add myself as maintainer of ISS (with Jai's blessing)
[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
64c2f20a 126@item RealMedia @tab X @tab X
c6b2dc34 127@item RL2 @tab @tab X
d698c5d3 128 @tab Audio and video format used in some games by Entertainment Software Partners.
c6b2dc34 129@item Sega FILM/CPK @tab @tab X
d698c5d3 130 @tab Used in many Sega Saturn console games.
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131@item SEQ @tab @tab X
132 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
c6b2dc34 133@item Sierra Online @tab @tab X
d698c5d3 134 @tab .sol files used in Sierra Online games.
c6b2dc34 135@item Sierra VMD @tab @tab X
d698c5d3 136 @tab Used in Sierra CD-ROM games.
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137@item SIFF @tab @tab X
138 @tab Audio and video format used in some games by Beam Software.
c6b2dc34 139@item Smacker @tab @tab X
d698c5d3 140 @tab Multimedia format used by many games.
64c2f20a 141@item SUN AU format @tab X @tab X
c6b2dc34 142@item THP @tab @tab X
d698c5d3 143 @tab Used on the Nintendo GameCube.
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144@item WAV @tab X @tab X
145@item WC3 Movie @tab @tab X
d698c5d3 146 @tab Multimedia format used in Origin's Wing Commander III computer game.
c6b2dc34 147@item Westwood Studios VQA/AUD @tab @tab X
d698c5d3 148 @tab Multimedia formats used in Westwood Studios games.
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149@end multitable
150
151@code{X} means that encoding (resp. decoding) is supported.
152
153@section Image Formats
154
155FFmpeg can read and write images for each frame of a video sequence. The
156following image formats are supported:
157
158@multitable @columnfractions .4 .1 .1 .4
b3de4544 159@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 160@item .Y.U.V @tab X @tab X @tab one raw file per component
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161@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
162@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 163@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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164@item PCX @tab @tab X @tab PC Paintbrush
165@item PGM, PPM @tab X @tab X
d0e1cd3d 166@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 167@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 168@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 169@item RAS @tab @tab X @tab Sun Rasterfile
3d172fb5 170@item SGI @tab X @tab X @tab SGI RGB image format
3d172fb5 171@item Targa @tab @tab X @tab Targa (.TGA) image format
64c2f20a 172@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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173@end multitable
174
175@code{X} means that encoding (resp. decoding) is supported.
176
177@section Video Codecs
178
179@multitable @columnfractions .4 .1 .1 .4
b3de4544 180@item Name @tab Encoding @tab Decoding @tab Comments
d66d8b83 181@item 4X Video @tab @tab X
d698c5d3 182 @tab Used in certain computer games.
d66d8b83 183@item American Laser Games Video @tab @tab X
d698c5d3 184 @tab Used in games like Mad Dog McCree.
d66d8b83 185@item AMV @tab @tab X
d698c5d3 186 @tab Used in Chinese MP3 players.
d66d8b83 187@item Apple Animation @tab X @tab X
d698c5d3 188 @tab fourcc: 'rle '
d66d8b83 189@item Apple Graphics @tab @tab X
d698c5d3 190 @tab fourcc: 'smc '
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191@item Apple MJPEG-B @tab @tab X
192@item Apple QuickDraw @tab @tab X
d698c5d3 193 @tab fourcc: qdrw
d66d8b83 194@item Apple Video @tab @tab X
d698c5d3 195 @tab fourcc: rpza
d66d8b83 196@item Asus v1 @tab X @tab X
d698c5d3 197 @tab fourcc: ASV1
d66d8b83 198@item Asus v2 @tab X @tab X
d698c5d3 199 @tab fourcc: ASV2
d66d8b83 200@item ATI VCR1 @tab @tab X
d698c5d3 201 @tab fourcc: VCR1
d66d8b83 202@item ATI VCR2 @tab @tab X
d698c5d3 203 @tab fourcc: VCR2
d66d8b83 204@item Autodesk RLE @tab @tab X
d698c5d3 205 @tab fourcc: AASC
d66d8b83 206@item AVID DNxHD @tab X @tab X
d698c5d3 207 @tab aka SMPTE VC3
bac4c85c 208@item AVS video @tab @tab X
d698c5d3 209 @tab Video encoding used by the Creature Shock game.
d66d8b83 210@item Bethsoft VID @tab @tab X
d698c5d3 211 @tab Used in some games from Bethesda Softworks.
bac4c85c 212@item C93 video @tab @tab X
d698c5d3 213 @tab Codec used in Cyberia game.
d66d8b83 214@item CamStudio @tab @tab X
d698c5d3 215 @tab fourcc: CSCD
bac4c85c 216@item Cin video @tab @tab X
d698c5d3 217 @tab Codec used in Delphine Software games.
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218@item Cinepak @tab @tab X
219@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 220 @tab fourcc: CLJR
d66d8b83 221@item Creative YUV @tab @tab X
d698c5d3 222 @tab fourcc: CYUV
82ced5a9 223@item Dirac @tab E @tab E
360f980b 224 @tab supported through external libdirac/libschroedinger libraries
d66d8b83 225@item Duck TrueMotion v1 @tab @tab X
d698c5d3 226 @tab fourcc: DUCK
d66d8b83 227@item Duck TrueMotion v2 @tab @tab X
d698c5d3 228 @tab fourcc: TM20
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229@item DV @tab X @tab X
230@item DXA Video @tab @tab X
d698c5d3 231 @tab Codec originally used in Feeble Files game.
d66d8b83 232@item Electronic Arts CMV @tab @tab X
d698c5d3 233 @tab Used in NHL 95 game.
cfc78718 234@item Electronic Arts TGV @tab @tab X
42b30357 235@item Electronic Arts TGQ @tab @tab X
d66d8b83 236@item FFmpeg Video 1 @tab X @tab X
d698c5d3 237 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 238@item Flash Screen Video @tab X @tab X
d698c5d3 239 @tab fourcc: FSV1
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240@item FLIC video @tab @tab X
241@item FLV @tab X @tab X
d698c5d3 242 @tab Sorenson H.263 used in Flash
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243@item Fraps FPS1 @tab @tab X
244@item H.261 @tab X @tab X
245@item H.263(+) @tab X @tab X
d698c5d3 246 @tab also known as RealVideo 1.0
82ced5a9 247@item H.264 @tab E @tab X
360f980b 248 @tab encoding supported through external library libx264
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249@item HuffYUV @tab X @tab X
250@item IBM Ultimotion @tab @tab X
d698c5d3 251 @tab fourcc: ULTI
bac4c85c 252@item id Cinematic video @tab @tab X
d698c5d3 253 @tab Used in Quake II.
d66d8b83 254@item id RoQ @tab X @tab X
d698c5d3 255 @tab Used in Quake III, Jedi Knight 2, other computer games.
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256@item Intel Indeo 3 @tab @tab X
257@item Interplay Video @tab @tab X
d698c5d3 258 @tab Used in Interplay .MVE files.
d66d8b83 259@item JPEG-LS @tab X @tab X
d698c5d3 260 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 261@item KMVC @tab @tab X
d698c5d3 262 @tab Codec used in Worms games.
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263@item LOCO @tab @tab X
264@item lossless MJPEG @tab X @tab X
265@item Microsoft RLE @tab @tab X
266@item Microsoft Video-1 @tab @tab X
267@item Mimic @tab @tab X
d698c5d3 268 @tab Used in MSN Messenger Webcam streams.
d66d8b83 269@item Miro VideoXL @tab @tab X
d698c5d3 270 @tab fourcc: VIXL
d66d8b83 271@item MJPEG @tab X @tab X
822cc8f7 272@item Motion Pixels Video @tab @tab X
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273@item MPEG-1 @tab X @tab X
274@item MPEG-2 @tab X @tab X
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275@item MPEG-4 @tab X @tab X
276@item MSMPEG4 V1 @tab X @tab X
277@item MSMPEG4 V2 @tab X @tab X
278@item MSMPEG4 V3 @tab X @tab X
d66d8b83 279@item MSZH @tab @tab X
d698c5d3 280 @tab Part of LCL
d66d8b83 281@item On2 VP3 @tab @tab X
d698c5d3 282 @tab still experimental
d66d8b83 283@item On2 VP5 @tab @tab X
d698c5d3 284 @tab fourcc: VP50
d66d8b83 285@item On2 VP6 @tab @tab X
d698c5d3 286 @tab fourcc: VP60,VP61,VP62
d66d8b83 287@item planar RGB @tab @tab X
d698c5d3 288 @tab fourcc: 8BPS
d66d8b83 289@item QPEG @tab @tab X
d698c5d3 290 @tab fourccs: QPEG, Q1.0, Q1.1
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291@item RealVideo 1.0 @tab X @tab X
292@item RealVideo 2.0 @tab X @tab X
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293@item RealVideo 3.0 @tab @tab X
294 @tab still far from ideal
11c0f9ec 295@item RealVideo 4.0 @tab @tab X
d66d8b83 296@item Renderware TXD @tab @tab X
d698c5d3 297 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 298@item RTjpeg @tab @tab X
d698c5d3 299 @tab Video encoding used in NuppelVideo files.
bac4c85c 300@item Smacker video @tab @tab X
d698c5d3 301 @tab Video encoding used in Smacker.
d66d8b83 302@item Snow @tab X @tab X
d698c5d3 303 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 304@item Sony PlayStation MDEC @tab @tab X
d66d8b83 305@item Sorenson Video 1 @tab X @tab X
d698c5d3 306 @tab fourcc: SVQ1
d66d8b83 307@item Sorenson Video 3 @tab @tab X
d698c5d3 308 @tab fourcc: SVQ3
d66d8b83 309@item Sunplus MJPEG @tab @tab X
d698c5d3 310 @tab fourcc: SP5X
d66d8b83 311@item TechSmith Camtasia @tab @tab X
d698c5d3 312 @tab fourcc: TSCC
82ced5a9 313@item Theora @tab E @tab X
360f980b 314 @tab encoding supported through external library libtheora
d66d8b83 315@item THP @tab @tab X
d698c5d3 316 @tab Used on the Nintendo GameCube.
bac4c85c 317@item Tiertex Seq video @tab @tab X
d698c5d3 318 @tab Codec used in DOS CD-ROM FlashBack game.
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319@item VC-1 @tab @tab X
320@item VMD Video @tab @tab X
d698c5d3 321 @tab Used in Sierra VMD files.
d66d8b83 322@item VMware Video @tab @tab X
d698c5d3 323 @tab Codec used in videos captured by VMware.
d0e1cd3d 324@item Westwood VQA @tab @tab X
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325@item Winnov WNV1 @tab @tab X
326@item WMV7 @tab X @tab X
327@item WMV8 @tab X @tab X
328@item WMV9 @tab @tab X
d698c5d3 329 @tab not completely working
d66d8b83 330@item Xan/WC3 @tab @tab X
d698c5d3 331 @tab Used in Wing Commander III .MVE files.
d66d8b83 332@item ZLIB @tab X @tab X
d698c5d3 333 @tab part of LCL, encoder experimental
d66d8b83 334@item ZMBV @tab X @tab X
d698c5d3 335 @tab Encoder works only in PAL8.
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336@end multitable
337
338@code{X} means that encoding (resp. decoding) is supported.
339
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340@code{E} means that support is provided through an external library.
341
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342@section Audio Codecs
343
485ec4f1 344@multitable @columnfractions .4 .1 .1 .4
b3de4544 345@item Name @tab Encoding @tab Decoding @tab Comments
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346@item 4X IMA ADPCM @tab @tab X
347@item 8SVX audio @tab @tab X
82ced5a9 348@item AAC @tab E @tab X
360f980b 349 @tab encoding supported through external library libfaac
16d81b27 350@item AC-3 @tab IX @tab IX
82ced5a9 351@item AMR-NB @tab E @tab E
360f980b 352 @tab supported through external library libamrnb
82ced5a9 353@item AMR-WB @tab E @tab E
360f980b 354 @tab supported through external library libamrwb
16d81b27 355@item AMV IMA ADPCM @tab @tab X
d698c5d3 356 @tab Used in AMV files
833e90dd 357@item Apple lossless audio @tab X @tab X
d698c5d3 358 @tab QuickTime fourcc 'alac'
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359@item Apple MACE 3 @tab @tab X
360@item Apple MACE 6 @tab @tab X
361@item ATRAC 3 @tab @tab X
362@item CD-ROM XA ADPCM @tab @tab X
bac4c85c 363@item Cin audio @tab @tab X
d698c5d3 364 @tab Codec used in Delphine Software International games.
16d81b27 365@item Creative ADPCM @tab @tab X
d698c5d3 366 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
16d81b27 367@item CRI ADX ADPCM @tab X @tab X
d698c5d3 368 @tab Used in Sega Dreamcast games.
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369@item DSP Group TrueSpeech @tab @tab X
370@item DTS Coherent Audio @tab @tab X
371@item Duck DK3 IMA ADPCM @tab @tab X
d698c5d3 372 @tab Used in some Sega Saturn console games.
16d81b27 373@item Duck DK4 IMA ADPCM @tab @tab X
d698c5d3 374 @tab Used in some Sega Saturn console games.
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375@item DV audio @tab @tab X
376@item Electronic Arts ADPCM @tab @tab X
d698c5d3 377 @tab Used in various EA titles.
44723c84 378@item Enhanced AC-3 @tab @tab X
9a584db4 379@item FLAC lossless audio @tab IX @tab X
16d81b27 380@item G.726 ADPCM @tab X @tab X
82ced5a9 381@item GSM @tab E @tab E
3f33271a 382 @tab supported through external library libgsm
82ced5a9 383@item GSM_MS @tab E @tab E
3f33271a 384 @tab supported through external library libgsm
16d81b27 385@item id RoQ DPCM @tab X @tab X
d698c5d3 386 @tab Used in Quake III, Jedi Knight 2, other computer games.
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387@item Intel Music Coder @tab @tab X
388@item Interplay MVE DPCM @tab @tab X
d698c5d3 389 @tab Used in various Interplay computer games.
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390@item ISS IMA ADPCM @tab @tab X
391 @tab Used in FunCom games.
16d81b27 392@item MAXIS EA ADPCM @tab @tab X
d698c5d3 393 @tab Used in Sim City 3000.
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394@item Microsoft ADPCM @tab X @tab X
395@item MLP/TrueHD @tab @tab X
d698c5d3 396 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 397@item Monkey's Audio @tab @tab X
d698c5d3 398 @tab Only versions 3.97-3.99 are supported.
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399@item MPEG audio layer 3 @tab E @tab IX
400 @tab encoding supported through external library LAME
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401@item MPEG audio layer 2 @tab IX @tab IX
402@item MS IMA ADPCM @tab X @tab X
403@item Musepack @tab @tab X
d698c5d3 404 @tab SV7 and SV8 are supported.
755ba886 405@item Nellymoser ASAO @tab X @tab X
73b458e3 406@item QCELP / PureVoice @tab @tab X
16d81b27 407@item Qdesign QDM2 @tab @tab X
d698c5d3 408 @tab There are still some distortions.
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409@item QT IMA ADPCM @tab X @tab X
410@item RA144 @tab @tab X
d698c5d3 411 @tab Real 14400 bit/s codec
16d81b27 412@item RA288 @tab @tab X
d698c5d3 413 @tab Real 28800 bit/s codec
575a5bf2 414@item RADnet @tab IX @tab IX
a692130f 415 @tab Real low bitrate AC-3 codec
16d81b27 416@item Real COOK @tab @tab X
d698c5d3 417 @tab All versions except 5.1 are supported.
bac4c85c 418@item Shorten @tab @tab X
16d81b27 419@item Sierra Online DPCM @tab @tab X
d698c5d3 420 @tab Used in Sierra Online game audio files.
bac4c85c 421@item Smacker audio @tab @tab X
16d81b27 422@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 423 @tab Used in certain Loki game ports.
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424@item Sonic @tab X @tab X
425 @tab experimental codec
426@item Sonic lossless @tab X @tab X
427 @tab experimental codec
82ced5a9 428@item Speex @tab @tab E
360f980b 429 @tab supported through external library libspeex
16d81b27 430@item THP ADPCM @tab @tab X
d698c5d3 431 @tab Used on the Nintendo GameCube.
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432@item True Audio (TTA) @tab @tab X
433@item Vorbis @tab X @tab X
bac4c85c 434@item WavPack @tab @tab X
16d81b27 435@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 436 @tab Used in Westwood Studios games like Command and Conquer.
bac4c85c 437@item WMA v1/v2 @tab X @tab X
16d81b27 438@item Xan DPCM @tab @tab X
d698c5d3 439 @tab Used in Origin's Wing Commander IV AVI files.
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440@end multitable
441
442@code{X} means that encoding (resp. decoding) is supported.
443
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444@code{E} means that support is provided through an external library.
445
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446@code{I} means that an integer-only version is available, too (ensures high
447performance on systems without hardware floating point support).
448
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449@section Subtitle Formats
450
485ec4f1 451@multitable @columnfractions .4 .1 .1 .1 .1 .1
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452@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
453@item ASS/SSA @tab X @tab X
454@item DVB @tab X @tab X @tab X @tab X @tab X
455@item DVD @tab X @tab X @tab X @tab X @tab X
456@end multitable
457
458@code{X} means that the feature is supported.
459
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460@chapter Platform Specific information
461
462@section BSD
463
464BSD make will not build FFmpeg, you need to install and use GNU Make
465(@file{gmake}).
466
467@section Windows
468
46a845d0 469To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 470the FFmpeg Windows Help Forum at
ab5ce4ae 471@url{http://ffmpeg.arrozcru.org/}.
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472
473@subsection Native Windows compilation
474
c1989552 475FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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476the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
477You can find detailed installation
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478instructions in the download section and the FAQ.
479
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480FFmpeg does not build out-of-the-box with the packages the automated MinGW
481installer provides. It also requires coreutils to be installed and many other
482packages updated to the latest version. The minimum version for some packages
483are listed below:
484
485@itemize
486@item bash 3.1
487@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 488@item w32api 3.13
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489@item mingw-runtime 3.15
490@end itemize
491
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492You will also need to pass @code{-fno-common} to the compiler to work around
493a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
494
c1989552 495Within the MSYS shell, configure and make with:
d0e1cd3d 496
c1989552 497@example
0f898714 498./configure --enable-memalign-hack --extra-cflags=-fno-common
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499make
500make install
501@end example
d0e1cd3d 502
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503This will install @file{ffmpeg.exe} along with many other development files
504to @file{/usr/local}. You may specify another install path using the
505@code{--prefix} option in @file{configure}.
d0e1cd3d 506
c1989552 507Notes:
d0e1cd3d 508
c1989552 509@itemize
d0e1cd3d 510
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511@item In order to compile vhooks, you must have a POSIX-compliant libdl in
512your MinGW system. Get dlfcn-win32 from
513@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 514
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515@item In order to compile FFplay, you must have the MinGW development library
516of SDL. Get it from @url{http://www.libsdl.org}.
517Edit the @file{bin/sdl-config} script so that it points to the correct prefix
518where SDL was installed. Verify that @file{sdl-config} can be launched from
519the MSYS command line.
d0e1cd3d 520
d0e1cd3d 521@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 522you can build libavutil, libavcodec and libavformat as DLLs.
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523
524@end itemize
525
c1989552 526@subsection Microsoft Visual C++ compatibility
d0e1cd3d 527
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528As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
529want to use the libav* libraries in your own applications, you can still
530compile those applications using MSVC++. But the libav* libraries you link
531to @emph{must} be built with MinGW. However, you will not be able to debug
532inside the libav* libraries, since MSVC++ does not recognize the debug
533symbols generated by GCC.
534We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 535
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536This description of how to use the FFmpeg libraries with MSVC++ is based on
537Microsoft Visual C++ 2005 Express Edition. If you have a different version,
538you might have to modify the procedures slightly.
d0e1cd3d 539
c1989552 540@subsubsection Using static libraries
d0e1cd3d 541
c1989552 542Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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543
544@enumerate
545
546@item Create a new console application ("File / New / Project") and then
547select "Win32 Console Application". On the appropriate page of the
548Application Wizard, uncheck the "Precompiled headers" option.
549
550@item Write the source code for your application, or, for testing, just
551copy the code from an existing sample application into the source file
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552that MSVC++ has already created for you. For example, you can copy
553@file{output_example.c} from the FFmpeg distribution.
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554
555@item Open the "Project / Properties" dialog box. In the "Configuration"
556combo box, select "All Configurations" so that the changes you make will
557affect both debug and release builds. In the tree view on the left hand
558side, select "C/C++ / General", then edit the "Additional Include
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559Directories" setting to contain the path where the FFmpeg includes were
560installed (i.e. @file{c:\msys\1.0\local\include}).
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561Do not add MinGW's include directory here, or the include files will
562conflict with MSVC's.
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563
564@item Still in the "Project / Properties" dialog box, select
565"Linker / General" from the tree view and edit the
566"Additional Library Directories" setting to contain the @file{lib}
567directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
568the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
569and the directory where MinGW's GCC libs are installed
570(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
571"Linker / Input" from the tree view, and add the files @file{libavformat.a},
572@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
573@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
574to the end of "Additional Dependencies".
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575
576@item Now, select "C/C++ / Code Generation" from the tree view. Select
577"Debug" in the "Configuration" combo box. Make sure that "Runtime
578Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
579the "Configuration" combo box and make sure that "Runtime Library" is
580set to "Multi-threaded DLL".
581
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582@item Click "OK" to close the "Project / Properties" dialog box.
583
584@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
585Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
586and install it in MSVC++'s include directory
587(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
588
589@item MSVC++ also does not understand the @code{inline} keyword used by
590FFmpeg, so you must add this line before @code{#include}ing libav*:
591@example
592#define inline _inline
593@end example
594
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595@item Build your application, everything should work.
596
597@end enumerate
598
599@subsubsection Using shared libraries
600
601This is how to create DLL and LIB files that are compatible with MSVC++:
602
603@enumerate
604
605@item Add a call to @file{vcvars32.bat} (which sets up the environment
606variables for the Visual C++ tools) as the first line of @file{msys.bat}.
607The standard location for @file{vcvars32.bat} is
608@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
609and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
610If this corresponds to your setup, add the following line as the first line
611of @file{msys.bat}:
612
613@example
614call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
615@end example
616
617Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
618and run @file{c:\msys\1.0\msys.bat} from there.
619
620@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
621from @file{Microsoft (R) Library Manager}, this means your environment
622variables are set up correctly, the @file{Microsoft (R) Library Manager}
623is on the path and will be used by FFmpeg to create
624MSVC++-compatible import libraries.
625
626@item Build FFmpeg with
627
628@example
629./configure --enable-shared --enable-memalign-hack
630make
631make install
632@end example
633
634Your install path (@file{/usr/local/} by default) should now have the
635necessary DLL and LIB files under the @file{bin} directory.
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636
637@end enumerate
638
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639To use those files with MSVC++, do the same as you would do with
640the static libraries, as described above. But in Step 4,
641you should only need to add the directory where the LIB files are installed
642(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
643installed in the @file{bin} directory. And instead of adding @file{libxx.a}
644files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
645@file{avutil.lib}. There should be no need for @file{libmingwex.a},
646@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
647statically linked into the DLLs. The @file{bin} directory contains a bunch
648of DLL files, but the ones that are actually used to run your application
649are the ones with a major version number in their filenames
650(i.e. @file{avcodec-51.dll}).
651
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652@subsection Cross compilation for Windows with Linux
653
654You must use the MinGW cross compilation tools available at
655@url{http://www.mingw.org/}.
656
657Then configure FFmpeg with the following options:
658@example
659./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
660@end example
661(you can change the cross-prefix according to the prefix chosen for the
662MinGW tools).
663
664Then you can easily test FFmpeg with Wine
665(@url{http://www.winehq.com/}).
666
667@subsection Compilation under Cygwin
668
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669The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
670does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
671or leverage the implementation in MinGW (as explained below).
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672
673Just install your Cygwin with all the "Base" packages, plus the
674following "Devel" ones:
675@example
f496ab12 676binutils, gcc-core, make, subversion, mingw-runtime, diffutils
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677@end example
678
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679The experimental gcc4 package is still buggy, hence please
680use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
681
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682Install the current binutils-20080624-2 as they work fine (the old
683binutils-20060709-1 proved buggy on shared builds).
d0e1cd3d 684
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685Then create a small library that just contains llrint():
686
687@example
688ar x /usr/lib/mingw/libmingwex.a llrint.o
689ar cq /usr/local/lib/libllrint.a llrint.o
690@end example
691
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692Then run
693
694@example
29c3d42b 695./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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696@end example
697
698to make a static build or
699
700@example
29c3d42b 701./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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702@end example
703
704to build shared libraries.
705
706If you want to build FFmpeg with additional libraries, download Cygwin
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707"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
708@example
709libogg-devel, libvorbis-devel
710@end example
711
712These library packages are only available from Cygwin Ports
be8497b0 713(@url{http://sourceware.org/cygwinports/}) :
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714
715@example
716yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
717libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
718libxvidcore-devel
719@end example
720
721The recommendation for libnut and x264 is to build them from source by
722yourself, as they evolve too quickly for Cygwin Ports to be up to date.
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723
724@subsection Crosscompilation for Windows under Cygwin
725
726With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
727
728Just install your Cygwin as explained before, plus these additional
729"Devel" packages:
730@example
731gcc-mingw-core, mingw-runtime, mingw-zlib
732@end example
733
734and add some special flags to your configure invocation.
735
736For a static build run
737@example
738./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
739@end example
740
741and for a build with shared libraries
742@example
743./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
744@end example
745
746@section BeOS
747
5f757b85 748BeOS support is broken in mysterious ways.
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750@section OS/2
751
752For information about compiling FFmpeg on OS/2 see
753@url{http://www.edm2.com/index.php/FFmpeg}.
754
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755@chapter Developers Guide
756
757@section API
758@itemize @bullet
759@item libavcodec is the library containing the codecs (both encoding and
760decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
761
762@item libavformat is the library containing the file format handling (mux and
763demux code for several formats). Look at @file{ffplay.c} to use it in a
764player. See @file{output_example.c} to use it to generate audio or video
765streams.
766
767@end itemize
768
769@section Integrating libavcodec or libavformat in your program
770
771You can integrate all the source code of the libraries to link them
772statically to avoid any version problem. All you need is to provide a
773'config.mak' and a 'config.h' in the parent directory. See the defines
774generated by ./configure to understand what is needed.
775
776You can use libavcodec or libavformat in your commercial program, but
777@emph{any patch you make must be published}. The best way to proceed is
778to send your patches to the FFmpeg mailing list.
779
780@node Coding Rules
781@section Coding Rules
782
783FFmpeg is programmed in the ISO C90 language with a few additional
784features from ISO C99, namely:
785@itemize @bullet
786@item
787the @samp{inline} keyword;
788@item
789@samp{//} comments;
790@item
791designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
792@item
793compound literals (@samp{x = (struct s) @{ 17, 23 @};})
794@end itemize
795
796These features are supported by all compilers we care about, so we will not
797accept patches to remove their use unless they absolutely do not impair
798clarity and performance.
799
800All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
801compiles with several other compilers, such as the Compaq ccc compiler
802or Sun Studio 9, and we would like to keep it that way unless it would
803be exceedingly involved. To ensure compatibility, please do not use any
804additional C99 features or GCC extensions. Especially watch out for:
805@itemize @bullet
806@item
807mixing statements and declarations;
808@item
809@samp{long long} (use @samp{int64_t} instead);
810@item
811@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
812@item
813GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
814@end itemize
815
816Indent size is 4.
817The presentation is the one specified by 'indent -i4 -kr -nut'.
818The TAB character is forbidden outside of Makefiles as is any
819form of trailing whitespace. Commits containing either will be
820rejected by the Subversion repository.
821
822The main priority in FFmpeg is simplicity and small code size in order to
823minimize the bug count.
824
825Comments: Use the JavaDoc/Doxygen
826format (see examples below) so that code documentation
827can be generated automatically. All nontrivial functions should have a comment
828above them explaining what the function does, even if it is just one sentence.
829All structures and their member variables should be documented, too.
830@example
831/**
832 * @@file mpeg.c
833 * MPEG codec.
834 * @@author ...
835 */
836
837/**
838 * Summary sentence.
839 * more text ...
840 * ...
841 */
842typedef struct Foobar@{
843 int var1; /**< var1 description */
844 int var2; ///< var2 description
845 /** var3 description */
846 int var3;
847@} Foobar;
848
849/**
850 * Summary sentence.
851 * more text ...
852 * ...
853 * @@param my_parameter description of my_parameter
854 * @@return return value description
855 */
856int myfunc(int my_parameter)
857...
858@end example
859
860fprintf and printf are forbidden in libavformat and libavcodec,
861please use av_log() instead.
862
863Casts should be used only when necessary. Unneeded parentheses
864should also be avoided if they don't make the code easier to understand.
865
866@section Development Policy
867
868@enumerate
869@item
870 Contributions should be licensed under the LGPL 2.1, including an
871 "or any later version" clause, or the MIT license. GPL 2 including
872 an "or any later version" clause is also acceptable, but LGPL is
873 preferred.
874@item
875 You must not commit code which breaks FFmpeg! (Meaning unfinished but
876 enabled code which breaks compilation or compiles but does not work or
877 breaks the regression tests)
878 You can commit unfinished stuff (for testing etc), but it must be disabled
879 (#ifdef etc) by default so it does not interfere with other developers'
880 work.
881@item
882 You do not have to over-test things. If it works for you, and you think it
883 should work for others, then commit. If your code has problems
884 (portability, triggers compiler bugs, unusual environment etc) they will be
885 reported and eventually fixed.
886@item
887 Do not commit unrelated changes together, split them into self-contained
888 pieces. Also do not forget that if part B depends on part A, but A does not
889 depend on B, then A can and should be committed first and separate from B.
890 Keeping changes well split into self-contained parts makes reviewing and
891 understanding them on the commit log mailing list easier. This also helps
892 in case of debugging later on.
893 Also if you have doubts about splitting or not splitting, do not hesitate to
894 ask/discuss it on the developer mailing list.
895@item
896 Do not change behavior of the program (renaming options etc) without
897 first discussing it on the ffmpeg-devel mailing list. Do not remove
898 functionality from the code. Just improve!
899
900 Note: Redundant code can be removed.
901@item
902 Do not commit changes to the build system (Makefiles, configure script)
903 which change behavior, defaults etc, without asking first. The same
904 applies to compiler warning fixes, trivial looking fixes and to code
905 maintained by other developers. We usually have a reason for doing things
906 the way we do. Send your changes as patches to the ffmpeg-devel mailing
907 list, and if the code maintainers say OK, you may commit. This does not
908 apply to files you wrote and/or maintain.
909@item
910 We refuse source indentation and other cosmetic changes if they are mixed
911 with functional changes, such commits will be rejected and removed. Every
912 developer has his own indentation style, you should not change it. Of course
913 if you (re)write something, you can use your own style, even though we would
914 prefer if the indentation throughout FFmpeg was consistent (Many projects
915 force a given indentation style - we do not.). If you really need to make
916 indentation changes (try to avoid this), separate them strictly from real
917 changes.
918
919 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
920 then either do NOT change the indentation of the inner part within (do not
921 move it to the right)! or do so in a separate commit
922@item
923 Always fill out the commit log message. Describe in a few lines what you
924 changed and why. You can refer to mailing list postings if you fix a
925 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
926@item
927 If you apply a patch by someone else, include the name and email address in
928 the log message. Since the ffmpeg-cvslog mailing list is publicly
929 archived you should add some SPAM protection to the email address. Send an
930 answer to ffmpeg-devel (or wherever you got the patch from) saying that
931 you applied the patch.
932@item
933 When applying patches that have been discussed (at length) on the mailing
934 list, reference the thread in the log message.
935@item
936 Do NOT commit to code actively maintained by others without permission.
937 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
938 timeframe (12h for build failures and security fixes, 3 days small changes,
939 1 week for big patches) then commit your patch if you think it is OK.
940 Also note, the maintainer can simply ask for more time to review!
941@item
942 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
943 are sent there and reviewed by all the other developers. Bugs and possible
944 improvements or general questions regarding commits are discussed there. We
945 expect you to react if problems with your code are uncovered.
946@item
947 Update the documentation if you change behavior or add features. If you are
948 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
949 maintainer(s) will review and commit your stuff.
950@item
951 Try to keep important discussions and requests (also) on the public
952 developer mailing list, so that all developers can benefit from them.
953@item
954 Never write to unallocated memory, never write over the end of arrays,
955 always check values read from some untrusted source before using them
956 as array index or other risky things.
957@item
958 Remember to check if you need to bump versions for the specific libav
959 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 960 to change the version integer.
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961 Incrementing the first component means no backward compatibility to
962 previous versions (e.g. removal of a function from the public API).
963 Incrementing the second component means backward compatible change
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964 (e.g. addition of a function to the public API or extension of an
965 existing data structure).
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966 Incrementing the third component means a noteworthy binary compatible
967 change (e.g. encoder bug fix that matters for the decoder).
968@item
53407b64 969 Compiler warnings indicate potential bugs or code with bad style. If a type of
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970 warning always points to correct and clean code, that warning should
971 be disabled, not the code changed.
972 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 973 If it is a bug, the bug has to be fixed. If it is not, the code should
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974 be changed to not generate a warning unless that causes a slowdown
975 or obfuscates the code.
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976@item
977 If you add a new file, give it a proper license header. Do not copy and
978 paste it from a random place, use an existing file as template.
979@end enumerate
980
981We think our rules are not too hard. If you have comments, contact us.
982
983Note, these rules are mostly borrowed from the MPlayer project.
984
985@section Submitting patches
986
987First, (@pxref{Coding Rules}) above if you did not yet.
988
989When you submit your patch, try to send a unified diff (diff '-up'
990option). We cannot read other diffs :-)
991
992Also please do not submit a patch which contains several unrelated changes.
993Split it into separate, self-contained pieces. This does not mean splitting
994file by file. Instead, make the patch as small as possible while still
995keeping it as a logical unit that contains an individual change, even
996if it spans multiple files. This makes reviewing your patches much easier
997for us and greatly increases your chances of getting your patch applied.
998
999Run the regression tests before submitting a patch so that you can
1000verify that there are no big problems.
1001
1002Patches should be posted as base64 encoded attachments (or any other
1003encoding which ensures that the patch will not be trashed during
1004transmission) to the ffmpeg-devel mailing list, see
1005@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1006
1007It also helps quite a bit if you tell us what the patch does (for example
1008'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1009and has no lrint()')
1010
1011Also please if you send several patches, send each patch as a separate mail,
1012do not attach several unrelated patches to the same mail.
1013
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1014@section New codecs or formats checklist
1015
1016@enumerate
1017@item
1018 Did you use av_cold for codec initialization and close functions?
1019@item
1020 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1021 AVInputFormat/AVOutputFormat struct?
1022@item
1023 Did you bump the minor version number in @file{avcodec.h} or
1024 @file{avformat.h}?
1025@item
1026 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1027@item
1028 Did you add the CodecID to @file{avcodec.h}?
1029@item
1030 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1031 even if it is only a decoder?
1032@item
1033 Did you add a rule to compile the appropriate files in the Makefile?
1034 Remember to do this even if you're just adding a format to a file that is
1035 already being compiled by some other rule, like a raw demuxer.
1036@item
1037 Did you add an entry to the table of supported formats or codecs in the
1038 documentation?
1039@item
1040 Did you add an entry in the Changelog?
1041@item
1042 If it depends on a parser or a library, did you add that dependency in
1043 configure?
1044@item
1045 Did you "svn add" the appropriate files before commiting?
1046@end enumerate
1047
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1048@section patch submission checklist
1049
1050@enumerate
1051@item
1052 Do the regression tests pass with the patch applied?
1053@item
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1054 Does @code{make checkheaders} pass with the patch applied?
1055@item
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1056 Is the patch a unified diff?
1057@item
1058 Is the patch against latest FFmpeg SVN?
1059@item
1060 Are you subscribed to ffmpeg-dev?
1061 (the list is subscribers only due to spam)
1062@item
1063 Have you checked that the changes are minimal, so that the same cannot be
1064 achieved with a smaller patch and/or simpler final code?
1065@item
1066 If the change is to speed critical code, did you benchmark it?
1067@item
1068 If you did any benchmarks, did you provide them in the mail?
1069@item
1070 Have you checked that the patch does not introduce buffer overflows or
1071 other security issues?
1072@item
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1073 Did you test your decoder or demuxer against damaged data? If no, see
1074 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1075 should not crash or end in a (near) infinite loop when fed damaged data.
b885e0db 1076@item
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1077 Is the patch created from the root of the source tree, so it can be
1078 applied with @code{patch -p0}?
1079@item
1080 Does the patch not mix functional and cosmetic changes?
1081@item
1082 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1083@item
1084 Is the patch attached to the email you send?
1085@item
1086 Is the mime type of the patch correct? It should be text/x-diff or
1087 text/x-patch or at least text/plain and not application/octet-stream.
1088@item
1089 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1090@item
1091 If the patch fixes a bug, did you provide enough information, including
1092 a sample, so the bug can be reproduced and the fix can be verified?
1093 Note please do not attach samples >100k to mails but rather provide a
0fa5f24c 1094 URL, you can upload to ftp://upload.ffmpeg.org
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1095@item
1096 Did you provide a verbose summary about what the patch does change?
1097@item
1098 Did you provide a verbose explanation why it changes things like it does?
1099@item
1100 Did you provide a verbose summary of the user visible advantages and
1101 disadvantages if the patch is applied?
1102@item
1103 Did you provide an example so we can verify the new feature added by the
1104 patch easily?
1105@item
1106 If you added a new file, did you insert a license header? It should be
1107 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1108@item
1109 You should maintain alphabetical order in alphabetically ordered lists as
1110 long as doing so does not break API/ABI compatibility.
1111@item
1112 Lines with similar content should be aligned vertically when doing so
1113 improves readability.
1114@item
1115 Did you provide a suggestion for a clear commit log message?
1116@end enumerate
1117
1118@section Patch review process
1119
1120All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1121clear note that the patch is not for SVN.
1122Reviews and comments will be posted as replies to the patch on the
1123mailing list. The patch submitter then has to take care of every comment,
1124that can be by resubmitting a changed patch or by discussion. Resubmitted
1125patches will themselves be reviewed like any other patch. If at some point
1126a patch passes review with no comments then it is approved, that can for
1127simple and small patches happen immediately while large patches will generally
1128have to be changed and reviewed many times before they are approved.
1129After a patch is approved it will be committed to the repository.
1130
1131We will review all submitted patches, but sometimes we are quite busy so
1132especially for large patches this can take several weeks.
1133
1134When resubmitting patches, please do not make any significant changes
1135not related to the comments received during review. Such patches will
1136be rejected. Instead, submit significant changes or new features as
1137separate patches.
1138
1139@section Regression tests
1140
1141Before submitting a patch (or committing to the repository), you should at least
1142test that you did not break anything.
1143
1144The regression tests build a synthetic video stream and a synthetic
1145audio stream. These are then encoded and decoded with all codecs or
1146formats. The CRC (or MD5) of each generated file is recorded in a
1147result file. A 'diff' is launched to compare the reference results and
1148the result file.
1149
1150The regression tests then go on to test the FFserver code with a
1151limited set of streams. It is important that this step runs correctly
1152as well.
1153
1154Run 'make test' to test all the codecs and formats.
1155
1156Run 'make fulltest' to test all the codecs, formats and FFserver.
1157
1158[Of course, some patches may change the results of the regression tests. In
1159this case, the reference results of the regression tests shall be modified
1160accordingly].
1161
1162@bye