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1 | \input texinfo @c -*- texinfo -*- |
2 | ||
3 | @settitle General Documentation | |
4 | @titlepage | |
5 | @sp 7 | |
6 | @center @titlefont{General Documentation} | |
7 | @sp 3 | |
8 | @end titlepage | |
9 | ||
10 | ||
11 | @chapter external libraries | |
12 | ||
13 | FFmpeg can be hooked up with a number of external libraries to add support | |
14 | for more formats. None of them are used by default, their use has to be | |
15 | explicitly requested by passing the appropriate flags to @file{./configure}. | |
16 | ||
17 | @section AMR | |
18 | ||
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19 | AMR comes in two different flavors, wideband and narrowband. FFmpeg can make |
20 | use of the AMR wideband (floating-point mode) and the AMR narrowband | |
21 | (floating-point mode) reference decoders and encoders. | |
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22 | |
23 | Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for | |
24 | installing the libraries. Then pass @code{--enable-libamr-nb} and/or | |
25 | @code{--enable-libamr-wb} to configure to enable the libraries. | |
26 | ||
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27 | Note that libamr is copyrighted without any sort of license grant. This means |
28 | that you can use it if you legally obtained it but you are not allowed to | |
29 | redistribute it in any way. @strong{Any FFmpeg binaries with libamr support | |
30 | you create are non-free and unredistributable!} | |
31 | ||
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32 | |
33 | @chapter Supported File Formats and Codecs | |
34 | ||
35 | You can use the @code{-formats} option to have an exhaustive list. | |
36 | ||
37 | @section File Formats | |
38 | ||
39 | FFmpeg supports the following file formats through the @code{libavformat} | |
40 | library: | |
41 | ||
42 | @multitable @columnfractions .4 .1 .1 .4 | |
43 | @item Supported File Format @tab Encoding @tab Decoding @tab Comments | |
44 | @item MPEG audio @tab X @tab X | |
45 | @item MPEG-1 systems @tab X @tab X | |
46 | @tab muxed audio and video | |
47 | @item MPEG-2 PS @tab X @tab X | |
48 | @tab also known as @code{VOB} file | |
49 | @item MPEG-2 TS @tab @tab X | |
50 | @tab also known as DVB Transport Stream | |
51 | @item ASF@tab X @tab X | |
52 | @item AVI@tab X @tab X | |
53 | @item WAV@tab X @tab X | |
54 | @item Macromedia Flash@tab X @tab X | |
b264a084 | 55 | @item AVM2 (Flash 9) @tab X @tab X |
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56 | @tab Only embedded audio is decoded. |
57 | @item FLV @tab X @tab X | |
58 | @tab Macromedia Flash video files | |
59 | @item Real Audio and Video @tab X @tab X | |
60 | @item Raw AC3 @tab X @tab X | |
61 | @item Raw MJPEG @tab X @tab X | |
62 | @item Raw MPEG video @tab X @tab X | |
63 | @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X | |
64 | @item Raw CRI ADX audio @tab X @tab X | |
65 | @item Raw Shorten audio @tab @tab X | |
66 | @item SUN AU format @tab X @tab X | |
67 | @item NUT @tab X @tab X @tab NUT Open Container Format | |
68 | @item QuickTime @tab X @tab X | |
69 | @item MPEG-4 @tab X @tab X | |
70 | @tab MPEG-4 is a variant of QuickTime. | |
71 | @item Raw MPEG4 video @tab X @tab X | |
72 | @item DV @tab X @tab X | |
73 | @item 4xm @tab @tab X | |
74 | @tab 4X Technologies format, used in some games. | |
75 | @item Playstation STR @tab @tab X | |
76 | @item Id RoQ @tab X @tab X | |
77 | @tab Used in Quake III, Jedi Knight 2, other computer games. | |
78 | @item Interplay MVE @tab @tab X | |
79 | @tab Format used in various Interplay computer games. | |
80 | @item WC3 Movie @tab @tab X | |
81 | @tab Multimedia format used in Origin's Wing Commander III computer game. | |
82 | @item Sega FILM/CPK @tab @tab X | |
83 | @tab Used in many Sega Saturn console games. | |
84 | @item Westwood Studios VQA/AUD @tab @tab X | |
85 | @tab Multimedia formats used in Westwood Studios games. | |
86 | @item Id Cinematic (.cin) @tab @tab X | |
87 | @tab Used in Quake II. | |
88 | @item FLIC format @tab @tab X | |
89 | @tab .fli/.flc files | |
90 | @item Sierra VMD @tab @tab X | |
91 | @tab Used in Sierra CD-ROM games. | |
92 | @item Sierra Online @tab @tab X | |
93 | @tab .sol files used in Sierra Online games. | |
e09f7d61 | 94 | @item Matroska @tab X @tab X |
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95 | @item Electronic Arts Multimedia @tab @tab X |
96 | @tab Used in various EA games; files have extensions like WVE and UV2. | |
97 | @item Nullsoft Video (NSV) format @tab @tab X | |
98 | @item ADTS AAC audio @tab X @tab X | |
99 | @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro. | |
100 | @item American Laser Games MM @tab @tab X | |
101 | @tab Multimedia format used in games like Mad Dog McCree | |
102 | @item AVS @tab @tab X | |
103 | @tab Multimedia format used by the Creature Shock game. | |
104 | @item Smacker @tab @tab X | |
105 | @tab Multimedia format used by many games. | |
106 | @item GXF @tab X @tab X | |
107 | @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers. | |
108 | @item CIN @tab @tab X | |
109 | @tab Multimedia format used by Delphine Software games. | |
110 | @item MXF @tab @tab X | |
111 | @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry. | |
112 | @item SEQ @tab @tab X | |
113 | @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback. | |
114 | @item DXA @tab @tab X | |
115 | @tab This format is used in non-Windows version of Feeble Files game and | |
116 | different game cutscenes repacked for use with ScummVM. | |
117 | @item THP @tab @tab X | |
118 | @tab Used on the Nintendo GameCube. | |
119 | @item C93 @tab @tab X | |
120 | @tab Used in the game Cyberia from Interplay. | |
121 | @item Bethsoft VID @tab @tab X | |
122 | @tab Used in some games from Bethesda Softworks. | |
123 | @item CRYO APC @tab @tab X | |
124 | @tab Audio format used in some games by CRYO Interactive Entertainment. | |
bf4a1f17 | 125 | @item Monkey's Audio @tab @tab X |
66f7679c KS |
126 | @item SIFF @tab @tab X |
127 | @tab Audio and video format used in some games by Beam Software | |
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128 | @end multitable |
129 | ||
130 | @code{X} means that encoding (resp. decoding) is supported. | |
131 | ||
132 | @section Image Formats | |
133 | ||
134 | FFmpeg can read and write images for each frame of a video sequence. The | |
135 | following image formats are supported: | |
136 | ||
137 | @multitable @columnfractions .4 .1 .1 .4 | |
138 | @item Supported Image Format @tab Encoding @tab Decoding @tab Comments | |
139 | @item PGM, PPM @tab X @tab X | |
140 | @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. | |
141 | @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 | |
142 | @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. | |
143 | @item .Y.U.V @tab X @tab X @tab one raw file per component | |
144 | @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. | |
145 | @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet. | |
146 | @item Targa @tab @tab X @tab Targa (.TGA) image format. | |
147 | @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet. | |
148 | @item SGI @tab X @tab X @tab SGI RGB image format | |
149 | @item PTX @tab @tab X @tab V.Flash PTX format | |
150 | @end multitable | |
151 | ||
152 | @code{X} means that encoding (resp. decoding) is supported. | |
153 | ||
154 | @section Video Codecs | |
155 | ||
156 | @multitable @columnfractions .4 .1 .1 .4 | |
157 | @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |
158 | @item MPEG-1 video @tab X @tab X | |
159 | @item MPEG-2 video @tab X @tab X | |
160 | @item MPEG-4 @tab X @tab X | |
161 | @item MSMPEG4 V1 @tab X @tab X | |
162 | @item MSMPEG4 V2 @tab X @tab X | |
163 | @item MSMPEG4 V3 @tab X @tab X | |
164 | @item WMV7 @tab X @tab X | |
165 | @item WMV8 @tab X @tab X @tab not completely working | |
166 | @item WMV9 @tab @tab X @tab not completely working | |
167 | @item VC1 @tab @tab X | |
168 | @item H.261 @tab X @tab X | |
169 | @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0 | |
170 | @item H.264 @tab @tab X | |
171 | @item RealVideo 1.0 @tab X @tab X | |
172 | @item RealVideo 2.0 @tab X @tab X | |
173 | @item MJPEG @tab X @tab X | |
174 | @item lossless MJPEG @tab X @tab X | |
175 | @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported | |
176 | @item Apple MJPEG-B @tab @tab X | |
177 | @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X | |
178 | @item DV @tab X @tab X | |
179 | @item HuffYUV @tab X @tab X | |
180 | @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1) | |
181 | @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW) | |
182 | @item Asus v1 @tab X @tab X @tab fourcc: ASV1 | |
183 | @item Asus v2 @tab X @tab X @tab fourcc: ASV2 | |
184 | @item Creative YUV @tab @tab X @tab fourcc: CYUV | |
185 | @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1 | |
186 | @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3 | |
187 | @item On2 VP3 @tab @tab X @tab still experimental | |
188 | @item On2 VP5 @tab @tab X @tab fourcc: VP50 | |
189 | @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62 | |
190 | @item Theora @tab X @tab X @tab still experimental | |
191 | @item Intel Indeo 3 @tab @tab X | |
192 | @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash | |
193 | @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1 | |
194 | @item ATI VCR1 @tab @tab X @tab fourcc: VCR1 | |
195 | @item ATI VCR2 @tab @tab X @tab fourcc: VCR2 | |
196 | @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR | |
197 | @item 4X Video @tab @tab X @tab Used in certain computer games. | |
198 | @item Sony Playstation MDEC @tab @tab X | |
199 | @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. | |
200 | @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files. | |
201 | @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files. | |
202 | @item Apple Animation @tab X @tab X @tab fourcc: 'rle ' | |
203 | @item Apple Graphics @tab @tab X @tab fourcc: 'smc ' | |
204 | @item Apple Video @tab @tab X @tab fourcc: rpza | |
205 | @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw | |
206 | @item Cinepak @tab @tab X | |
207 | @item Microsoft RLE @tab @tab X | |
208 | @item Microsoft Video-1 @tab @tab X | |
209 | @item Westwood VQA @tab @tab X | |
210 | @item Id Cinematic Video @tab @tab X @tab Used in Quake II. | |
211 | @item Planar RGB @tab @tab X @tab fourcc: 8BPS | |
212 | @item FLIC video @tab @tab X | |
213 | @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK | |
214 | @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20 | |
215 | @item VMD Video @tab @tab X @tab Used in Sierra VMD files. | |
216 | @item MSZH @tab @tab X @tab Part of LCL | |
217 | @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental | |
218 | @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC | |
219 | @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI | |
220 | @item Miro VideoXL @tab @tab X @tab fourcc: VIXL | |
221 | @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1 | |
222 | @item LOCO @tab @tab X @tab | |
223 | @item Winnov WNV1 @tab @tab X @tab | |
224 | @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC | |
225 | @item Fraps FPS1 @tab @tab X @tab | |
226 | @item CamStudio @tab @tab X @tab fourcc: CSCD | |
227 | @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree | |
228 | @item ZMBV @tab X @tab X @tab Encoder works only on PAL8 | |
229 | @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game. | |
230 | @item Smacker Video @tab @tab X @tab Video encoding used in Smacker. | |
231 | @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files. | |
232 | @item KMVC @tab @tab X @tab Codec used in Worms games. | |
233 | @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware. | |
234 | @item Cin Video @tab @tab X @tab Codec used in Delphine Software games. | |
235 | @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game. | |
236 | @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game. | |
fc4cbc16 | 237 | @item AVID DNxHD @tab X @tab X @tab aka SMPTE VC3 |
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238 | @item C93 Video @tab @tab X @tab Codec used in Cyberia game. |
239 | @item THP @tab @tab X @tab Used on the Nintendo GameCube. | |
240 | @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks. | |
241 | @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine. | |
03b8e292 | 242 | @item AMV @tab @tab X @tab Used in Chinese MP3 players. |
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243 | @end multitable |
244 | ||
245 | @code{X} means that encoding (resp. decoding) is supported. | |
246 | ||
247 | @section Audio Codecs | |
248 | ||
249 | @multitable @columnfractions .4 .1 .1 .1 .7 | |
250 | @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |
251 | @item MPEG audio layer 2 @tab IX @tab IX | |
cd15bbc9 | 252 | @item MPEG audio layer 1/3 @tab X @tab IX |
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253 | @tab MP3 encoding is supported through the external library LAME. |
254 | @item AC3 @tab IX @tab IX | |
255 | @tab liba52 is used internally for decoding. | |
256 | @item Vorbis @tab X @tab X | |
257 | @item WMA V1/V2 @tab X @tab X | |
258 | @item AAC @tab X @tab X | |
259 | @tab Supported through the external library libfaac/libfaad. | |
260 | @item Microsoft ADPCM @tab X @tab X | |
a1748c67 VS |
261 | @item AMV IMA ADPCM @tab @tab X |
262 | @tab Used in AMV files | |
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263 | @item MS IMA ADPCM @tab X @tab X |
264 | @item QT IMA ADPCM @tab @tab X | |
265 | @item 4X IMA ADPCM @tab @tab X | |
266 | @item G.726 ADPCM @tab X @tab X | |
267 | @item Duck DK3 IMA ADPCM @tab @tab X | |
268 | @tab Used in some Sega Saturn console games. | |
269 | @item Duck DK4 IMA ADPCM @tab @tab X | |
270 | @tab Used in some Sega Saturn console games. | |
271 | @item Westwood Studios IMA ADPCM @tab @tab X | |
272 | @tab Used in Westwood Studios games like Command and Conquer. | |
273 | @item SMJPEG IMA ADPCM @tab @tab X | |
274 | @tab Used in certain Loki game ports. | |
275 | @item CD-ROM XA ADPCM @tab @tab X | |
276 | @item CRI ADX ADPCM @tab X @tab X | |
277 | @tab Used in Sega Dreamcast games. | |
278 | @item Electronic Arts ADPCM @tab @tab X | |
279 | @tab Used in various EA titles. | |
280 | @item Creative ADPCM @tab @tab X | |
281 | @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 | |
282 | @item THP ADPCM @tab @tab X | |
283 | @tab Used on the Nintendo GameCube. | |
284 | @item RA144 @tab @tab X | |
285 | @tab Real 14400 bit/s codec | |
286 | @item RA288 @tab @tab X | |
287 | @tab Real 28800 bit/s codec | |
288 | @item RADnet @tab X @tab IX | |
289 | @tab Real low bitrate AC3 codec, liba52 is used for decoding. | |
290 | @item AMR-NB @tab X @tab X | |
291 | @tab Supported through an external library. | |
292 | @item AMR-WB @tab X @tab X | |
293 | @tab Supported through an external library. | |
294 | @item DV audio @tab @tab X | |
295 | @item Id RoQ DPCM @tab X @tab X | |
296 | @tab Used in Quake III, Jedi Knight 2, other computer games. | |
297 | @item Interplay MVE DPCM @tab @tab X | |
298 | @tab Used in various Interplay computer games. | |
299 | @item Xan DPCM @tab @tab X | |
300 | @tab Used in Origin's Wing Commander IV AVI files. | |
301 | @item Sierra Online DPCM @tab @tab X | |
302 | @tab Used in Sierra Online game audio files. | |
303 | @item Apple MACE 3 @tab @tab X | |
304 | @item Apple MACE 6 @tab @tab X | |
305 | @item FLAC lossless audio @tab X @tab X | |
306 | @item Shorten lossless audio @tab @tab X | |
307 | @item Apple lossless audio @tab @tab X | |
308 | @tab QuickTime fourcc 'alac' | |
309 | @item FFmpeg Sonic @tab X @tab X | |
310 | @tab experimental lossy/lossless codec | |
311 | @item Qdesign QDM2 @tab @tab X | |
312 | @tab there are still some distortions | |
313 | @item Real COOK @tab @tab X | |
314 | @tab All versions except 5.1 are supported | |
315 | @item DSP Group TrueSpeech @tab @tab X | |
316 | @item True Audio (TTA) @tab @tab X | |
317 | @item Smacker Audio @tab @tab X | |
318 | @item WavPack Audio @tab @tab X | |
319 | @item Cin Audio @tab @tab X | |
320 | @tab Codec used in Delphine Software games. | |
321 | @item Intel Music Coder @tab @tab X | |
322 | @item Musepack @tab @tab X | |
12877faf | 323 | @tab SV7 and SV8 are supported |
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324 | @item DT$ Coherent Audio @tab @tab X |
325 | @item ATRAC 3 @tab @tab X | |
bf4a1f17 | 326 | @item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported |
636b13c5 | 327 | @item Nellymoser ASAO @tab @tab X |
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328 | @end multitable |
329 | ||
330 | @code{X} means that encoding (resp. decoding) is supported. | |
331 | ||
332 | @code{I} means that an integer-only version is available, too (ensures high | |
333 | performance on systems without hardware floating point support). | |
334 | ||
335 | @chapter Platform Specific information | |
336 | ||
337 | @section BSD | |
338 | ||
339 | BSD make will not build FFmpeg, you need to install and use GNU Make | |
340 | (@file{gmake}). | |
341 | ||
342 | @section Windows | |
343 | ||
46a845d0 | 344 | To get help and instructions for building FFmpeg under Windows, check out |
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345 | the FFmpeg Windows Help Forum at |
346 | @url{http://arrozcru.no-ip.org/ffmpeg/}. | |
347 | ||
348 | @subsection Native Windows compilation | |
349 | ||
c1989552 RP |
350 | FFmpeg can be built to run natively on Windows using the MinGW tools. Install |
351 | the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also | |
352 | install the coreutils package. You can find detailed installation | |
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353 | instructions in the download section and the FAQ. |
354 | ||
c1989552 | 355 | Within the MSYS shell, configure and make with: |
d0e1cd3d | 356 | |
c1989552 RP |
357 | @example |
358 | ./configure --enable-memalign-hack | |
359 | make | |
360 | make install | |
361 | @end example | |
d0e1cd3d | 362 | |
c1989552 RP |
363 | This will install @file{ffmpeg.exe} along with many other development files |
364 | to @file{/usr/local}. You may specify another install path using the | |
365 | @code{--prefix} option in @file{configure}. | |
d0e1cd3d | 366 | |
c1989552 | 367 | Notes: |
d0e1cd3d | 368 | |
c1989552 | 369 | @itemize |
d0e1cd3d | 370 | |
751a6493 | 371 | @item Use at least bash 3.1. Older versions are known to fail on the |
c1989552 | 372 | configure script. |
d0e1cd3d | 373 | |
c1989552 RP |
374 | @item In order to compile vhooks, you must have a POSIX-compliant libdl in |
375 | your MinGW system. Get dlfcn-win32 from | |
376 | @url{http://code.google.com/p/dlfcn-win32}. | |
d0e1cd3d | 377 | |
c1989552 RP |
378 | @item In order to compile FFplay, you must have the MinGW development library |
379 | of SDL. Get it from @url{http://www.libsdl.org}. | |
380 | Edit the @file{bin/sdl-config} script so that it points to the correct prefix | |
381 | where SDL was installed. Verify that @file{sdl-config} can be launched from | |
382 | the MSYS command line. | |
d0e1cd3d | 383 | |
c1989552 RP |
384 | @item The target @code{make wininstaller} can be used to create a |
385 | Nullsoft-based Windows installer for FFmpeg and FFplay. @file{SDL.dll} | |
d0e1cd3d DB |
386 | must be copied to the FFmpeg directory in order to build the |
387 | installer. | |
388 | ||
389 | @item By using @code{./configure --enable-shared} when configuring FFmpeg, | |
c1989552 | 390 | you can build libavutil, libavcodec and libavformat as DLLs. |
d0e1cd3d DB |
391 | |
392 | @end itemize | |
393 | ||
c1989552 | 394 | @subsection Microsoft Visual C++ compatibility |
d0e1cd3d | 395 | |
c1989552 RP |
396 | As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you |
397 | want to use the libav* libraries in your own applications, you can still | |
398 | compile those applications using MSVC++. But the libav* libraries you link | |
399 | to @emph{must} be built with MinGW. However, you will not be able to debug | |
400 | inside the libav* libraries, since MSVC++ does not recognize the debug | |
401 | symbols generated by GCC. | |
402 | We strongly recommend you to move over from MSVC++ to MinGW tools. | |
d0e1cd3d | 403 | |
c1989552 RP |
404 | This description of how to use the FFmpeg libraries with MSVC++ is based on |
405 | Microsoft Visual C++ 2005 Express Edition. If you have a different version, | |
406 | you might have to modify the procedures slightly. | |
d0e1cd3d | 407 | |
c1989552 | 408 | @subsubsection Using static libraries |
d0e1cd3d | 409 | |
c1989552 | 410 | Assuming you have just built and installed FFmpeg in @file{/usr/local}. |
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411 | |
412 | @enumerate | |
413 | ||
414 | @item Create a new console application ("File / New / Project") and then | |
415 | select "Win32 Console Application". On the appropriate page of the | |
416 | Application Wizard, uncheck the "Precompiled headers" option. | |
417 | ||
418 | @item Write the source code for your application, or, for testing, just | |
419 | copy the code from an existing sample application into the source file | |
c1989552 RP |
420 | that MSVC++ has already created for you. For example, you can copy |
421 | @file{output_example.c} from the FFmpeg distribution. | |
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422 | |
423 | @item Open the "Project / Properties" dialog box. In the "Configuration" | |
424 | combo box, select "All Configurations" so that the changes you make will | |
425 | affect both debug and release builds. In the tree view on the left hand | |
426 | side, select "C/C++ / General", then edit the "Additional Include | |
c1989552 RP |
427 | Directories" setting to contain the path where the FFmpeg includes were |
428 | installed (i.e. @file{c:\msys\1.0\local\include}). | |
429 | ||
430 | @item Still in the "Project / Properties" dialog box, select | |
431 | "Linker / General" from the tree view and edit the | |
432 | "Additional Library Directories" setting to contain the @file{lib} | |
433 | directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), | |
434 | the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), | |
435 | and the directory where MinGW's GCC libs are installed | |
436 | (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select | |
437 | "Linker / Input" from the tree view, and add the files @file{libavformat.a}, | |
438 | @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, | |
439 | @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) | |
440 | to the end of "Additional Dependencies". | |
d0e1cd3d DB |
441 | |
442 | @item Now, select "C/C++ / Code Generation" from the tree view. Select | |
443 | "Debug" in the "Configuration" combo box. Make sure that "Runtime | |
444 | Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in | |
445 | the "Configuration" combo box and make sure that "Runtime Library" is | |
446 | set to "Multi-threaded DLL". | |
447 | ||
c1989552 RP |
448 | @item Click "OK" to close the "Project / Properties" dialog box. |
449 | ||
450 | @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. | |
451 | Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} | |
452 | and install it in MSVC++'s include directory | |
453 | (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). | |
454 | ||
455 | @item MSVC++ also does not understand the @code{inline} keyword used by | |
456 | FFmpeg, so you must add this line before @code{#include}ing libav*: | |
457 | @example | |
458 | #define inline _inline | |
459 | @end example | |
460 | ||
461 | @item If you used @file{output_example.c} as your sample application, | |
462 | you will have to edit the @code{#include}s to point to the files which | |
463 | are under the @file{ffmpeg} directory (i.e. @code{<ffmpeg/avformat.h>}). | |
464 | ||
465 | @item Build your application, everything should work. | |
466 | ||
467 | @end enumerate | |
468 | ||
469 | @subsubsection Using shared libraries | |
470 | ||
471 | This is how to create DLL and LIB files that are compatible with MSVC++: | |
472 | ||
473 | @enumerate | |
474 | ||
475 | @item Add a call to @file{vcvars32.bat} (which sets up the environment | |
476 | variables for the Visual C++ tools) as the first line of @file{msys.bat}. | |
477 | The standard location for @file{vcvars32.bat} is | |
478 | @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, | |
479 | and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. | |
480 | If this corresponds to your setup, add the following line as the first line | |
481 | of @file{msys.bat}: | |
482 | ||
483 | @example | |
484 | call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" | |
485 | @end example | |
486 | ||
487 | Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, | |
488 | and run @file{c:\msys\1.0\msys.bat} from there. | |
489 | ||
490 | @item Within the MSYS shell, run @code{lib.exe}. If you get a help message | |
491 | from @file{Microsoft (R) Library Manager}, this means your environment | |
492 | variables are set up correctly, the @file{Microsoft (R) Library Manager} | |
493 | is on the path and will be used by FFmpeg to create | |
494 | MSVC++-compatible import libraries. | |
495 | ||
496 | @item Build FFmpeg with | |
497 | ||
498 | @example | |
499 | ./configure --enable-shared --enable-memalign-hack | |
500 | make | |
501 | make install | |
502 | @end example | |
503 | ||
504 | Your install path (@file{/usr/local/} by default) should now have the | |
505 | necessary DLL and LIB files under the @file{bin} directory. | |
d0e1cd3d DB |
506 | |
507 | @end enumerate | |
508 | ||
c1989552 RP |
509 | To use those files with MSVC++, do the same as you would do with |
510 | the static libraries, as described above. But in Step 4, | |
511 | you should only need to add the directory where the LIB files are installed | |
512 | (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are | |
513 | installed in the @file{bin} directory. And instead of adding @file{libxx.a} | |
514 | files, you should add @file{avcodec.lib}, @file{avformat.lib}, and | |
515 | @file{avutil.lib}. There should be no need for @file{libmingwex.a}, | |
516 | @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library | |
517 | statically linked into the DLLs. The @file{bin} directory contains a bunch | |
518 | of DLL files, but the ones that are actually used to run your application | |
519 | are the ones with a major version number in their filenames | |
520 | (i.e. @file{avcodec-51.dll}). | |
521 | ||
d0e1cd3d DB |
522 | @subsection Cross compilation for Windows with Linux |
523 | ||
524 | You must use the MinGW cross compilation tools available at | |
525 | @url{http://www.mingw.org/}. | |
526 | ||
527 | Then configure FFmpeg with the following options: | |
528 | @example | |
529 | ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- | |
530 | @end example | |
531 | (you can change the cross-prefix according to the prefix chosen for the | |
532 | MinGW tools). | |
533 | ||
534 | Then you can easily test FFmpeg with Wine | |
535 | (@url{http://www.winehq.com/}). | |
536 | ||
537 | @subsection Compilation under Cygwin | |
538 | ||
29c3d42b VP |
539 | The main issue with Cygwin is that newlib, its C library, does not |
540 | contain llrint(). However, it is possible to leverage the | |
541 | implementation in MinGW. | |
d0e1cd3d DB |
542 | |
543 | Just install your Cygwin with all the "Base" packages, plus the | |
544 | following "Devel" ones: | |
545 | @example | |
29c3d42b | 546 | binutils, gcc-core, make, subversion, mingw-runtime |
d0e1cd3d DB |
547 | @end example |
548 | ||
549 | Do not install binutils-20060709-1 (they are buggy on shared builds); | |
550 | use binutils-20050610-1 instead. | |
551 | ||
29c3d42b VP |
552 | Then create a small library that just contains llrint(): |
553 | ||
554 | @example | |
555 | ar x /usr/lib/mingw/libmingwex.a llrint.o | |
556 | ar cq /usr/local/lib/libllrint.a llrint.o | |
557 | @end example | |
558 | ||
d0e1cd3d DB |
559 | Then run |
560 | ||
561 | @example | |
29c3d42b | 562 | ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
d0e1cd3d DB |
563 | @end example |
564 | ||
565 | to make a static build or | |
566 | ||
567 | @example | |
29c3d42b | 568 | ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
d0e1cd3d DB |
569 | @end example |
570 | ||
571 | to build shared libraries. | |
572 | ||
573 | If you want to build FFmpeg with additional libraries, download Cygwin | |
574 | "Devel" packages for Ogg and Vorbis from any Cygwin packages repository | |
575 | and/or SDL, xvid, faac, faad2 packages from Cygwin Ports, | |
576 | (@url{http://cygwinports.dotsrc.org/}). | |
577 | ||
578 | @subsection Crosscompilation for Windows under Cygwin | |
579 | ||
580 | With Cygwin you can create Windows binaries that do not need the cygwin1.dll. | |
581 | ||
582 | Just install your Cygwin as explained before, plus these additional | |
583 | "Devel" packages: | |
584 | @example | |
585 | gcc-mingw-core, mingw-runtime, mingw-zlib | |
586 | @end example | |
587 | ||
588 | and add some special flags to your configure invocation. | |
589 | ||
590 | For a static build run | |
591 | @example | |
592 | ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |
593 | @end example | |
594 | ||
595 | and for a build with shared libraries | |
596 | @example | |
597 | ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |
598 | @end example | |
599 | ||
600 | @section BeOS | |
601 | ||
5f757b85 | 602 | BeOS support is broken in mysterious ways. |
d0e1cd3d | 603 | |
25b92a79 DY |
604 | @section OS/2 |
605 | ||
606 | For information about compiling FFmpeg on OS/2 see | |
607 | @url{http://www.edm2.com/index.php/FFmpeg}. | |
608 | ||
d0e1cd3d DB |
609 | @chapter Developers Guide |
610 | ||
611 | @section API | |
612 | @itemize @bullet | |
613 | @item libavcodec is the library containing the codecs (both encoding and | |
614 | decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. | |
615 | ||
616 | @item libavformat is the library containing the file format handling (mux and | |
617 | demux code for several formats). Look at @file{ffplay.c} to use it in a | |
618 | player. See @file{output_example.c} to use it to generate audio or video | |
619 | streams. | |
620 | ||
621 | @end itemize | |
622 | ||
623 | @section Integrating libavcodec or libavformat in your program | |
624 | ||
625 | You can integrate all the source code of the libraries to link them | |
626 | statically to avoid any version problem. All you need is to provide a | |
627 | 'config.mak' and a 'config.h' in the parent directory. See the defines | |
628 | generated by ./configure to understand what is needed. | |
629 | ||
630 | You can use libavcodec or libavformat in your commercial program, but | |
631 | @emph{any patch you make must be published}. The best way to proceed is | |
632 | to send your patches to the FFmpeg mailing list. | |
633 | ||
634 | @node Coding Rules | |
635 | @section Coding Rules | |
636 | ||
637 | FFmpeg is programmed in the ISO C90 language with a few additional | |
638 | features from ISO C99, namely: | |
639 | @itemize @bullet | |
640 | @item | |
641 | the @samp{inline} keyword; | |
642 | @item | |
643 | @samp{//} comments; | |
644 | @item | |
645 | designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) | |
646 | @item | |
647 | compound literals (@samp{x = (struct s) @{ 17, 23 @};}) | |
648 | @end itemize | |
649 | ||
650 | These features are supported by all compilers we care about, so we will not | |
651 | accept patches to remove their use unless they absolutely do not impair | |
652 | clarity and performance. | |
653 | ||
654 | All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also | |
655 | compiles with several other compilers, such as the Compaq ccc compiler | |
656 | or Sun Studio 9, and we would like to keep it that way unless it would | |
657 | be exceedingly involved. To ensure compatibility, please do not use any | |
658 | additional C99 features or GCC extensions. Especially watch out for: | |
659 | @itemize @bullet | |
660 | @item | |
661 | mixing statements and declarations; | |
662 | @item | |
663 | @samp{long long} (use @samp{int64_t} instead); | |
664 | @item | |
665 | @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; | |
666 | @item | |
667 | GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). | |
668 | @end itemize | |
669 | ||
670 | Indent size is 4. | |
671 | The presentation is the one specified by 'indent -i4 -kr -nut'. | |
672 | The TAB character is forbidden outside of Makefiles as is any | |
673 | form of trailing whitespace. Commits containing either will be | |
674 | rejected by the Subversion repository. | |
675 | ||
676 | The main priority in FFmpeg is simplicity and small code size in order to | |
677 | minimize the bug count. | |
678 | ||
679 | Comments: Use the JavaDoc/Doxygen | |
680 | format (see examples below) so that code documentation | |
681 | can be generated automatically. All nontrivial functions should have a comment | |
682 | above them explaining what the function does, even if it is just one sentence. | |
683 | All structures and their member variables should be documented, too. | |
684 | @example | |
685 | /** | |
686 | * @@file mpeg.c | |
687 | * MPEG codec. | |
688 | * @@author ... | |
689 | */ | |
690 | ||
691 | /** | |
692 | * Summary sentence. | |
693 | * more text ... | |
694 | * ... | |
695 | */ | |
696 | typedef struct Foobar@{ | |
697 | int var1; /**< var1 description */ | |
698 | int var2; ///< var2 description | |
699 | /** var3 description */ | |
700 | int var3; | |
701 | @} Foobar; | |
702 | ||
703 | /** | |
704 | * Summary sentence. | |
705 | * more text ... | |
706 | * ... | |
707 | * @@param my_parameter description of my_parameter | |
708 | * @@return return value description | |
709 | */ | |
710 | int myfunc(int my_parameter) | |
711 | ... | |
712 | @end example | |
713 | ||
714 | fprintf and printf are forbidden in libavformat and libavcodec, | |
715 | please use av_log() instead. | |
716 | ||
717 | Casts should be used only when necessary. Unneeded parentheses | |
718 | should also be avoided if they don't make the code easier to understand. | |
719 | ||
720 | @section Development Policy | |
721 | ||
722 | @enumerate | |
723 | @item | |
724 | Contributions should be licensed under the LGPL 2.1, including an | |
725 | "or any later version" clause, or the MIT license. GPL 2 including | |
726 | an "or any later version" clause is also acceptable, but LGPL is | |
727 | preferred. | |
728 | @item | |
729 | You must not commit code which breaks FFmpeg! (Meaning unfinished but | |
730 | enabled code which breaks compilation or compiles but does not work or | |
731 | breaks the regression tests) | |
732 | You can commit unfinished stuff (for testing etc), but it must be disabled | |
733 | (#ifdef etc) by default so it does not interfere with other developers' | |
734 | work. | |
735 | @item | |
736 | You do not have to over-test things. If it works for you, and you think it | |
737 | should work for others, then commit. If your code has problems | |
738 | (portability, triggers compiler bugs, unusual environment etc) they will be | |
739 | reported and eventually fixed. | |
740 | @item | |
741 | Do not commit unrelated changes together, split them into self-contained | |
742 | pieces. Also do not forget that if part B depends on part A, but A does not | |
743 | depend on B, then A can and should be committed first and separate from B. | |
744 | Keeping changes well split into self-contained parts makes reviewing and | |
745 | understanding them on the commit log mailing list easier. This also helps | |
746 | in case of debugging later on. | |
747 | Also if you have doubts about splitting or not splitting, do not hesitate to | |
748 | ask/discuss it on the developer mailing list. | |
749 | @item | |
750 | Do not change behavior of the program (renaming options etc) without | |
751 | first discussing it on the ffmpeg-devel mailing list. Do not remove | |
752 | functionality from the code. Just improve! | |
753 | ||
754 | Note: Redundant code can be removed. | |
755 | @item | |
756 | Do not commit changes to the build system (Makefiles, configure script) | |
757 | which change behavior, defaults etc, without asking first. The same | |
758 | applies to compiler warning fixes, trivial looking fixes and to code | |
759 | maintained by other developers. We usually have a reason for doing things | |
760 | the way we do. Send your changes as patches to the ffmpeg-devel mailing | |
761 | list, and if the code maintainers say OK, you may commit. This does not | |
762 | apply to files you wrote and/or maintain. | |
763 | @item | |
764 | We refuse source indentation and other cosmetic changes if they are mixed | |
765 | with functional changes, such commits will be rejected and removed. Every | |
766 | developer has his own indentation style, you should not change it. Of course | |
767 | if you (re)write something, you can use your own style, even though we would | |
768 | prefer if the indentation throughout FFmpeg was consistent (Many projects | |
769 | force a given indentation style - we do not.). If you really need to make | |
770 | indentation changes (try to avoid this), separate them strictly from real | |
771 | changes. | |
772 | ||
773 | NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, | |
774 | then either do NOT change the indentation of the inner part within (do not | |
775 | move it to the right)! or do so in a separate commit | |
776 | @item | |
777 | Always fill out the commit log message. Describe in a few lines what you | |
778 | changed and why. You can refer to mailing list postings if you fix a | |
779 | particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. | |
780 | @item | |
781 | If you apply a patch by someone else, include the name and email address in | |
782 | the log message. Since the ffmpeg-cvslog mailing list is publicly | |
783 | archived you should add some SPAM protection to the email address. Send an | |
784 | answer to ffmpeg-devel (or wherever you got the patch from) saying that | |
785 | you applied the patch. | |
786 | @item | |
787 | When applying patches that have been discussed (at length) on the mailing | |
788 | list, reference the thread in the log message. | |
789 | @item | |
790 | Do NOT commit to code actively maintained by others without permission. | |
791 | Send a patch to ffmpeg-devel instead. If no one answers within a reasonable | |
792 | timeframe (12h for build failures and security fixes, 3 days small changes, | |
793 | 1 week for big patches) then commit your patch if you think it is OK. | |
794 | Also note, the maintainer can simply ask for more time to review! | |
795 | @item | |
796 | Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits | |
797 | are sent there and reviewed by all the other developers. Bugs and possible | |
798 | improvements or general questions regarding commits are discussed there. We | |
799 | expect you to react if problems with your code are uncovered. | |
800 | @item | |
801 | Update the documentation if you change behavior or add features. If you are | |
802 | unsure how best to do this, send a patch to ffmpeg-devel, the documentation | |
803 | maintainer(s) will review and commit your stuff. | |
804 | @item | |
805 | Try to keep important discussions and requests (also) on the public | |
806 | developer mailing list, so that all developers can benefit from them. | |
807 | @item | |
808 | Never write to unallocated memory, never write over the end of arrays, | |
809 | always check values read from some untrusted source before using them | |
810 | as array index or other risky things. | |
811 | @item | |
812 | Remember to check if you need to bump versions for the specific libav | |
813 | parts (libavutil, libavcodec, libavformat) you are changing. You need | |
814 | to change the version integer and the version string. | |
815 | Incrementing the first component means no backward compatibility to | |
816 | previous versions (e.g. removal of a function from the public API). | |
817 | Incrementing the second component means backward compatible change | |
818 | (e.g. addition of a function to the public API). | |
819 | Incrementing the third component means a noteworthy binary compatible | |
820 | change (e.g. encoder bug fix that matters for the decoder). | |
821 | @item | |
822 | If you add a new codec, remember to update the changelog, add it to | |
823 | the supported codecs table in the documentation and bump the second | |
824 | component of the @file{libavcodec} version number appropriately. If | |
825 | it has a fourcc, add it to @file{libavformat/avienc.c}, even if it | |
826 | is only a decoder. | |
827 | @item | |
9908c1a8 DB |
828 | Compiler warnings indicate bugs or code with bad style. If a type of |
829 | warning always points to correct and clean code, that warning should | |
830 | be disabled, not the code changed. | |
831 | Thus the remaining warnings can either be bugs or correct code. | |
832 | If it is a bug, it has to be fixed. If it is not, the code should | |
833 | be changed to not generate a warning unless that causes a slowdown | |
834 | or obfuscates the code. | |
d0e1cd3d DB |
835 | @item |
836 | If you add a new file, give it a proper license header. Do not copy and | |
837 | paste it from a random place, use an existing file as template. | |
838 | @end enumerate | |
839 | ||
840 | We think our rules are not too hard. If you have comments, contact us. | |
841 | ||
842 | Note, these rules are mostly borrowed from the MPlayer project. | |
843 | ||
844 | @section Submitting patches | |
845 | ||
846 | First, (@pxref{Coding Rules}) above if you did not yet. | |
847 | ||
848 | When you submit your patch, try to send a unified diff (diff '-up' | |
849 | option). We cannot read other diffs :-) | |
850 | ||
851 | Also please do not submit a patch which contains several unrelated changes. | |
852 | Split it into separate, self-contained pieces. This does not mean splitting | |
853 | file by file. Instead, make the patch as small as possible while still | |
854 | keeping it as a logical unit that contains an individual change, even | |
855 | if it spans multiple files. This makes reviewing your patches much easier | |
856 | for us and greatly increases your chances of getting your patch applied. | |
857 | ||
858 | Run the regression tests before submitting a patch so that you can | |
859 | verify that there are no big problems. | |
860 | ||
861 | Patches should be posted as base64 encoded attachments (or any other | |
862 | encoding which ensures that the patch will not be trashed during | |
863 | transmission) to the ffmpeg-devel mailing list, see | |
864 | @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} | |
865 | ||
866 | It also helps quite a bit if you tell us what the patch does (for example | |
867 | 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant | |
868 | and has no lrint()') | |
869 | ||
870 | Also please if you send several patches, send each patch as a separate mail, | |
871 | do not attach several unrelated patches to the same mail. | |
872 | ||
873 | @section patch submission checklist | |
874 | ||
875 | @enumerate | |
876 | @item | |
877 | Do the regression tests pass with the patch applied? | |
878 | @item | |
879 | Is the patch a unified diff? | |
880 | @item | |
881 | Is the patch against latest FFmpeg SVN? | |
882 | @item | |
883 | Are you subscribed to ffmpeg-dev? | |
884 | (the list is subscribers only due to spam) | |
885 | @item | |
886 | Have you checked that the changes are minimal, so that the same cannot be | |
887 | achieved with a smaller patch and/or simpler final code? | |
888 | @item | |
889 | If the change is to speed critical code, did you benchmark it? | |
890 | @item | |
891 | If you did any benchmarks, did you provide them in the mail? | |
892 | @item | |
893 | Have you checked that the patch does not introduce buffer overflows or | |
894 | other security issues? | |
895 | @item | |
896 | Is the patch created from the root of the source tree, so it can be | |
897 | applied with @code{patch -p0}? | |
898 | @item | |
899 | Does the patch not mix functional and cosmetic changes? | |
900 | @item | |
901 | Did you add tabs or trailing whitespace to the code? Both are forbidden. | |
902 | @item | |
903 | Is the patch attached to the email you send? | |
904 | @item | |
905 | Is the mime type of the patch correct? It should be text/x-diff or | |
906 | text/x-patch or at least text/plain and not application/octet-stream. | |
907 | @item | |
908 | If the patch fixes a bug, did you provide a verbose analysis of the bug? | |
909 | @item | |
910 | If the patch fixes a bug, did you provide enough information, including | |
911 | a sample, so the bug can be reproduced and the fix can be verified? | |
912 | Note please do not attach samples >100k to mails but rather provide a | |
913 | URL, you can upload to ftp://upload.mplayerhq.hu | |
914 | @item | |
915 | Did you provide a verbose summary about what the patch does change? | |
916 | @item | |
917 | Did you provide a verbose explanation why it changes things like it does? | |
918 | @item | |
919 | Did you provide a verbose summary of the user visible advantages and | |
920 | disadvantages if the patch is applied? | |
921 | @item | |
922 | Did you provide an example so we can verify the new feature added by the | |
923 | patch easily? | |
924 | @item | |
925 | If you added a new file, did you insert a license header? It should be | |
926 | taken from FFmpeg, not randomly copied and pasted from somewhere else. | |
927 | @item | |
928 | You should maintain alphabetical order in alphabetically ordered lists as | |
929 | long as doing so does not break API/ABI compatibility. | |
930 | @item | |
931 | Lines with similar content should be aligned vertically when doing so | |
932 | improves readability. | |
933 | @item | |
934 | Did you provide a suggestion for a clear commit log message? | |
27250d20 MN |
935 | @item |
936 | Did you test your decoder or demuxer against damaged data? If no, see | |
937 | tools/trasher and the noise bitstream filter. Your decoder or demuxer | |
fe74278f | 938 | should not crash or end in a (near) infinite loop when fed damaged data. |
d0e1cd3d DB |
939 | @end enumerate |
940 | ||
941 | @section Patch review process | |
942 | ||
943 | All patches posted to ffmpeg-devel will be reviewed, unless they contain a | |
944 | clear note that the patch is not for SVN. | |
945 | Reviews and comments will be posted as replies to the patch on the | |
946 | mailing list. The patch submitter then has to take care of every comment, | |
947 | that can be by resubmitting a changed patch or by discussion. Resubmitted | |
948 | patches will themselves be reviewed like any other patch. If at some point | |
949 | a patch passes review with no comments then it is approved, that can for | |
950 | simple and small patches happen immediately while large patches will generally | |
951 | have to be changed and reviewed many times before they are approved. | |
952 | After a patch is approved it will be committed to the repository. | |
953 | ||
954 | We will review all submitted patches, but sometimes we are quite busy so | |
955 | especially for large patches this can take several weeks. | |
956 | ||
957 | When resubmitting patches, please do not make any significant changes | |
958 | not related to the comments received during review. Such patches will | |
959 | be rejected. Instead, submit significant changes or new features as | |
960 | separate patches. | |
961 | ||
962 | @section Regression tests | |
963 | ||
964 | Before submitting a patch (or committing to the repository), you should at least | |
965 | test that you did not break anything. | |
966 | ||
967 | The regression tests build a synthetic video stream and a synthetic | |
968 | audio stream. These are then encoded and decoded with all codecs or | |
969 | formats. The CRC (or MD5) of each generated file is recorded in a | |
970 | result file. A 'diff' is launched to compare the reference results and | |
971 | the result file. | |
972 | ||
973 | The regression tests then go on to test the FFserver code with a | |
974 | limited set of streams. It is important that this step runs correctly | |
975 | as well. | |
976 | ||
977 | Run 'make test' to test all the codecs and formats. | |
978 | ||
979 | Run 'make fulltest' to test all the codecs, formats and FFserver. | |
980 | ||
981 | [Of course, some patches may change the results of the regression tests. In | |
982 | this case, the reference results of the regression tests shall be modified | |
983 | accordingly]. | |
984 | ||
985 | @bye |