Update Changelog and documentation for MVI demuxer and decoder.
[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.
64c2f20a 93@item Monkey's Audio @tab @tab X
822cc8f7 94@item Motion Pixels MVI @tab @tab X
64c2f20a 95@item MOV/QuickTime @tab X @tab X
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96@item MPEG audio @tab X @tab X
97@item MPEG-1 systems @tab X @tab X
d698c5d3 98 @tab muxed audio and video
c6b2dc34 99@item MPEG-2 PS @tab X @tab X
d698c5d3 100 @tab also known as @code{VOB} file
c6b2dc34 101@item MPEG-2 TS @tab @tab X
d698c5d3 102 @tab also known as DVB Transport Stream
c6b2dc34 103@item MPEG-4 @tab X @tab X
d698c5d3 104 @tab MPEG-4 is a variant of QuickTime.
bac4c85c 105@item MSN TCP webcam @tab @tab X
d698c5d3 106 @tab Used by MSN Messenger webcam streams.
c6b2dc34 107@item MXF @tab @tab X
d698c5d3 108 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
64c2f20a 109@item Nullsoft Video @tab @tab X
c6b2dc34 110@item NUT @tab X @tab X
d698c5d3 111 @tab NUT Open Container Format
c6b2dc34 112@item OMA @tab @tab X
d698c5d3 113 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
64c2f20a 114@item PlayStation STR @tab @tab X
c6b2dc34 115@item PVA @tab @tab X
d698c5d3 116 @tab Used by TechnoTrend DVB PCI boards.
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117@item raw AC-3 @tab X @tab X
118@item raw CRI ADX audio @tab X @tab X
119@item raw MJPEG @tab X @tab X
120@item raw MPEG video @tab X @tab X
121@item raw MPEG-4 video @tab X @tab X
122@item raw PCM 8/16 bits, mu-law/A-law @tab X @tab X
123@item raw Shorten audio @tab @tab X
64c2f20a 124@item RealMedia @tab X @tab X
c6b2dc34 125@item RL2 @tab @tab X
d698c5d3 126 @tab Audio and video format used in some games by Entertainment Software Partners.
c6b2dc34 127@item Sega FILM/CPK @tab @tab X
d698c5d3 128 @tab Used in many Sega Saturn console games.
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129@item SEQ @tab @tab X
130 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
c6b2dc34 131@item Sierra Online @tab @tab X
d698c5d3 132 @tab .sol files used in Sierra Online games.
c6b2dc34 133@item Sierra VMD @tab @tab X
d698c5d3 134 @tab Used in Sierra CD-ROM games.
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135@item SIFF @tab @tab X
136 @tab Audio and video format used in some games by Beam Software.
c6b2dc34 137@item Smacker @tab @tab X
d698c5d3 138 @tab Multimedia format used by many games.
64c2f20a 139@item SUN AU format @tab X @tab X
c6b2dc34 140@item THP @tab @tab X
d698c5d3 141 @tab Used on the Nintendo GameCube.
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142@item WAV @tab X @tab X
143@item WC3 Movie @tab @tab X
d698c5d3 144 @tab Multimedia format used in Origin's Wing Commander III computer game.
c6b2dc34 145@item Westwood Studios VQA/AUD @tab @tab X
d698c5d3 146 @tab Multimedia formats used in Westwood Studios games.
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147@end multitable
148
149@code{X} means that encoding (resp. decoding) is supported.
150
151@section Image Formats
152
153FFmpeg can read and write images for each frame of a video sequence. The
154following image formats are supported:
155
156@multitable @columnfractions .4 .1 .1 .4
157@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
64c2f20a 158@item .Y.U.V @tab X @tab X @tab one raw file per component
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159@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
160@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 161@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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162@item PCX @tab @tab X @tab PC Paintbrush
163@item PGM, PPM @tab X @tab X
d0e1cd3d 164@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 165@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 166@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 167@item RAS @tab @tab X @tab Sun Rasterfile
3d172fb5 168@item SGI @tab X @tab X @tab SGI RGB image format
3d172fb5 169@item Targa @tab @tab X @tab Targa (.TGA) image format
64c2f20a 170@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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171@end multitable
172
173@code{X} means that encoding (resp. decoding) is supported.
174
175@section Video Codecs
176
177@multitable @columnfractions .4 .1 .1 .4
178@item Supported Codec @tab Encoding @tab Decoding @tab Comments
d66d8b83 179@item 4X Video @tab @tab X
d698c5d3 180 @tab Used in certain computer games.
d66d8b83 181@item American Laser Games Video @tab @tab X
d698c5d3 182 @tab Used in games like Mad Dog McCree.
d66d8b83 183@item AMV @tab @tab X
d698c5d3 184 @tab Used in Chinese MP3 players.
d66d8b83 185@item Apple Animation @tab X @tab X
d698c5d3 186 @tab fourcc: 'rle '
d66d8b83 187@item Apple Graphics @tab @tab X
d698c5d3 188 @tab fourcc: 'smc '
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189@item Apple MJPEG-B @tab @tab X
190@item Apple QuickDraw @tab @tab X
d698c5d3 191 @tab fourcc: qdrw
d66d8b83 192@item Apple Video @tab @tab X
d698c5d3 193 @tab fourcc: rpza
d66d8b83 194@item Asus v1 @tab X @tab X
d698c5d3 195 @tab fourcc: ASV1
d66d8b83 196@item Asus v2 @tab X @tab X
d698c5d3 197 @tab fourcc: ASV2
d66d8b83 198@item ATI VCR1 @tab @tab X
d698c5d3 199 @tab fourcc: VCR1
d66d8b83 200@item ATI VCR2 @tab @tab X
d698c5d3 201 @tab fourcc: VCR2
d66d8b83 202@item Autodesk RLE @tab @tab X
d698c5d3 203 @tab fourcc: AASC
d66d8b83 204@item AVID DNxHD @tab X @tab X
d698c5d3 205 @tab aka SMPTE VC3
bac4c85c 206@item AVS video @tab @tab X
d698c5d3 207 @tab Video encoding used by the Creature Shock game.
d66d8b83 208@item Bethsoft VID @tab @tab X
d698c5d3 209 @tab Used in some games from Bethesda Softworks.
bac4c85c 210@item C93 video @tab @tab X
d698c5d3 211 @tab Codec used in Cyberia game.
d66d8b83 212@item CamStudio @tab @tab X
d698c5d3 213 @tab fourcc: CSCD
bac4c85c 214@item Cin video @tab @tab X
d698c5d3 215 @tab Codec used in Delphine Software games.
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216@item Cinepak @tab @tab X
217@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 218 @tab fourcc: CLJR
d66d8b83 219@item Creative YUV @tab @tab X
d698c5d3 220 @tab fourcc: CYUV
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221@item Dirac @tab X @tab X
222 @tab Supported through the external libdirac/libschroedinger libraries.
d66d8b83 223@item Duck TrueMotion v1 @tab @tab X
d698c5d3 224 @tab fourcc: DUCK
d66d8b83 225@item Duck TrueMotion v2 @tab @tab X
d698c5d3 226 @tab fourcc: TM20
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227@item DV @tab X @tab X
228@item DXA Video @tab @tab X
d698c5d3 229 @tab Codec originally used in Feeble Files game.
d66d8b83 230@item Electronic Arts CMV @tab @tab X
d698c5d3 231 @tab Used in NHL 95 game.
d66d8b83 232@item FFmpeg Video 1 @tab X @tab X
d698c5d3 233 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 234@item Flash Screen Video @tab X @tab X
d698c5d3 235 @tab fourcc: FSV1
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236@item FLIC video @tab @tab X
237@item FLV @tab X @tab X
d698c5d3 238 @tab Sorenson H.263 used in Flash
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239@item Fraps FPS1 @tab @tab X
240@item H.261 @tab X @tab X
241@item H.263(+) @tab X @tab X
d698c5d3 242 @tab also known as RealVideo 1.0
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243@item H.264 @tab @tab X
244@item HuffYUV @tab X @tab X
245@item IBM Ultimotion @tab @tab X
d698c5d3 246 @tab fourcc: ULTI
bac4c85c 247@item id Cinematic video @tab @tab X
d698c5d3 248 @tab Used in Quake II.
d66d8b83 249@item id RoQ @tab X @tab X
d698c5d3 250 @tab Used in Quake III, Jedi Knight 2, other computer games.
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251@item Intel Indeo 3 @tab @tab X
252@item Interplay Video @tab @tab X
d698c5d3 253 @tab Used in Interplay .MVE files.
d66d8b83 254@item JPEG-LS @tab X @tab X
d698c5d3 255 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 256@item KMVC @tab @tab X
d698c5d3 257 @tab Codec used in Worms games.
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258@item LOCO @tab @tab X
259@item lossless MJPEG @tab X @tab X
260@item Microsoft RLE @tab @tab X
261@item Microsoft Video-1 @tab @tab X
262@item Mimic @tab @tab X
d698c5d3 263 @tab Used in MSN Messenger Webcam streams.
d66d8b83 264@item Miro VideoXL @tab @tab X
d698c5d3 265 @tab fourcc: VIXL
d66d8b83 266@item MJPEG @tab X @tab X
822cc8f7 267@item Motion Pixels Video @tab @tab X
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268@item MPEG-1 @tab X @tab X
269@item MPEG-2 @tab X @tab X
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270@item MPEG-4 @tab X @tab X
271@item MSMPEG4 V1 @tab X @tab X
272@item MSMPEG4 V2 @tab X @tab X
273@item MSMPEG4 V3 @tab X @tab X
d66d8b83 274@item MSZH @tab @tab X
d698c5d3 275 @tab Part of LCL
d66d8b83 276@item On2 VP3 @tab @tab X
d698c5d3 277 @tab still experimental
d66d8b83 278@item On2 VP5 @tab @tab X
d698c5d3 279 @tab fourcc: VP50
d66d8b83 280@item On2 VP6 @tab @tab X
d698c5d3 281 @tab fourcc: VP60,VP61,VP62
d66d8b83 282@item planar RGB @tab @tab X
d698c5d3 283 @tab fourcc: 8BPS
d66d8b83 284@item QPEG @tab @tab X
d698c5d3 285 @tab fourccs: QPEG, Q1.0, Q1.1
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286@item RealVideo 1.0 @tab X @tab X
287@item RealVideo 2.0 @tab X @tab X
d66d8b83 288@item Renderware TXD @tab @tab X
d698c5d3 289 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 290@item RTjpeg @tab @tab X
d698c5d3 291 @tab Video encoding used in NuppelVideo files.
bac4c85c 292@item Smacker video @tab @tab X
d698c5d3 293 @tab Video encoding used in Smacker.
d66d8b83 294@item Snow @tab X @tab X
d698c5d3 295 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 296@item Sony PlayStation MDEC @tab @tab X
d66d8b83 297@item Sorenson Video 1 @tab X @tab X
d698c5d3 298 @tab fourcc: SVQ1
d66d8b83 299@item Sorenson Video 3 @tab @tab X
d698c5d3 300 @tab fourcc: SVQ3
d66d8b83 301@item Sunplus MJPEG @tab @tab X
d698c5d3 302 @tab fourcc: SP5X
d66d8b83 303@item TechSmith Camtasia @tab @tab X
d698c5d3 304 @tab fourcc: TSCC
d66d8b83 305@item Theora @tab X @tab X
d698c5d3 306 @tab still experimental
d66d8b83 307@item THP @tab @tab X
d698c5d3 308 @tab Used on the Nintendo GameCube.
bac4c85c 309@item Tiertex Seq video @tab @tab X
d698c5d3 310 @tab Codec used in DOS CD-ROM FlashBack game.
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311@item VC-1 @tab @tab X
312@item VMD Video @tab @tab X
d698c5d3 313 @tab Used in Sierra VMD files.
d66d8b83 314@item VMware Video @tab @tab X
d698c5d3 315 @tab Codec used in videos captured by VMware.
d0e1cd3d 316@item Westwood VQA @tab @tab X
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317@item Winnov WNV1 @tab @tab X
318@item WMV7 @tab X @tab X
319@item WMV8 @tab X @tab X
320@item WMV9 @tab @tab X
d698c5d3 321 @tab not completely working
d66d8b83 322@item Xan/WC3 @tab @tab X
d698c5d3 323 @tab Used in Wing Commander III .MVE files.
d66d8b83 324@item ZLIB @tab X @tab X
d698c5d3 325 @tab part of LCL, encoder experimental
d66d8b83 326@item ZMBV @tab X @tab X
d698c5d3 327 @tab Encoder works only in PAL8.
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328@end multitable
329
330@code{X} means that encoding (resp. decoding) is supported.
331
332@section Audio Codecs
333
334@multitable @columnfractions .4 .1 .1 .1 .7
335@item Supported Codec @tab Encoding @tab Decoding @tab Comments
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336@item 4X IMA ADPCM @tab @tab X
337@item 8SVX audio @tab @tab X
338@item AAC @tab X @tab X
d698c5d3 339 @tab Supported through the external library libfaac/libfaad.
16d81b27 340@item AC-3 @tab IX @tab IX
d698c5d3 341 @tab liba52 can be used alternatively for decoding.
16d81b27 342@item AMR-NB @tab X @tab X
d698c5d3 343 @tab Supported through an external library.
16d81b27 344@item AMR-WB @tab X @tab X
d698c5d3 345 @tab Supported through an external library.
16d81b27 346@item AMV IMA ADPCM @tab @tab X
d698c5d3 347 @tab Used in AMV files
16d81b27 348@item Apple lossless audio @tab @tab X
d698c5d3 349 @tab QuickTime fourcc 'alac'
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350@item Apple MACE 3 @tab @tab X
351@item Apple MACE 6 @tab @tab X
352@item ATRAC 3 @tab @tab X
353@item CD-ROM XA ADPCM @tab @tab X
bac4c85c 354@item Cin audio @tab @tab X
d698c5d3 355 @tab Codec used in Delphine Software International games.
16d81b27 356@item Creative ADPCM @tab @tab X
d698c5d3 357 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
16d81b27 358@item CRI ADX ADPCM @tab X @tab X
d698c5d3 359 @tab Used in Sega Dreamcast games.
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360@item DSP Group TrueSpeech @tab @tab X
361@item DTS Coherent Audio @tab @tab X
362@item Duck DK3 IMA ADPCM @tab @tab X
d698c5d3 363 @tab Used in some Sega Saturn console games.
16d81b27 364@item Duck DK4 IMA ADPCM @tab @tab X
d698c5d3 365 @tab Used in some Sega Saturn console games.
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366@item DV audio @tab @tab X
367@item Electronic Arts ADPCM @tab @tab X
d698c5d3 368 @tab Used in various EA titles.
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369@item Sonic @tab X @tab X
370 @tab experimental codec
371@item Sonic lossless @tab X @tab X
372 @tab experimental codec
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373@item FLAC lossless audio @tab X @tab X
374@item G.726 ADPCM @tab X @tab X
375@item id RoQ DPCM @tab X @tab X
d698c5d3 376 @tab Used in Quake III, Jedi Knight 2, other computer games.
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377@item Intel Music Coder @tab @tab X
378@item Interplay MVE DPCM @tab @tab X
d698c5d3 379 @tab Used in various Interplay computer games.
16d81b27 380@item MAXIS EA ADPCM @tab @tab X
d698c5d3 381 @tab Used in Sim City 3000.
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382@item Microsoft ADPCM @tab X @tab X
383@item MLP/TrueHD @tab @tab X
d698c5d3 384 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 385@item Monkey's Audio @tab @tab X
d698c5d3 386 @tab Only versions 3.97-3.99 are supported.
16d81b27 387@item MPEG audio layer 1/3 @tab X @tab IX
d698c5d3 388 @tab MP3 encoding is supported through the external library LAME.
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389@item MPEG audio layer 2 @tab IX @tab IX
390@item MS IMA ADPCM @tab X @tab X
391@item Musepack @tab @tab X
d698c5d3 392 @tab SV7 and SV8 are supported.
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393@item Nellymoser ASAO @tab @tab X
394@item Qdesign QDM2 @tab @tab X
d698c5d3 395 @tab There are still some distortions.
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396@item QT IMA ADPCM @tab X @tab X
397@item RA144 @tab @tab X
d698c5d3 398 @tab Real 14400 bit/s codec
16d81b27 399@item RA288 @tab @tab X
d698c5d3 400 @tab Real 28800 bit/s codec
16d81b27 401@item RADnet @tab X @tab IX
d698c5d3 402 @tab real low bitrate AC-3 codec
16d81b27 403@item Real COOK @tab @tab X
d698c5d3 404 @tab All versions except 5.1 are supported.
bac4c85c 405@item Shorten @tab @tab X
16d81b27 406@item Sierra Online DPCM @tab @tab X
d698c5d3 407 @tab Used in Sierra Online game audio files.
bac4c85c 408@item Smacker audio @tab @tab X
16d81b27 409@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 410 @tab Used in certain Loki game ports.
16d81b27 411@item THP ADPCM @tab @tab X
d698c5d3 412 @tab Used on the Nintendo GameCube.
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413@item True Audio (TTA) @tab @tab X
414@item Vorbis @tab X @tab X
bac4c85c 415@item WavPack @tab @tab X
16d81b27 416@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 417 @tab Used in Westwood Studios games like Command and Conquer.
bac4c85c 418@item WMA v1/v2 @tab X @tab X
16d81b27 419@item Xan DPCM @tab @tab X
d698c5d3 420 @tab Used in Origin's Wing Commander IV AVI files.
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421@end multitable
422
423@code{X} means that encoding (resp. decoding) is supported.
424
425@code{I} means that an integer-only version is available, too (ensures high
426performance on systems without hardware floating point support).
427
428@chapter Platform Specific information
429
430@section BSD
431
432BSD make will not build FFmpeg, you need to install and use GNU Make
433(@file{gmake}).
434
435@section Windows
436
46a845d0 437To get help and instructions for building FFmpeg under Windows, check out
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438the FFmpeg Windows Help Forum at
439@url{http://arrozcru.no-ip.org/ffmpeg/}.
440
441@subsection Native Windows compilation
442
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443FFmpeg can be built to run natively on Windows using the MinGW tools. Install
444the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
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445install the coreutils package, and update to the latest MSYS make (note: not
446mingw32-make). You can find detailed installation
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447instructions in the download section and the FAQ.
448
c1989552 449Within the MSYS shell, configure and make with:
d0e1cd3d 450
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451@example
452./configure --enable-memalign-hack
453make
454make install
455@end example
d0e1cd3d 456
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457This will install @file{ffmpeg.exe} along with many other development files
458to @file{/usr/local}. You may specify another install path using the
459@code{--prefix} option in @file{configure}.
d0e1cd3d 460
c1989552 461Notes:
d0e1cd3d 462
c1989552 463@itemize
d0e1cd3d 464
751a6493 465@item Use at least bash 3.1. Older versions are known to fail on the
c1989552 466configure script.
d0e1cd3d 467
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468@item In order to compile vhooks, you must have a POSIX-compliant libdl in
469your MinGW system. Get dlfcn-win32 from
470@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 471
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472@item In order to compile FFplay, you must have the MinGW development library
473of SDL. Get it from @url{http://www.libsdl.org}.
474Edit the @file{bin/sdl-config} script so that it points to the correct prefix
475where SDL was installed. Verify that @file{sdl-config} can be launched from
476the MSYS command line.
d0e1cd3d 477
d0e1cd3d 478@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 479you can build libavutil, libavcodec and libavformat as DLLs.
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480
481@end itemize
482
c1989552 483@subsection Microsoft Visual C++ compatibility
d0e1cd3d 484
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485As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
486want to use the libav* libraries in your own applications, you can still
487compile those applications using MSVC++. But the libav* libraries you link
488to @emph{must} be built with MinGW. However, you will not be able to debug
489inside the libav* libraries, since MSVC++ does not recognize the debug
490symbols generated by GCC.
491We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 492
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493This description of how to use the FFmpeg libraries with MSVC++ is based on
494Microsoft Visual C++ 2005 Express Edition. If you have a different version,
495you might have to modify the procedures slightly.
d0e1cd3d 496
c1989552 497@subsubsection Using static libraries
d0e1cd3d 498
c1989552 499Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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500
501@enumerate
502
503@item Create a new console application ("File / New / Project") and then
504select "Win32 Console Application". On the appropriate page of the
505Application Wizard, uncheck the "Precompiled headers" option.
506
507@item Write the source code for your application, or, for testing, just
508copy the code from an existing sample application into the source file
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509that MSVC++ has already created for you. For example, you can copy
510@file{output_example.c} from the FFmpeg distribution.
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511
512@item Open the "Project / Properties" dialog box. In the "Configuration"
513combo box, select "All Configurations" so that the changes you make will
514affect both debug and release builds. In the tree view on the left hand
515side, select "C/C++ / General", then edit the "Additional Include
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516Directories" setting to contain the path where the FFmpeg includes were
517installed (i.e. @file{c:\msys\1.0\local\include}).
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518Do not add MinGW's include directory here, or the include files will
519conflict with MSVC's.
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520
521@item Still in the "Project / Properties" dialog box, select
522"Linker / General" from the tree view and edit the
523"Additional Library Directories" setting to contain the @file{lib}
524directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
525the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
526and the directory where MinGW's GCC libs are installed
527(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
528"Linker / Input" from the tree view, and add the files @file{libavformat.a},
529@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
530@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
531to the end of "Additional Dependencies".
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532
533@item Now, select "C/C++ / Code Generation" from the tree view. Select
534"Debug" in the "Configuration" combo box. Make sure that "Runtime
535Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
536the "Configuration" combo box and make sure that "Runtime Library" is
537set to "Multi-threaded DLL".
538
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539@item Click "OK" to close the "Project / Properties" dialog box.
540
541@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
542Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
543and install it in MSVC++'s include directory
544(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
545
546@item MSVC++ also does not understand the @code{inline} keyword used by
547FFmpeg, so you must add this line before @code{#include}ing libav*:
548@example
549#define inline _inline
550@end example
551
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552@item Build your application, everything should work.
553
554@end enumerate
555
556@subsubsection Using shared libraries
557
558This is how to create DLL and LIB files that are compatible with MSVC++:
559
560@enumerate
561
562@item Add a call to @file{vcvars32.bat} (which sets up the environment
563variables for the Visual C++ tools) as the first line of @file{msys.bat}.
564The standard location for @file{vcvars32.bat} is
565@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
566and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
567If this corresponds to your setup, add the following line as the first line
568of @file{msys.bat}:
569
570@example
571call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
572@end example
573
574Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
575and run @file{c:\msys\1.0\msys.bat} from there.
576
577@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
578from @file{Microsoft (R) Library Manager}, this means your environment
579variables are set up correctly, the @file{Microsoft (R) Library Manager}
580is on the path and will be used by FFmpeg to create
581MSVC++-compatible import libraries.
582
583@item Build FFmpeg with
584
585@example
586./configure --enable-shared --enable-memalign-hack
587make
588make install
589@end example
590
591Your install path (@file{/usr/local/} by default) should now have the
592necessary DLL and LIB files under the @file{bin} directory.
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593
594@end enumerate
595
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596To use those files with MSVC++, do the same as you would do with
597the static libraries, as described above. But in Step 4,
598you should only need to add the directory where the LIB files are installed
599(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
600installed in the @file{bin} directory. And instead of adding @file{libxx.a}
601files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
602@file{avutil.lib}. There should be no need for @file{libmingwex.a},
603@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
604statically linked into the DLLs. The @file{bin} directory contains a bunch
605of DLL files, but the ones that are actually used to run your application
606are the ones with a major version number in their filenames
607(i.e. @file{avcodec-51.dll}).
608
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609@subsection Cross compilation for Windows with Linux
610
611You must use the MinGW cross compilation tools available at
612@url{http://www.mingw.org/}.
613
614Then configure FFmpeg with the following options:
615@example
616./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
617@end example
618(you can change the cross-prefix according to the prefix chosen for the
619MinGW tools).
620
621Then you can easily test FFmpeg with Wine
622(@url{http://www.winehq.com/}).
623
624@subsection Compilation under Cygwin
625
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626The main issue with Cygwin is that newlib, its C library, does not
627contain llrint(). However, it is possible to leverage the
628implementation in MinGW.
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629
630Just install your Cygwin with all the "Base" packages, plus the
631following "Devel" ones:
632@example
29c3d42b 633binutils, gcc-core, make, subversion, mingw-runtime
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634@end example
635
636Do not install binutils-20060709-1 (they are buggy on shared builds);
637use binutils-20050610-1 instead.
638
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639Then create a small library that just contains llrint():
640
641@example
642ar x /usr/lib/mingw/libmingwex.a llrint.o
643ar cq /usr/local/lib/libllrint.a llrint.o
644@end example
645
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646Then run
647
648@example
29c3d42b 649./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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650@end example
651
652to make a static build or
653
654@example
29c3d42b 655./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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656@end example
657
658to build shared libraries.
659
660If you want to build FFmpeg with additional libraries, download Cygwin
661"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
662and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
663(@url{http://cygwinports.dotsrc.org/}).
664
665@subsection Crosscompilation for Windows under Cygwin
666
667With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
668
669Just install your Cygwin as explained before, plus these additional
670"Devel" packages:
671@example
672gcc-mingw-core, mingw-runtime, mingw-zlib
673@end example
674
675and add some special flags to your configure invocation.
676
677For a static build run
678@example
679./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
680@end example
681
682and for a build with shared libraries
683@example
684./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
685@end example
686
687@section BeOS
688
5f757b85 689BeOS support is broken in mysterious ways.
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691@section OS/2
692
693For information about compiling FFmpeg on OS/2 see
694@url{http://www.edm2.com/index.php/FFmpeg}.
695
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696@chapter Developers Guide
697
698@section API
699@itemize @bullet
700@item libavcodec is the library containing the codecs (both encoding and
701decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
702
703@item libavformat is the library containing the file format handling (mux and
704demux code for several formats). Look at @file{ffplay.c} to use it in a
705player. See @file{output_example.c} to use it to generate audio or video
706streams.
707
708@end itemize
709
710@section Integrating libavcodec or libavformat in your program
711
712You can integrate all the source code of the libraries to link them
713statically to avoid any version problem. All you need is to provide a
714'config.mak' and a 'config.h' in the parent directory. See the defines
715generated by ./configure to understand what is needed.
716
717You can use libavcodec or libavformat in your commercial program, but
718@emph{any patch you make must be published}. The best way to proceed is
719to send your patches to the FFmpeg mailing list.
720
721@node Coding Rules
722@section Coding Rules
723
724FFmpeg is programmed in the ISO C90 language with a few additional
725features from ISO C99, namely:
726@itemize @bullet
727@item
728the @samp{inline} keyword;
729@item
730@samp{//} comments;
731@item
732designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
733@item
734compound literals (@samp{x = (struct s) @{ 17, 23 @};})
735@end itemize
736
737These features are supported by all compilers we care about, so we will not
738accept patches to remove their use unless they absolutely do not impair
739clarity and performance.
740
741All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
742compiles with several other compilers, such as the Compaq ccc compiler
743or Sun Studio 9, and we would like to keep it that way unless it would
744be exceedingly involved. To ensure compatibility, please do not use any
745additional C99 features or GCC extensions. Especially watch out for:
746@itemize @bullet
747@item
748mixing statements and declarations;
749@item
750@samp{long long} (use @samp{int64_t} instead);
751@item
752@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
753@item
754GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
755@end itemize
756
757Indent size is 4.
758The presentation is the one specified by 'indent -i4 -kr -nut'.
759The TAB character is forbidden outside of Makefiles as is any
760form of trailing whitespace. Commits containing either will be
761rejected by the Subversion repository.
762
763The main priority in FFmpeg is simplicity and small code size in order to
764minimize the bug count.
765
766Comments: Use the JavaDoc/Doxygen
767format (see examples below) so that code documentation
768can be generated automatically. All nontrivial functions should have a comment
769above them explaining what the function does, even if it is just one sentence.
770All structures and their member variables should be documented, too.
771@example
772/**
773 * @@file mpeg.c
774 * MPEG codec.
775 * @@author ...
776 */
777
778/**
779 * Summary sentence.
780 * more text ...
781 * ...
782 */
783typedef struct Foobar@{
784 int var1; /**< var1 description */
785 int var2; ///< var2 description
786 /** var3 description */
787 int var3;
788@} Foobar;
789
790/**
791 * Summary sentence.
792 * more text ...
793 * ...
794 * @@param my_parameter description of my_parameter
795 * @@return return value description
796 */
797int myfunc(int my_parameter)
798...
799@end example
800
801fprintf and printf are forbidden in libavformat and libavcodec,
802please use av_log() instead.
803
804Casts should be used only when necessary. Unneeded parentheses
805should also be avoided if they don't make the code easier to understand.
806
807@section Development Policy
808
809@enumerate
810@item
811 Contributions should be licensed under the LGPL 2.1, including an
812 "or any later version" clause, or the MIT license. GPL 2 including
813 an "or any later version" clause is also acceptable, but LGPL is
814 preferred.
815@item
816 You must not commit code which breaks FFmpeg! (Meaning unfinished but
817 enabled code which breaks compilation or compiles but does not work or
818 breaks the regression tests)
819 You can commit unfinished stuff (for testing etc), but it must be disabled
820 (#ifdef etc) by default so it does not interfere with other developers'
821 work.
822@item
823 You do not have to over-test things. If it works for you, and you think it
824 should work for others, then commit. If your code has problems
825 (portability, triggers compiler bugs, unusual environment etc) they will be
826 reported and eventually fixed.
827@item
828 Do not commit unrelated changes together, split them into self-contained
829 pieces. Also do not forget that if part B depends on part A, but A does not
830 depend on B, then A can and should be committed first and separate from B.
831 Keeping changes well split into self-contained parts makes reviewing and
832 understanding them on the commit log mailing list easier. This also helps
833 in case of debugging later on.
834 Also if you have doubts about splitting or not splitting, do not hesitate to
835 ask/discuss it on the developer mailing list.
836@item
837 Do not change behavior of the program (renaming options etc) without
838 first discussing it on the ffmpeg-devel mailing list. Do not remove
839 functionality from the code. Just improve!
840
841 Note: Redundant code can be removed.
842@item
843 Do not commit changes to the build system (Makefiles, configure script)
844 which change behavior, defaults etc, without asking first. The same
845 applies to compiler warning fixes, trivial looking fixes and to code
846 maintained by other developers. We usually have a reason for doing things
847 the way we do. Send your changes as patches to the ffmpeg-devel mailing
848 list, and if the code maintainers say OK, you may commit. This does not
849 apply to files you wrote and/or maintain.
850@item
851 We refuse source indentation and other cosmetic changes if they are mixed
852 with functional changes, such commits will be rejected and removed. Every
853 developer has his own indentation style, you should not change it. Of course
854 if you (re)write something, you can use your own style, even though we would
855 prefer if the indentation throughout FFmpeg was consistent (Many projects
856 force a given indentation style - we do not.). If you really need to make
857 indentation changes (try to avoid this), separate them strictly from real
858 changes.
859
860 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
861 then either do NOT change the indentation of the inner part within (do not
862 move it to the right)! or do so in a separate commit
863@item
864 Always fill out the commit log message. Describe in a few lines what you
865 changed and why. You can refer to mailing list postings if you fix a
866 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
867@item
868 If you apply a patch by someone else, include the name and email address in
869 the log message. Since the ffmpeg-cvslog mailing list is publicly
870 archived you should add some SPAM protection to the email address. Send an
871 answer to ffmpeg-devel (or wherever you got the patch from) saying that
872 you applied the patch.
873@item
874 When applying patches that have been discussed (at length) on the mailing
875 list, reference the thread in the log message.
876@item
877 Do NOT commit to code actively maintained by others without permission.
878 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
879 timeframe (12h for build failures and security fixes, 3 days small changes,
880 1 week for big patches) then commit your patch if you think it is OK.
881 Also note, the maintainer can simply ask for more time to review!
882@item
883 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
884 are sent there and reviewed by all the other developers. Bugs and possible
885 improvements or general questions regarding commits are discussed there. We
886 expect you to react if problems with your code are uncovered.
887@item
888 Update the documentation if you change behavior or add features. If you are
889 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
890 maintainer(s) will review and commit your stuff.
891@item
892 Try to keep important discussions and requests (also) on the public
893 developer mailing list, so that all developers can benefit from them.
894@item
895 Never write to unallocated memory, never write over the end of arrays,
896 always check values read from some untrusted source before using them
897 as array index or other risky things.
898@item
899 Remember to check if you need to bump versions for the specific libav
900 parts (libavutil, libavcodec, libavformat) you are changing. You need
901 to change the version integer and the version string.
902 Incrementing the first component means no backward compatibility to
903 previous versions (e.g. removal of a function from the public API).
904 Incrementing the second component means backward compatible change
905 (e.g. addition of a function to the public API).
906 Incrementing the third component means a noteworthy binary compatible
907 change (e.g. encoder bug fix that matters for the decoder).
908@item
909 If you add a new codec, remember to update the changelog, add it to
910 the supported codecs table in the documentation and bump the second
911 component of the @file{libavcodec} version number appropriately. If
74a926ff 912 it has a fourcc, add it to @file{libavformat/riff.c}, even if it
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913 is only a decoder.
914@item
53407b64 915 Compiler warnings indicate potential bugs or code with bad style. If a type of
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916 warning always points to correct and clean code, that warning should
917 be disabled, not the code changed.
918 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 919 If it is a bug, the bug has to be fixed. If it is not, the code should
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920 be changed to not generate a warning unless that causes a slowdown
921 or obfuscates the code.
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922@item
923 If you add a new file, give it a proper license header. Do not copy and
924 paste it from a random place, use an existing file as template.
925@end enumerate
926
927We think our rules are not too hard. If you have comments, contact us.
928
929Note, these rules are mostly borrowed from the MPlayer project.
930
931@section Submitting patches
932
933First, (@pxref{Coding Rules}) above if you did not yet.
934
935When you submit your patch, try to send a unified diff (diff '-up'
936option). We cannot read other diffs :-)
937
938Also please do not submit a patch which contains several unrelated changes.
939Split it into separate, self-contained pieces. This does not mean splitting
940file by file. Instead, make the patch as small as possible while still
941keeping it as a logical unit that contains an individual change, even
942if it spans multiple files. This makes reviewing your patches much easier
943for us and greatly increases your chances of getting your patch applied.
944
945Run the regression tests before submitting a patch so that you can
946verify that there are no big problems.
947
948Patches should be posted as base64 encoded attachments (or any other
949encoding which ensures that the patch will not be trashed during
950transmission) to the ffmpeg-devel mailing list, see
951@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
952
953It also helps quite a bit if you tell us what the patch does (for example
954'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
955and has no lrint()')
956
957Also please if you send several patches, send each patch as a separate mail,
958do not attach several unrelated patches to the same mail.
959
960@section patch submission checklist
961
962@enumerate
963@item
964 Do the regression tests pass with the patch applied?
965@item
966 Is the patch a unified diff?
967@item
968 Is the patch against latest FFmpeg SVN?
969@item
970 Are you subscribed to ffmpeg-dev?
971 (the list is subscribers only due to spam)
972@item
973 Have you checked that the changes are minimal, so that the same cannot be
974 achieved with a smaller patch and/or simpler final code?
975@item
976 If the change is to speed critical code, did you benchmark it?
977@item
978 If you did any benchmarks, did you provide them in the mail?
979@item
980 Have you checked that the patch does not introduce buffer overflows or
981 other security issues?
982@item
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983 If you add a new demuxer or decoder, have you checked that it does not
984 crash with damaged input (see tools/trasher)?
985@item
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986 Is the patch created from the root of the source tree, so it can be
987 applied with @code{patch -p0}?
988@item
989 Does the patch not mix functional and cosmetic changes?
990@item
991 Did you add tabs or trailing whitespace to the code? Both are forbidden.
992@item
993 Is the patch attached to the email you send?
994@item
995 Is the mime type of the patch correct? It should be text/x-diff or
996 text/x-patch or at least text/plain and not application/octet-stream.
997@item
998 If the patch fixes a bug, did you provide a verbose analysis of the bug?
999@item
1000 If the patch fixes a bug, did you provide enough information, including
1001 a sample, so the bug can be reproduced and the fix can be verified?
1002 Note please do not attach samples >100k to mails but rather provide a
1003 URL, you can upload to ftp://upload.mplayerhq.hu
1004@item
1005 Did you provide a verbose summary about what the patch does change?
1006@item
1007 Did you provide a verbose explanation why it changes things like it does?
1008@item
1009 Did you provide a verbose summary of the user visible advantages and
1010 disadvantages if the patch is applied?
1011@item
1012 Did you provide an example so we can verify the new feature added by the
1013 patch easily?
1014@item
1015 If you added a new file, did you insert a license header? It should be
1016 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1017@item
1018 You should maintain alphabetical order in alphabetically ordered lists as
1019 long as doing so does not break API/ABI compatibility.
1020@item
1021 Lines with similar content should be aligned vertically when doing so
1022 improves readability.
1023@item
1024 Did you provide a suggestion for a clear commit log message?
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1025@item
1026 Did you test your decoder or demuxer against damaged data? If no, see
1027 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 1028 should not crash or end in a (near) infinite loop when fed damaged data.
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1029@end enumerate
1030
1031@section Patch review process
1032
1033All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1034clear note that the patch is not for SVN.
1035Reviews and comments will be posted as replies to the patch on the
1036mailing list. The patch submitter then has to take care of every comment,
1037that can be by resubmitting a changed patch or by discussion. Resubmitted
1038patches will themselves be reviewed like any other patch. If at some point
1039a patch passes review with no comments then it is approved, that can for
1040simple and small patches happen immediately while large patches will generally
1041have to be changed and reviewed many times before they are approved.
1042After a patch is approved it will be committed to the repository.
1043
1044We will review all submitted patches, but sometimes we are quite busy so
1045especially for large patches this can take several weeks.
1046
1047When resubmitting patches, please do not make any significant changes
1048not related to the comments received during review. Such patches will
1049be rejected. Instead, submit significant changes or new features as
1050separate patches.
1051
1052@section Regression tests
1053
1054Before submitting a patch (or committing to the repository), you should at least
1055test that you did not break anything.
1056
1057The regression tests build a synthetic video stream and a synthetic
1058audio stream. These are then encoded and decoded with all codecs or
1059formats. The CRC (or MD5) of each generated file is recorded in a
1060result file. A 'diff' is launched to compare the reference results and
1061the result file.
1062
1063The regression tests then go on to test the FFserver code with a
1064limited set of streams. It is important that this step runs correctly
1065as well.
1066
1067Run 'make test' to test all the codecs and formats.
1068
1069Run 'make fulltest' to test all the codecs, formats and FFserver.
1070
1071[Of course, some patches may change the results of the regression tests. In
1072this case, the reference results of the regression tests shall be modified
1073accordingly].
1074
1075@bye