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