch attached to the email you send?
992@item
993 Is the mime type of the patch correct? It should be text/x-diff or
994 text/x-patch or at least text/plain and not application/octet-stream.
995@item
996 If the patch fixes a bug, did you provide a verbose analysis of the bug?
997@item
998 If the patch fixes a bug, did you provide enough information, including
999 a sample, so the bug can be reproduced and the fix can be verified?
1000 Note please do not attach samples >100k to mails but rather provide a
1001 URL, you can upload to ftp://upload.mplayerhq.hu
1002@item
1003 Did you provide a verbose summary about what the patch does change?
1004@item
1005 Did you provide a verbose explanation why it changes things like it does?
1006@item
1007 Did you provide a verbose summary of the user visible advantages and
1008 disadvantages if the patch is applied?
1009@item
1010 Did you provide an example so we can verify the new feature added by the
1011 patch easily?
1012@item
1013 If you added a new file, did you insert a license header? It should be
1014 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1015@item
1016 You should maintain alphabetical order in alphabetically ordered lists as
1017 long as doing so does not break API/ABI compatibility.
1018@item
1019 Lines with similar content should be aligned vertically when doing so
1020 improves readability.
1021@item
1022 Did you provide a suggestion for a clear commit log message?
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1023@item
1024 Did you test your decoder or demuxer against damaged data? If no, see
1025 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 1026 should not crash or end in a (near) infinite loop when fed damaged data.
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1027@end enumerate
1028
1029@section Patch review process
1030
1031All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1032clear note that the patch is not for SVN.
1033Reviews and comments will be posted as replies to the patch on the
1034mailing list. The patch submitter then has to take care of every comment,
1035that can be by resubmitting a changed patch or by discussion. Resubmitted
1036patches will themselves be reviewed like any other patch. If at some point
1037a patch passes review with no comments then it is approved, that can for
1038simple and small patches happen immediately while large patches will generally
1039have to be changed and reviewed many times before they are approved.
1040After a patch is approved it will be committed to the repository.
1041
1042We will review all submitted patches, but sometimes we are quite busy so
1043especially for large patches this can take several weeks.
1044
1045When resubmitting patches, please do not make any significant changes
1046not related to the comments received during review. Such patches will
1047be rejected. Instead, submit significant changes or new features as
1048separate patches.
1049
1050@section Regression tests
1051
1052Before submitting a patch (or committing to the repository), you should at least
1053test that you did not break anything.
1054
1055The regression tests build a synthetic video stream and a synthetic
1056audio stream. These are then encoded and decoded with all codecs or
1057formats. The CRC (or MD5) of each generated file is recorded in a
1058result file. A 'diff' is launched to compare the reference results and
1059the result file.
1060
1061The regression tests then go on to test the FFserver code with a
1062limited set of streams. It is important that this step runs correctly
1063as well.
1064
1065Run 'make test' to test all the codecs and formats.
1066
1067Run 'make fulltest' to test all the codecs, formats and FFserver.
1068
1069[Of course, some patches may change the results of the regression tests. In
1070this case, the reference results of the regression tests shall be modified
1071accordingly].
1072
1073@bye