don't support the mp3 extension in the mp2 muxer
[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
5@sp 7
6@center @titlefont{General Documentation}
7@sp 3
8@end titlepage
9
10
11@chapter external libraries
12
13FFmpeg can be hooked up with a number of external libraries to add support
14for more formats. None of them are used by default, their use has to be
15explicitly requested by passing the appropriate flags to @file{./configure}.
16
17@section AMR
18
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19AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20use of the AMR wideband (floating-point mode) and the AMR narrowband
21(floating-point mode) reference decoders and encoders.
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22
23Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25@code{--enable-libamr-wb} to configure to enable the libraries.
26
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27Note that libamr is copyrighted without any sort of license grant. This means
28that you can use it if you legally obtained it but you are not allowed to
29redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30you create are non-free and unredistributable!}
31
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32
33@chapter Supported File Formats and Codecs
34
35You can use the @code{-formats} option to have an exhaustive list.
36
37@section File Formats
38
39FFmpeg supports the following file formats through the @code{libavformat}
40library:
41
42@multitable @columnfractions .4 .1 .1 .4
b3de4544 43@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 44@item 4xm @tab @tab X
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45 @tab 4X Technologies format, used in some games.
46@item ADTS AAC audio @tab X @tab X
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47@item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
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49@item ASF @tab X @tab X
50@item AVI @tab X @tab X
51@item AVM2 (Flash 9) @tab X @tab X
d698c5d3 52 @tab Only embedded audio is decoded.
c6b2dc34 53@item AVS @tab @tab X
d698c5d3 54 @tab Multimedia format used by the Creature Shock game.
c6b2dc34 55@item Bethsoft VID @tab @tab X
d698c5d3 56 @tab Used in some games from Bethesda Softworks.
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57@item BFI @tab @tab X
58 @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
c6b2dc34 59@item C93 @tab @tab X
d698c5d3 60 @tab Used in the game Cyberia from Interplay.
c6b2dc34 61@item CIN @tab @tab X
d698c5d3 62 @tab Multimedia format used by Delphine Software games.
c6b2dc34 63@item Creative VOC @tab X @tab X
d698c5d3 64 @tab Created for the Sound Blaster Pro.
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65@item CRYO APC @tab @tab X
66 @tab Audio format used in some games by CRYO Interactive Entertainment.
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67@item DV @tab X @tab X
68@item DXA @tab @tab X
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69 @tab This format is used in the non-Windows version of the Feeble Files
70 game and different game cutscenes repacked for use with ScummVM.
c6b2dc34 71@item Electronic Arts Multimedia @tab @tab X
d698c5d3 72 @tab Used in various EA games; files have extensions like WVE and UV2.
c6b2dc34 73@item FLIC @tab @tab X
d698c5d3 74 @tab .fli/.flc files
c6b2dc34 75@item FLV @tab X @tab X
d698c5d3 76 @tab Macromedia Flash video files
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77@item FunCom ISS @tab @tab X
78 @tab Audio format used in various games from FunCom like The Longest Journey.
c6b2dc34 79@item GXF @tab X @tab X
d698c5d3 80 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 81 playout servers.
76ec3939 82@item id Cinematic @tab @tab X
d698c5d3 83 @tab Used in Quake II.
76ec3939 84@item id RoQ @tab X @tab X
d698c5d3 85 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 86@item IFF @tab @tab X
d698c5d3 87 @tab Interchange File Format
c6b2dc34 88@item Interplay MVE @tab @tab X
d698c5d3 89 @tab Format used in various Interplay computer games.
c6b2dc34 90@item LMLM4 @tab @tab X
d698c5d3 91 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 92@item Matroska @tab X @tab X
c6b2dc34 93@item MAXIS EA XA @tab @tab X
d698c5d3 94 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 95@item Monkey's Audio @tab @tab X
822cc8f7 96@item Motion Pixels MVI @tab @tab X
64c2f20a 97@item MOV/QuickTime @tab X @tab X
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98@item MPEG audio @tab X @tab X
99@item MPEG-1 systems @tab X @tab X
d698c5d3 100 @tab muxed audio and video
c6b2dc34 101@item MPEG-2 PS @tab X @tab X
d698c5d3 102 @tab also known as @code{VOB} file
c6b2dc34 103@item MPEG-2 TS @tab @tab X
d698c5d3 104 @tab also known as DVB Transport Stream
c6b2dc34 105@item MPEG-4 @tab X @tab X
d698c5d3 106 @tab MPEG-4 is a variant of QuickTime.
bac4c85c 107@item MSN TCP webcam @tab @tab X
d698c5d3 108 @tab Used by MSN Messenger webcam streams.
bb68b69d 109@item MXF @tab X @tab X
d698c5d3 110 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
64c2f20a 111@item Nullsoft Video @tab @tab X
c6b2dc34 112@item NUT @tab X @tab X
d698c5d3 113 @tab NUT Open Container Format
c6b2dc34 114@item OMA @tab @tab X
d698c5d3 115 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
64c2f20a 116@item PlayStation STR @tab @tab X
c6b2dc34 117@item PVA @tab @tab X
d698c5d3 118 @tab Used by TechnoTrend DVB PCI boards.
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119@item raw AC-3 @tab X @tab X
120@item raw CRI ADX audio @tab X @tab X
121@item raw MJPEG @tab X @tab X
122@item raw MPEG video @tab X @tab X
123@item raw MPEG-4 video @tab X @tab X
eb6fc557 124@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
76ec3939 125@item raw Shorten audio @tab @tab X
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126@item R3D REDCODE @tab @tab X
127 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 128@item RealMedia @tab X @tab X
c6b2dc34 129@item RL2 @tab @tab X
d698c5d3 130 @tab Audio and video format used in some games by Entertainment Software Partners.
c6b2dc34 131@item Sega FILM/CPK @tab @tab X
d698c5d3 132 @tab Used in many Sega Saturn console games.
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133@item SEQ @tab @tab X
134 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
c6b2dc34 135@item Sierra Online @tab @tab X
d698c5d3 136 @tab .sol files used in Sierra Online games.
c6b2dc34 137@item Sierra VMD @tab @tab X
d698c5d3 138 @tab Used in Sierra CD-ROM games.
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139@item SIFF @tab @tab X
140 @tab Audio and video format used in some games by Beam Software.
c6b2dc34 141@item Smacker @tab @tab X
d698c5d3 142 @tab Multimedia format used by many games.
64c2f20a 143@item SUN AU format @tab X @tab X
c6b2dc34 144@item THP @tab @tab X
d698c5d3 145 @tab Used on the Nintendo GameCube.
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146@item WAV @tab X @tab X
147@item WC3 Movie @tab @tab X
d698c5d3 148 @tab Multimedia format used in Origin's Wing Commander III computer game.
c6b2dc34 149@item Westwood Studios VQA/AUD @tab @tab X
d698c5d3 150 @tab Multimedia formats used in Westwood Studios games.
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151@end multitable
152
153@code{X} means that encoding (resp. decoding) is supported.
154
155@section Image Formats
156
157FFmpeg can read and write images for each frame of a video sequence. The
158following image formats are supported:
159
160@multitable @columnfractions .4 .1 .1 .4
b3de4544 161@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 162@item .Y.U.V @tab X @tab X @tab one raw file per component
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163@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
164@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 165@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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166@item PCX @tab @tab X @tab PC Paintbrush
167@item PGM, PPM @tab X @tab X
d0e1cd3d 168@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 169@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 170@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 171@item RAS @tab @tab X @tab Sun Rasterfile
3d172fb5 172@item SGI @tab X @tab X @tab SGI RGB image format
3d172fb5 173@item Targa @tab @tab X @tab Targa (.TGA) image format
64c2f20a 174@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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175@end multitable
176
177@code{X} means that encoding (resp. decoding) is supported.
178
179@section Video Codecs
180
181@multitable @columnfractions .4 .1 .1 .4
b3de4544 182@item Name @tab Encoding @tab Decoding @tab Comments
d66d8b83 183@item 4X Video @tab @tab X
d698c5d3 184 @tab Used in certain computer games.
d66d8b83 185@item American Laser Games Video @tab @tab X
d698c5d3 186 @tab Used in games like Mad Dog McCree.
d66d8b83 187@item AMV @tab @tab X
d698c5d3 188 @tab Used in Chinese MP3 players.
d66d8b83 189@item Apple Animation @tab X @tab X
d698c5d3 190 @tab fourcc: 'rle '
d66d8b83 191@item Apple Graphics @tab @tab X
d698c5d3 192 @tab fourcc: 'smc '
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193@item Apple MJPEG-B @tab @tab X
194@item Apple QuickDraw @tab @tab X
d698c5d3 195 @tab fourcc: qdrw
d66d8b83 196@item Apple Video @tab @tab X
d698c5d3 197 @tab fourcc: rpza
d66d8b83 198@item Asus v1 @tab X @tab X
d698c5d3 199 @tab fourcc: ASV1
d66d8b83 200@item Asus v2 @tab X @tab X
d698c5d3 201 @tab fourcc: ASV2
d66d8b83 202@item ATI VCR1 @tab @tab X
d698c5d3 203 @tab fourcc: VCR1
d66d8b83 204@item ATI VCR2 @tab @tab X
d698c5d3 205 @tab fourcc: VCR2
d66d8b83 206@item Autodesk RLE @tab @tab X
d698c5d3 207 @tab fourcc: AASC
d66d8b83 208@item AVID DNxHD @tab X @tab X
d698c5d3 209 @tab aka SMPTE VC3
bac4c85c 210@item AVS video @tab @tab X
d698c5d3 211 @tab Video encoding used by the Creature Shock game.
d66d8b83 212@item Bethsoft VID @tab @tab X
d698c5d3 213 @tab Used in some games from Bethesda Softworks.
bac4c85c 214@item C93 video @tab @tab X
d698c5d3 215 @tab Codec used in Cyberia game.
d66d8b83 216@item CamStudio @tab @tab X
d698c5d3 217 @tab fourcc: CSCD
bac4c85c 218@item Cin video @tab @tab X
d698c5d3 219 @tab Codec used in Delphine Software games.
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220@item Cinepak @tab @tab X
221@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 222 @tab fourcc: CLJR
d66d8b83 223@item Creative YUV @tab @tab X
d698c5d3 224 @tab fourcc: CYUV
82ced5a9 225@item Dirac @tab E @tab E
360f980b 226 @tab supported through external libdirac/libschroedinger libraries
d66d8b83 227@item Duck TrueMotion v1 @tab @tab X
d698c5d3 228 @tab fourcc: DUCK
d66d8b83 229@item Duck TrueMotion v2 @tab @tab X
d698c5d3 230 @tab fourcc: TM20
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231@item DV @tab X @tab X
232@item DXA Video @tab @tab X
d698c5d3 233 @tab Codec originally used in Feeble Files game.
d66d8b83 234@item Electronic Arts CMV @tab @tab X
d698c5d3 235 @tab Used in NHL 95 game.
cfc78718 236@item Electronic Arts TGV @tab @tab X
42b30357 237@item Electronic Arts TGQ @tab @tab X
d66d8b83 238@item FFmpeg Video 1 @tab X @tab X
d698c5d3 239 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 240@item Flash Screen Video @tab X @tab X
d698c5d3 241 @tab fourcc: FSV1
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242@item FLIC video @tab @tab X
243@item FLV @tab X @tab X
d698c5d3 244 @tab Sorenson H.263 used in Flash
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245@item Fraps FPS1 @tab @tab X
246@item H.261 @tab X @tab X
247@item H.263(+) @tab X @tab X
d698c5d3 248 @tab also known as RealVideo 1.0
82ced5a9 249@item H.264 @tab E @tab X
360f980b 250 @tab encoding supported through external library libx264
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251@item HuffYUV @tab X @tab X
252@item IBM Ultimotion @tab @tab X
d698c5d3 253 @tab fourcc: ULTI
bac4c85c 254@item id Cinematic video @tab @tab X
d698c5d3 255 @tab Used in Quake II.
d66d8b83 256@item id RoQ @tab X @tab X
d698c5d3 257 @tab Used in Quake III, Jedi Knight 2, other computer games.
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258@item Intel Indeo 3 @tab @tab X
259@item Interplay Video @tab @tab X
d698c5d3 260 @tab Used in Interplay .MVE files.
d66d8b83 261@item JPEG-LS @tab X @tab X
d698c5d3 262 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 263@item KMVC @tab @tab X
d698c5d3 264 @tab Codec used in Worms games.
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265@item LOCO @tab @tab X
266@item lossless MJPEG @tab X @tab X
267@item Microsoft RLE @tab @tab X
268@item Microsoft Video-1 @tab @tab X
269@item Mimic @tab @tab X
d698c5d3 270 @tab Used in MSN Messenger Webcam streams.
d66d8b83 271@item Miro VideoXL @tab @tab X
d698c5d3 272 @tab fourcc: VIXL
d66d8b83 273@item MJPEG @tab X @tab X
822cc8f7 274@item Motion Pixels Video @tab @tab X
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275@item MPEG-1 @tab X @tab X
276@item MPEG-2 @tab X @tab X
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277@item MPEG-4 @tab X @tab X
278@item MSMPEG4 V1 @tab X @tab X
279@item MSMPEG4 V2 @tab X @tab X
280@item MSMPEG4 V3 @tab X @tab X
d66d8b83 281@item MSZH @tab @tab X
d698c5d3 282 @tab Part of LCL
d66d8b83 283@item On2 VP3 @tab @tab X
d698c5d3 284 @tab still experimental
d66d8b83 285@item On2 VP5 @tab @tab X
d698c5d3 286 @tab fourcc: VP50
d66d8b83 287@item On2 VP6 @tab @tab X
d698c5d3 288 @tab fourcc: VP60,VP61,VP62
d66d8b83 289@item planar RGB @tab @tab X
d698c5d3 290 @tab fourcc: 8BPS
d66d8b83 291@item QPEG @tab @tab X
d698c5d3 292 @tab fourccs: QPEG, Q1.0, Q1.1
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293@item RealVideo 1.0 @tab X @tab X
294@item RealVideo 2.0 @tab X @tab X
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295@item RealVideo 3.0 @tab @tab X
296 @tab still far from ideal
11c0f9ec 297@item RealVideo 4.0 @tab @tab X
d66d8b83 298@item Renderware TXD @tab @tab X
d698c5d3 299 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 300@item RTjpeg @tab @tab X
d698c5d3 301 @tab Video encoding used in NuppelVideo files.
bac4c85c 302@item Smacker video @tab @tab X
d698c5d3 303 @tab Video encoding used in Smacker.
d66d8b83 304@item Snow @tab X @tab X
d698c5d3 305 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 306@item Sony PlayStation MDEC @tab @tab X
d66d8b83 307@item Sorenson Video 1 @tab X @tab X
d698c5d3 308 @tab fourcc: SVQ1
d66d8b83 309@item Sorenson Video 3 @tab @tab X
d698c5d3 310 @tab fourcc: SVQ3
d66d8b83 311@item Sunplus MJPEG @tab @tab X
d698c5d3 312 @tab fourcc: SP5X
d66d8b83 313@item TechSmith Camtasia @tab @tab X
d698c5d3 314 @tab fourcc: TSCC
82ced5a9 315@item Theora @tab E @tab X
360f980b 316 @tab encoding supported through external library libtheora
d66d8b83 317@item THP @tab @tab X
d698c5d3 318 @tab Used on the Nintendo GameCube.
bac4c85c 319@item Tiertex Seq video @tab @tab X
d698c5d3 320 @tab Codec used in DOS CD-ROM FlashBack game.
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321@item VC-1 @tab @tab X
322@item VMD Video @tab @tab X
d698c5d3 323 @tab Used in Sierra VMD files.
d66d8b83 324@item VMware Video @tab @tab X
d698c5d3 325 @tab Codec used in videos captured by VMware.
d0e1cd3d 326@item Westwood VQA @tab @tab X
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327@item Winnov WNV1 @tab @tab X
328@item WMV7 @tab X @tab X
329@item WMV8 @tab X @tab X
330@item WMV9 @tab @tab X
d698c5d3 331 @tab not completely working
d66d8b83 332@item Xan/WC3 @tab @tab X
d698c5d3 333 @tab Used in Wing Commander III .MVE files.
d66d8b83 334@item ZLIB @tab X @tab X
d698c5d3 335 @tab part of LCL, encoder experimental
d66d8b83 336@item ZMBV @tab X @tab X
d698c5d3 337 @tab Encoder works only in PAL8.
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338@end multitable
339
340@code{X} means that encoding (resp. decoding) is supported.
341
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342@code{E} means that support is provided through an external library.
343
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344@section Audio Codecs
345
485ec4f1 346@multitable @columnfractions .4 .1 .1 .4
b3de4544 347@item Name @tab Encoding @tab Decoding @tab Comments
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348@item 4X IMA ADPCM @tab @tab X
349@item 8SVX audio @tab @tab X
82ced5a9 350@item AAC @tab E @tab X
360f980b 351 @tab encoding supported through external library libfaac
16d81b27 352@item AC-3 @tab IX @tab IX
82ced5a9 353@item AMR-NB @tab E @tab E
360f980b 354 @tab supported through external library libamrnb
82ced5a9 355@item AMR-WB @tab E @tab E
360f980b 356 @tab supported through external library libamrwb
16d81b27 357@item AMV IMA ADPCM @tab @tab X
d698c5d3 358 @tab Used in AMV files
833e90dd 359@item Apple lossless audio @tab X @tab X
d698c5d3 360 @tab QuickTime fourcc 'alac'
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361@item Apple MACE 3 @tab @tab X
362@item Apple MACE 6 @tab @tab X
363@item ATRAC 3 @tab @tab X
364@item CD-ROM XA ADPCM @tab @tab X
bac4c85c 365@item Cin audio @tab @tab X
d698c5d3 366 @tab Codec used in Delphine Software International games.
16d81b27 367@item Creative ADPCM @tab @tab X
d698c5d3 368 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
16d81b27 369@item CRI ADX ADPCM @tab X @tab X
d698c5d3 370 @tab Used in Sega Dreamcast games.
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371@item DSP Group TrueSpeech @tab @tab X
372@item DTS Coherent Audio @tab @tab X
373@item Duck DK3 IMA ADPCM @tab @tab X
d698c5d3 374 @tab Used in some Sega Saturn console games.
16d81b27 375@item Duck DK4 IMA ADPCM @tab @tab X
d698c5d3 376 @tab Used in some Sega Saturn console games.
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377@item DV audio @tab @tab X
378@item Electronic Arts ADPCM @tab @tab X
d698c5d3 379 @tab Used in various EA titles.
44723c84 380@item Enhanced AC-3 @tab @tab X
9a584db4 381@item FLAC lossless audio @tab IX @tab X
16d81b27 382@item G.726 ADPCM @tab X @tab X
82ced5a9 383@item GSM @tab E @tab E
3f33271a 384 @tab supported through external library libgsm
82ced5a9 385@item GSM_MS @tab E @tab E
3f33271a 386 @tab supported through external library libgsm
16d81b27 387@item id RoQ DPCM @tab X @tab X
d698c5d3 388 @tab Used in Quake III, Jedi Knight 2, other computer games.
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389@item Intel Music Coder @tab @tab X
390@item Interplay MVE DPCM @tab @tab X
d698c5d3 391 @tab Used in various Interplay computer games.
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392@item ISS IMA ADPCM @tab @tab X
393 @tab Used in FunCom games.
16d81b27 394@item MAXIS EA ADPCM @tab @tab X
d698c5d3 395 @tab Used in Sim City 3000.
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396@item Microsoft ADPCM @tab X @tab X
397@item MLP/TrueHD @tab @tab X
d698c5d3 398 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 399@item Monkey's Audio @tab @tab X
d698c5d3 400 @tab Only versions 3.97-3.99 are supported.
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401@item MPEG audio layer 3 @tab E @tab IX
402 @tab encoding supported through external library LAME
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403@item MPEG audio layer 2 @tab IX @tab IX
404@item MS IMA ADPCM @tab X @tab X
405@item Musepack @tab @tab X
d698c5d3 406 @tab SV7 and SV8 are supported.
755ba886 407@item Nellymoser ASAO @tab X @tab X
73b458e3 408@item QCELP / PureVoice @tab @tab X
16d81b27 409@item Qdesign QDM2 @tab @tab X
d698c5d3 410 @tab There are still some distortions.
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411@item QT IMA ADPCM @tab X @tab X
412@item RA144 @tab @tab X
d698c5d3 413 @tab Real 14400 bit/s codec
16d81b27 414@item RA288 @tab @tab X
d698c5d3 415 @tab Real 28800 bit/s codec
575a5bf2 416@item RADnet @tab IX @tab IX
a692130f 417 @tab Real low bitrate AC-3 codec
16d81b27 418@item Real COOK @tab @tab X
d698c5d3 419 @tab All versions except 5.1 are supported.
bac4c85c 420@item Shorten @tab @tab X
16d81b27 421@item Sierra Online DPCM @tab @tab X
d698c5d3 422 @tab Used in Sierra Online game audio files.
bac4c85c 423@item Smacker audio @tab @tab X
16d81b27 424@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 425 @tab Used in certain Loki game ports.
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426@item Sonic @tab X @tab X
427 @tab experimental codec
428@item Sonic lossless @tab X @tab X
429 @tab experimental codec
82ced5a9 430@item Speex @tab @tab E
360f980b 431 @tab supported through external library libspeex
16d81b27 432@item THP ADPCM @tab @tab X
d698c5d3 433 @tab Used on the Nintendo GameCube.
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434@item True Audio (TTA) @tab @tab X
435@item Vorbis @tab X @tab X
bac4c85c 436@item WavPack @tab @tab X
16d81b27 437@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 438 @tab Used in Westwood Studios games like Command and Conquer.
bac4c85c 439@item WMA v1/v2 @tab X @tab X
16d81b27 440@item Xan DPCM @tab @tab X
d698c5d3 441 @tab Used in Origin's Wing Commander IV AVI files.
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442@end multitable
443
444@code{X} means that encoding (resp. decoding) is supported.
445
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446@code{E} means that support is provided through an external library.
447
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448@code{I} means that an integer-only version is available, too (ensures high
449performance on systems without hardware floating point support).
450
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451@section Subtitle Formats
452
485ec4f1 453@multitable @columnfractions .4 .1 .1 .1 .1 .1
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454@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
455@item ASS/SSA @tab X @tab X
456@item DVB @tab X @tab X @tab X @tab X @tab X
457@item DVD @tab X @tab X @tab X @tab X @tab X
458@end multitable
459
460@code{X} means that the feature is supported.
461
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462@chapter Platform Specific information
463
464@section BSD
465
466BSD make will not build FFmpeg, you need to install and use GNU Make
467(@file{gmake}).
468
469@section Windows
470
46a845d0 471To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 472the FFmpeg Windows Help Forum at
ab5ce4ae 473@url{http://ffmpeg.arrozcru.org/}.
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474
475@subsection Native Windows compilation
476
c1989552 477FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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478the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
479You can find detailed installation
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480instructions in the download section and the FAQ.
481
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482FFmpeg does not build out-of-the-box with the packages the automated MinGW
483installer provides. It also requires coreutils to be installed and many other
484packages updated to the latest version. The minimum version for some packages
485are listed below:
486
487@itemize
488@item bash 3.1
489@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 490@item w32api 3.13
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491@item mingw-runtime 3.15
492@end itemize
493
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494You will also need to pass @code{-fno-common} to the compiler to work around
495a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
496
c1989552 497Within the MSYS shell, configure and make with:
d0e1cd3d 498
c1989552 499@example
0f898714 500./configure --enable-memalign-hack --extra-cflags=-fno-common
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501make
502make install
503@end example
d0e1cd3d 504
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505This will install @file{ffmpeg.exe} along with many other development files
506to @file{/usr/local}. You may specify another install path using the
507@code{--prefix} option in @file{configure}.
d0e1cd3d 508
c1989552 509Notes:
d0e1cd3d 510
c1989552 511@itemize
d0e1cd3d 512
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513@item In order to compile vhooks, you must have a POSIX-compliant libdl in
514your MinGW system. Get dlfcn-win32 from
515@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 516
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517@item In order to compile FFplay, you must have the MinGW development library
518of SDL. Get it from @url{http://www.libsdl.org}.
519Edit the @file{bin/sdl-config} script so that it points to the correct prefix
520where SDL was installed. Verify that @file{sdl-config} can be launched from
521the MSYS command line.
d0e1cd3d 522
d0e1cd3d 523@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 524you can build libavutil, libavcodec and libavformat as DLLs.
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525
526@end itemize
527
c1989552 528@subsection Microsoft Visual C++ compatibility
d0e1cd3d 529
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530As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
531want to use the libav* libraries in your own applications, you can still
532compile those applications using MSVC++. But the libav* libraries you link
533to @emph{must} be built with MinGW. However, you will not be able to debug
534inside the libav* libraries, since MSVC++ does not recognize the debug
535symbols generated by GCC.
536We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 537
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538This description of how to use the FFmpeg libraries with MSVC++ is based on
539Microsoft Visual C++ 2005 Express Edition. If you have a different version,
540you might have to modify the procedures slightly.
d0e1cd3d 541
c1989552 542@subsubsection Using static libraries
d0e1cd3d 543
c1989552 544Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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545
546@enumerate
547
548@item Create a new console application ("File / New / Project") and then
549select "Win32 Console Application". On the appropriate page of the
550Application Wizard, uncheck the "Precompiled headers" option.
551
552@item Write the source code for your application, or, for testing, just
553copy the code from an existing sample application into the source file
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554that MSVC++ has already created for you. For example, you can copy
555@file{output_example.c} from the FFmpeg distribution.
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556
557@item Open the "Project / Properties" dialog box. In the "Configuration"
558combo box, select "All Configurations" so that the changes you make will
559affect both debug and release builds. In the tree view on the left hand
560side, select "C/C++ / General", then edit the "Additional Include
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561Directories" setting to contain the path where the FFmpeg includes were
562installed (i.e. @file{c:\msys\1.0\local\include}).
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563Do not add MinGW's include directory here, or the include files will
564conflict with MSVC's.
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565
566@item Still in the "Project / Properties" dialog box, select
567"Linker / General" from the tree view and edit the
568"Additional Library Directories" setting to contain the @file{lib}
569directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
570the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
571and the directory where MinGW's GCC libs are installed
572(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
573"Linker / Input" from the tree view, and add the files @file{libavformat.a},
574@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
575@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
576to the end of "Additional Dependencies".
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577
578@item Now, select "C/C++ / Code Generation" from the tree view. Select
579"Debug" in the "Configuration" combo box. Make sure that "Runtime
580Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
581the "Configuration" combo box and make sure that "Runtime Library" is
582set to "Multi-threaded DLL".
583
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584@item Click "OK" to close the "Project / Properties" dialog box.
585
586@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
587Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
588and install it in MSVC++'s include directory
589(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
590
591@item MSVC++ also does not understand the @code{inline} keyword used by
592FFmpeg, so you must add this line before @code{#include}ing libav*:
593@example
594#define inline _inline
595@end example
596
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597@item Build your application, everything should work.
598
599@end enumerate
600
601@subsubsection Using shared libraries
602
603This is how to create DLL and LIB files that are compatible with MSVC++:
604
605@enumerate
606
607@item Add a call to @file{vcvars32.bat} (which sets up the environment
608variables for the Visual C++ tools) as the first line of @file{msys.bat}.
609The standard location for @file{vcvars32.bat} is
610@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
611and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
612If this corresponds to your setup, add the following line as the first line
613of @file{msys.bat}:
614
615@example
616call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
617@end example
618
619Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
620and run @file{c:\msys\1.0\msys.bat} from there.
621
622@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
623from @file{Microsoft (R) Library Manager}, this means your environment
624variables are set up correctly, the @file{Microsoft (R) Library Manager}
625is on the path and will be used by FFmpeg to create
626MSVC++-compatible import libraries.
627
628@item Build FFmpeg with
629
630@example
631./configure --enable-shared --enable-memalign-hack
632make
633make install
634@end example
635
636Your install path (@file{/usr/local/} by default) should now have the
637necessary DLL and LIB files under the @file{bin} directory.
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638
639@end enumerate
640
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641To use those files with MSVC++, do the same as you would do with
642the static libraries, as described above. But in Step 4,
643you should only need to add the directory where the LIB files are installed
644(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
645installed in the @file{bin} directory. And instead of adding @file{libxx.a}
646files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
647@file{avutil.lib}. There should be no need for @file{libmingwex.a},
648@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
649statically linked into the DLLs. The @file{bin} directory contains a bunch
650of DLL files, but the ones that are actually used to run your application
651are the ones with a major version number in their filenames
652(i.e. @file{avcodec-51.dll}).
653
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654@subsection Cross compilation for Windows with Linux
655
656You must use the MinGW cross compilation tools available at
657@url{http://www.mingw.org/}.
658
659Then configure FFmpeg with the following options:
660@example
661./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
662@end example
663(you can change the cross-prefix according to the prefix chosen for the
664MinGW tools).
665
666Then you can easily test FFmpeg with Wine
667(@url{http://www.winehq.com/}).
668
669@subsection Compilation under Cygwin
670
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671The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
672does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
673or leverage the implementation in MinGW (as explained below).
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674
675Just install your Cygwin with all the "Base" packages, plus the
676following "Devel" ones:
677@example
f496ab12 678binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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679@end example
680
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681The experimental gcc4 package is still buggy, hence please
682use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
683
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684Install the current binutils-20080624-2 as they work fine (the old
685binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 686
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687Then create a small library that just contains llrint():
688
689@example
690ar x /usr/lib/mingw/libmingwex.a llrint.o
691ar cq /usr/local/lib/libllrint.a llrint.o
692@end example
693
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694Then run
695
696@example
29c3d42b 697./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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698@end example
699
700to make a static build or
701
702@example
29c3d42b 703./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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704@end example
705
706to build shared libraries.
707
708If you want to build FFmpeg with additional libraries, download Cygwin
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709"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
710@example
711libogg-devel, libvorbis-devel
712@end example
713
714These library packages are only available from Cygwin Ports
be8497b0 715(@url{http://sourceware.org/cygwinports/}) :
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716
717@example
718yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
719libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
720libxvidcore-devel
721@end example
722
723The recommendation for libnut and x264 is to build them from source by
724yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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725
726@subsection Crosscompilation for Windows under Cygwin
727
728With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
729
730Just install your Cygwin as explained before, plus these additional
731"Devel" packages:
732@example
733gcc-mingw-core, mingw-runtime, mingw-zlib
734@end example
735
736and add some special flags to your configure invocation.
737
738For a static build run
739@example
740./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
741@end example
742
743and for a build with shared libraries
744@example
745./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
746@end example
747
748@section BeOS
749
5f757b85 750BeOS support is broken in mysterious ways.
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752@section OS/2
753
754For information about compiling FFmpeg on OS/2 see
755@url{http://www.edm2.com/index.php/FFmpeg}.
756
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757@chapter Developers Guide
758
759@section API
760@itemize @bullet
761@item libavcodec is the library containing the codecs (both encoding and
762decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
763
764@item libavformat is the library containing the file format handling (mux and
765demux code for several formats). Look at @file{ffplay.c} to use it in a
766player. See @file{output_example.c} to use it to generate audio or video
767streams.
768
769@end itemize
770
771@section Integrating libavcodec or libavformat in your program
772
773You can integrate all the source code of the libraries to link them
774statically to avoid any version problem. All you need is to provide a
775'config.mak' and a 'config.h' in the parent directory. See the defines
776generated by ./configure to understand what is needed.
777
778You can use libavcodec or libavformat in your commercial program, but
779@emph{any patch you make must be published}. The best way to proceed is
780to send your patches to the FFmpeg mailing list.
781
782@node Coding Rules
783@section Coding Rules
784
785FFmpeg is programmed in the ISO C90 language with a few additional
786features from ISO C99, namely:
787@itemize @bullet
788@item
789the @samp{inline} keyword;
790@item
791@samp{//} comments;
792@item
793designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
794@item
795compound literals (@samp{x = (struct s) @{ 17, 23 @};})
796@end itemize
797
798These features are supported by all compilers we care about, so we will not
799accept patches to remove their use unless they absolutely do not impair
800clarity and performance.
801
802All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
803compiles with several other compilers, such as the Compaq ccc compiler
804or Sun Studio 9, and we would like to keep it that way unless it would
805be exceedingly involved. To ensure compatibility, please do not use any
806additional C99 features or GCC extensions. Especially watch out for:
807@itemize @bullet
808@item
809mixing statements and declarations;
810@item
811@samp{long long} (use @samp{int64_t} instead);
812@item
813@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
814@item
815GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
816@end itemize
817
818Indent size is 4.
819The presentation is the one specified by 'indent -i4 -kr -nut'.
820The TAB character is forbidden outside of Makefiles as is any
821form of trailing whitespace. Commits containing either will be
822rejected by the Subversion repository.
823
824The main priority in FFmpeg is simplicity and small code size in order to
825minimize the bug count.
826
827Comments: Use the JavaDoc/Doxygen
828format (see examples below) so that code documentation
829can be generated automatically. All nontrivial functions should have a comment
830above them explaining what the function does, even if it is just one sentence.
831All structures and their member variables should be documented, too.
832@example
833/**
834 * @@file mpeg.c
835 * MPEG codec.
836 * @@author ...
837 */
838
839/**
840 * Summary sentence.
841 * more text ...
842 * ...
843 */
844typedef struct Foobar@{
845 int var1; /**< var1 description */
846 int var2; ///< var2 description
847 /** var3 description */
848 int var3;
849@} Foobar;
850
851/**
852 * Summary sentence.
853 * more text ...
854 * ...
855 * @@param my_parameter description of my_parameter
856 * @@return return value description
857 */
858int myfunc(int my_parameter)
859...
860@end example
861
862fprintf and printf are forbidden in libavformat and libavcodec,
863please use av_log() instead.
864
865Casts should be used only when necessary. Unneeded parentheses
866should also be avoided if they don't make the code easier to understand.
867
868@section Development Policy
869
870@enumerate
871@item
872 Contributions should be licensed under the LGPL 2.1, including an
873 "or any later version" clause, or the MIT license. GPL 2 including
874 an "or any later version" clause is also acceptable, but LGPL is
875 preferred.
876@item
877 You must not commit code which breaks FFmpeg! (Meaning unfinished but
878 enabled code which breaks compilation or compiles but does not work or
879 breaks the regression tests)
880 You can commit unfinished stuff (for testing etc), but it must be disabled
881 (#ifdef etc) by default so it does not interfere with other developers'
882 work.
883@item
884 You do not have to over-test things. If it works for you, and you think it
885 should work for others, then commit. If your code has problems
886 (portability, triggers compiler bugs, unusual environment etc) they will be
887 reported and eventually fixed.
888@item
889 Do not commit unrelated changes together, split them into self-contained
890 pieces. Also do not forget that if part B depends on part A, but A does not
891 depend on B, then A can and should be committed first and separate from B.
892 Keeping changes well split into self-contained parts makes reviewing and
893 understanding them on the commit log mailing list easier. This also helps
894 in case of debugging later on.
895 Also if you have doubts about splitting or not splitting, do not hesitate to
896 ask/discuss it on the developer mailing list.
897@item
898 Do not change behavior of the program (renaming options etc) without
899 first discussing it on the ffmpeg-devel mailing list. Do not remove
900 functionality from the code. Just improve!
901
902 Note: Redundant code can be removed.
903@item
904 Do not commit changes to the build system (Makefiles, configure script)
905 which change behavior, defaults etc, without asking first. The same
906 applies to compiler warning fixes, trivial looking fixes and to code
907 maintained by other developers. We usually have a reason for doing things
908 the way we do. Send your changes as patches to the ffmpeg-devel mailing
909 list, and if the code maintainers say OK, you may commit. This does not
910 apply to files you wrote and/or maintain.
911@item
912 We refuse source indentation and other cosmetic changes if they are mixed
913 with functional changes, such commits will be rejected and removed. Every
914 developer has his own indentation style, you should not change it. Of course
915 if you (re)write something, you can use your own style, even though we would
916 prefer if the indentation throughout FFmpeg was consistent (Many projects
917 force a given indentation style - we do not.). If you really need to make
918 indentation changes (try to avoid this), separate them strictly from real
919 changes.
920
921 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
922 then either do NOT change the indentation of the inner part within (do not
923 move it to the right)! or do so in a separate commit
924@item
925 Always fill out the commit log message. Describe in a few lines what you
926 changed and why. You can refer to mailing list postings if you fix a
927 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
928@item
929 If you apply a patch by someone else, include the name and email address in
930 the log message. Since the ffmpeg-cvslog mailing list is publicly
931 archived you should add some SPAM protection to the email address. Send an
932 answer to ffmpeg-devel (or wherever you got the patch from) saying that
933 you applied the patch.
934@item
935 When applying patches that have been discussed (at length) on the mailing
936 list, reference the thread in the log message.
937@item
938 Do NOT commit to code actively maintained by others without permission.
939 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
940 timeframe (12h for build failures and security fixes, 3 days small changes,
941 1 week for big patches) then commit your patch if you think it is OK.
942 Also note, the maintainer can simply ask for more time to review!
943@item
944 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
945 are sent there and reviewed by all the other developers. Bugs and possible
946 improvements or general questions regarding commits are discussed there. We
947 expect you to react if problems with your code are uncovered.
948@item
949 Update the documentation if you change behavior or add features. If you are
950 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
951 maintainer(s) will review and commit your stuff.
952@item
953 Try to keep important discussions and requests (also) on the public
954 developer mailing list, so that all developers can benefit from them.
955@item
956 Never write to unallocated memory, never write over the end of arrays,
957 always check values read from some untrusted source before using them
958 as array index or other risky things.
959@item
960 Remember to check if you need to bump versions for the specific libav
961 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 962 to change the version integer.
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963 Incrementing the first component means no backward compatibility to
964 previous versions (e.g. removal of a function from the public API).
965 Incrementing the second component means backward compatible change
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966 (e.g. addition of a function to the public API or extension of an
967 existing data structure).
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968 Incrementing the third component means a noteworthy binary compatible
969 change (e.g. encoder bug fix that matters for the decoder).
970@item
53407b64 971 Compiler warnings indicate potential bugs or code with bad style. If a type of
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972 warning always points to correct and clean code, that warning should
973 be disabled, not the code changed.
974 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 975 If it is a bug, the bug has to be fixed. If it is not, the code should
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976 be changed to not generate a warning unless that causes a slowdown
977 or obfuscates the code.
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978@item
979 If you add a new file, give it a proper license header. Do not copy and
980 paste it from a random place, use an existing file as template.
981@end enumerate
982
983We think our rules are not too hard. If you have comments, contact us.
984
985Note, these rules are mostly borrowed from the MPlayer project.
986
987@section Submitting patches
988
989First, (@pxref{Coding Rules}) above if you did not yet.
990
991When you submit your patch, try to send a unified diff (diff '-up'
992option). We cannot read other diffs :-)
993
994Also please do not submit a patch which contains several unrelated changes.
995Split it into separate, self-contained pieces. This does not mean splitting
996file by file. Instead, make the patch as small as possible while still
997keeping it as a logical unit that contains an individual change, even
998if it spans multiple files. This makes reviewing your patches much easier
999for us and greatly increases your chances of getting your patch applied.
1000
1001Run the regression tests before submitting a patch so that you can
1002verify that there are no big problems.
1003
1004Patches should be posted as base64 encoded attachments (or any other
1005encoding which ensures that the patch will not be trashed during
1006transmission) to the ffmpeg-devel mailing list, see
1007@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1008
1009It also helps quite a bit if you tell us what the patch does (for example
1010'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1011and has no lrint()')
1012
1013Also please if you send several patches, send each patch as a separate mail,
1014do not attach several unrelated patches to the same mail.
1015
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1016@section New codecs or formats checklist
1017
1018@enumerate
1019@item
1020 Did you use av_cold for codec initialization and close functions?
1021@item
1022 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1023 AVInputFormat/AVOutputFormat struct?
1024@item
1025 Did you bump the minor version number in @file{avcodec.h} or
1026 @file{avformat.h}?
1027@item
1028 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1029@item
1030 Did you add the CodecID to @file{avcodec.h}?
1031@item
1032 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1033 even if it is only a decoder?
1034@item
1035 Did you add a rule to compile the appropriate files in the Makefile?
1036 Remember to do this even if you're just adding a format to a file that is
1037 already being compiled by some other rule, like a raw demuxer.
1038@item
1039 Did you add an entry to the table of supported formats or codecs in the
1040 documentation?
1041@item
1042 Did you add an entry in the Changelog?
1043@item
1044 If it depends on a parser or a library, did you add that dependency in
1045 configure?
1046@item
1047 Did you "svn add" the appropriate files before commiting?
1048@end enumerate
1049
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1050@section patch submission checklist
1051
1052@enumerate
1053@item
1054 Do the regression tests pass with the patch applied?
1055@item
2cdba8bf
DB
1056 Does @code{make checkheaders} pass with the patch applied?
1057@item
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1058 Is the patch a unified diff?
1059@item
1060 Is the patch against latest FFmpeg SVN?
1061@item
1062 Are you subscribed to ffmpeg-dev?
1063 (the list is subscribers only due to spam)
1064@item
1065 Have you checked that the changes are minimal, so that the same cannot be
1066 achieved with a smaller patch and/or simpler final code?
1067@item
1068 If the change is to speed critical code, did you benchmark it?
1069@item
1070 If you did any benchmarks, did you provide them in the mail?
1071@item
1072 Have you checked that the patch does not introduce buffer overflows or
1073 other security issues?
1074@item
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1075 Did you test your decoder or demuxer against damaged data? If no, see
1076 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1077 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1078@item
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1079 Is the patch created from the root of the source tree, so it can be
1080 applied with @code{patch -p0}?
1081@item
1082 Does the patch not mix functional and cosmetic changes?
1083@item
1084 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1085@item
1086 Is the patch attached to the email you send?
1087@item
1088 Is the mime type of the patch correct? It should be text/x-diff or
1089 text/x-patch or at least text/plain and not application/octet-stream.
1090@item
1091 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1092@item
1093 If the patch fixes a bug, did you provide enough information, including
1094 a sample, so the bug can be reproduced and the fix can be verified?
1095 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1096 URL, you can upload to ftp://upload.ffmpeg.org
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1097@item
1098 Did you provide a verbose summary about what the patch does change?
1099@item
1100 Did you provide a verbose explanation why it changes things like it does?
1101@item
1102 Did you provide a verbose summary of the user visible advantages and
1103 disadvantages if the patch is applied?
1104@item
1105 Did you provide an example so we can verify the new feature added by the
1106 patch easily?
1107@item
1108 If you added a new file, did you insert a license header? It should be
1109 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1110@item
1111 You should maintain alphabetical order in alphabetically ordered lists as
1112 long as doing so does not break API/ABI compatibility.
1113@item
1114 Lines with similar content should be aligned vertically when doing so
1115 improves readability.
1116@item
1117 Did you provide a suggestion for a clear commit log message?
1118@end enumerate
1119
1120@section Patch review process
1121
1122All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1123clear note that the patch is not for SVN.
1124Reviews and comments will be posted as replies to the patch on the
1125mailing list. The patch submitter then has to take care of every comment,
1126that can be by resubmitting a changed patch or by discussion. Resubmitted
1127patches will themselves be reviewed like any other patch. If at some point
1128a patch passes review with no comments then it is approved, that can for
1129simple and small patches happen immediately while large patches will generally
1130have to be changed and reviewed many times before they are approved.
1131After a patch is approved it will be committed to the repository.
1132
1133We will review all submitted patches, but sometimes we are quite busy so
1134especially for large patches this can take several weeks.
1135
1136When resubmitting patches, please do not make any significant changes
1137not related to the comments received during review. Such patches will
1138be rejected. Instead, submit significant changes or new features as
1139separate patches.
1140
1141@section Regression tests
1142
1143Before submitting a patch (or committing to the repository), you should at least
1144test that you did not break anything.
1145
1146The regression tests build a synthetic video stream and a synthetic
1147audio stream. These are then encoded and decoded with all codecs or
1148formats. The CRC (or MD5) of each generated file is recorded in a
1149result file. A 'diff' is launched to compare the reference results and
1150the result file.
1151
1152The regression tests then go on to test the FFserver code with a
1153limited set of streams. It is important that this step runs correctly
1154as well.
1155
1156Run 'make test' to test all the codecs and formats.
1157
1158Run 'make fulltest' to test all the codecs, formats and FFserver.
1159
1160[Of course, some patches may change the results of the regression tests. In
1161this case, the reference results of the regression tests shall be modified
1162accordingly].
1163
1164@bye