Documentation and changelog update for libspeex decoding
[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
c6b2dc34 77@item GXF @tab X @tab X
d698c5d3 78 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 79 playout servers.
76ec3939 80@item id Cinematic @tab @tab X
d698c5d3 81 @tab Used in Quake II.
76ec3939 82@item id RoQ @tab X @tab X
d698c5d3 83 @tab Used in Quake III, Jedi Knight 2, other computer games.
c6b2dc34 84@item IFF @tab @tab X
d698c5d3 85 @tab Interchange File Format
c6b2dc34 86@item Interplay MVE @tab @tab X
d698c5d3 87 @tab Format used in various Interplay computer games.
c6b2dc34 88@item LMLM4 @tab @tab X
d698c5d3 89 @tab Used by Linux Media Labs MPEG-4 PCI boards
64c2f20a 90@item Matroska @tab X @tab X
c6b2dc34 91@item MAXIS EA XA @tab @tab X
d698c5d3 92 @tab Used in Sim City 3000; file extension .xa.
64c2f20a 93@item Monkey's Audio @tab @tab X
822cc8f7 94@item Motion Pixels MVI @tab @tab X
64c2f20a 95@item MOV/QuickTime @tab X @tab X
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96@item MPEG audio @tab X @tab X
97@item MPEG-1 systems @tab X @tab X
d698c5d3 98 @tab muxed audio and video
c6b2dc34 99@item MPEG-2 PS @tab X @tab X
d698c5d3 100 @tab also known as @code{VOB} file
c6b2dc34 101@item MPEG-2 TS @tab @tab X
d698c5d3 102 @tab also known as DVB Transport Stream
c6b2dc34 103@item MPEG-4 @tab X @tab X
d698c5d3 104 @tab MPEG-4 is a variant of QuickTime.
bac4c85c 105@item MSN TCP webcam @tab @tab X
d698c5d3 106 @tab Used by MSN Messenger webcam streams.
bb68b69d 107@item MXF @tab X @tab X
d698c5d3 108 @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
64c2f20a 109@item Nullsoft Video @tab @tab X
c6b2dc34 110@item NUT @tab X @tab X
d698c5d3 111 @tab NUT Open Container Format
c6b2dc34 112@item OMA @tab @tab X
d698c5d3 113 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
64c2f20a 114@item PlayStation STR @tab @tab X
c6b2dc34 115@item PVA @tab @tab X
d698c5d3 116 @tab Used by TechnoTrend DVB PCI boards.
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117@item raw AC-3 @tab X @tab X
118@item raw CRI ADX audio @tab X @tab X
119@item raw MJPEG @tab X @tab X
120@item raw MPEG video @tab X @tab X
121@item raw MPEG-4 video @tab X @tab X
eb6fc557 122@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
76ec3939 123@item raw Shorten audio @tab @tab X
64c2f20a 124@item RealMedia @tab X @tab X
c6b2dc34 125@item RL2 @tab @tab X
d698c5d3 126 @tab Audio and video format used in some games by Entertainment Software Partners.
c6b2dc34 127@item Sega FILM/CPK @tab @tab X
d698c5d3 128 @tab Used in many Sega Saturn console games.
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129@item SEQ @tab @tab X
130 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
c6b2dc34 131@item Sierra Online @tab @tab X
d698c5d3 132 @tab .sol files used in Sierra Online games.
c6b2dc34 133@item Sierra VMD @tab @tab X
d698c5d3 134 @tab Used in Sierra CD-ROM games.
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135@item SIFF @tab @tab X
136 @tab Audio and video format used in some games by Beam Software.
c6b2dc34 137@item Smacker @tab @tab X
d698c5d3 138 @tab Multimedia format used by many games.
64c2f20a 139@item SUN AU format @tab X @tab X
c6b2dc34 140@item THP @tab @tab X
d698c5d3 141 @tab Used on the Nintendo GameCube.
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142@item WAV @tab X @tab X
143@item WC3 Movie @tab @tab X
d698c5d3 144 @tab Multimedia format used in Origin's Wing Commander III computer game.
c6b2dc34 145@item Westwood Studios VQA/AUD @tab @tab X
d698c5d3 146 @tab Multimedia formats used in Westwood Studios games.
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147@end multitable
148
149@code{X} means that encoding (resp. decoding) is supported.
150
151@section Image Formats
152
153FFmpeg can read and write images for each frame of a video sequence. The
154following image formats are supported:
155
156@multitable @columnfractions .4 .1 .1 .4
b3de4544 157@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 158@item .Y.U.V @tab X @tab X @tab one raw file per component
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159@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
160@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
d0e1cd3d 161@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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162@item PCX @tab @tab X @tab PC Paintbrush
163@item PGM, PPM @tab X @tab X
d0e1cd3d 164@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
0a91f4ee 165@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
d0e1cd3d 166@item PTX @tab @tab X @tab V.Flash PTX format
d1928ac1 167@item RAS @tab @tab X @tab Sun Rasterfile
3d172fb5 168@item SGI @tab X @tab X @tab SGI RGB image format
3d172fb5 169@item Targa @tab @tab X @tab Targa (.TGA) image format
64c2f20a 170@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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171@end multitable
172
173@code{X} means that encoding (resp. decoding) is supported.
174
175@section Video Codecs
176
177@multitable @columnfractions .4 .1 .1 .4
b3de4544 178@item Name @tab Encoding @tab Decoding @tab Comments
d66d8b83 179@item 4X Video @tab @tab X
d698c5d3 180 @tab Used in certain computer games.
d66d8b83 181@item American Laser Games Video @tab @tab X
d698c5d3 182 @tab Used in games like Mad Dog McCree.
d66d8b83 183@item AMV @tab @tab X
d698c5d3 184 @tab Used in Chinese MP3 players.
d66d8b83 185@item Apple Animation @tab X @tab X
d698c5d3 186 @tab fourcc: 'rle '
d66d8b83 187@item Apple Graphics @tab @tab X
d698c5d3 188 @tab fourcc: 'smc '
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189@item Apple MJPEG-B @tab @tab X
190@item Apple QuickDraw @tab @tab X
d698c5d3 191 @tab fourcc: qdrw
d66d8b83 192@item Apple Video @tab @tab X
d698c5d3 193 @tab fourcc: rpza
d66d8b83 194@item Asus v1 @tab X @tab X
d698c5d3 195 @tab fourcc: ASV1
d66d8b83 196@item Asus v2 @tab X @tab X
d698c5d3 197 @tab fourcc: ASV2
d66d8b83 198@item ATI VCR1 @tab @tab X
d698c5d3 199 @tab fourcc: VCR1
d66d8b83 200@item ATI VCR2 @tab @tab X
d698c5d3 201 @tab fourcc: VCR2
d66d8b83 202@item Autodesk RLE @tab @tab X
d698c5d3 203 @tab fourcc: AASC
d66d8b83 204@item AVID DNxHD @tab X @tab X
d698c5d3 205 @tab aka SMPTE VC3
bac4c85c 206@item AVS video @tab @tab X
d698c5d3 207 @tab Video encoding used by the Creature Shock game.
d66d8b83 208@item Bethsoft VID @tab @tab X
d698c5d3 209 @tab Used in some games from Bethesda Softworks.
bac4c85c 210@item C93 video @tab @tab X
d698c5d3 211 @tab Codec used in Cyberia game.
d66d8b83 212@item CamStudio @tab @tab X
d698c5d3 213 @tab fourcc: CSCD
bac4c85c 214@item Cin video @tab @tab X
d698c5d3 215 @tab Codec used in Delphine Software games.
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216@item Cinepak @tab @tab X
217@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 218 @tab fourcc: CLJR
d66d8b83 219@item Creative YUV @tab @tab X
d698c5d3 220 @tab fourcc: CYUV
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221@item Dirac @tab X @tab X
222 @tab Supported through the external libdirac/libschroedinger libraries.
d66d8b83 223@item Duck TrueMotion v1 @tab @tab X
d698c5d3 224 @tab fourcc: DUCK
d66d8b83 225@item Duck TrueMotion v2 @tab @tab X
d698c5d3 226 @tab fourcc: TM20
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227@item DV @tab X @tab X
228@item DXA Video @tab @tab X
d698c5d3 229 @tab Codec originally used in Feeble Files game.
d66d8b83 230@item Electronic Arts CMV @tab @tab X
d698c5d3 231 @tab Used in NHL 95 game.
cfc78718 232@item Electronic Arts TGV @tab @tab X
d66d8b83 233@item FFmpeg Video 1 @tab X @tab X
d698c5d3 234 @tab experimental lossless codec (fourcc: FFV1)
d66d8b83 235@item Flash Screen Video @tab X @tab X
d698c5d3 236 @tab fourcc: FSV1
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237@item FLIC video @tab @tab X
238@item FLV @tab X @tab X
d698c5d3 239 @tab Sorenson H.263 used in Flash
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240@item Fraps FPS1 @tab @tab X
241@item H.261 @tab X @tab X
242@item H.263(+) @tab X @tab X
d698c5d3 243 @tab also known as RealVideo 1.0
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244@item H.264 @tab @tab X
245@item HuffYUV @tab X @tab X
246@item IBM Ultimotion @tab @tab X
d698c5d3 247 @tab fourcc: ULTI
bac4c85c 248@item id Cinematic video @tab @tab X
d698c5d3 249 @tab Used in Quake II.
d66d8b83 250@item id RoQ @tab X @tab X
d698c5d3 251 @tab Used in Quake III, Jedi Knight 2, other computer games.
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252@item Intel Indeo 3 @tab @tab X
253@item Interplay Video @tab @tab X
d698c5d3 254 @tab Used in Interplay .MVE files.
d66d8b83 255@item JPEG-LS @tab X @tab X
d698c5d3 256 @tab fourcc: MJLS, lossless and near-lossless is supported.
d66d8b83 257@item KMVC @tab @tab X
d698c5d3 258 @tab Codec used in Worms games.
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259@item LOCO @tab @tab X
260@item lossless MJPEG @tab X @tab X
261@item Microsoft RLE @tab @tab X
262@item Microsoft Video-1 @tab @tab X
263@item Mimic @tab @tab X
d698c5d3 264 @tab Used in MSN Messenger Webcam streams.
d66d8b83 265@item Miro VideoXL @tab @tab X
d698c5d3 266 @tab fourcc: VIXL
d66d8b83 267@item MJPEG @tab X @tab X
822cc8f7 268@item Motion Pixels Video @tab @tab X
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269@item MPEG-1 @tab X @tab X
270@item MPEG-2 @tab X @tab X
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271@item MPEG-4 @tab X @tab X
272@item MSMPEG4 V1 @tab X @tab X
273@item MSMPEG4 V2 @tab X @tab X
274@item MSMPEG4 V3 @tab X @tab X
d66d8b83 275@item MSZH @tab @tab X
d698c5d3 276 @tab Part of LCL
d66d8b83 277@item On2 VP3 @tab @tab X
d698c5d3 278 @tab still experimental
d66d8b83 279@item On2 VP5 @tab @tab X
d698c5d3 280 @tab fourcc: VP50
d66d8b83 281@item On2 VP6 @tab @tab X
d698c5d3 282 @tab fourcc: VP60,VP61,VP62
d66d8b83 283@item planar RGB @tab @tab X
d698c5d3 284 @tab fourcc: 8BPS
d66d8b83 285@item QPEG @tab @tab X
d698c5d3 286 @tab fourccs: QPEG, Q1.0, Q1.1
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287@item RealVideo 1.0 @tab X @tab X
288@item RealVideo 2.0 @tab X @tab X
d66d8b83 289@item Renderware TXD @tab @tab X
d698c5d3 290 @tab Texture dictionaries used by the Renderware Engine.
d66d8b83 291@item RTjpeg @tab @tab X
d698c5d3 292 @tab Video encoding used in NuppelVideo files.
bac4c85c 293@item Smacker video @tab @tab X
d698c5d3 294 @tab Video encoding used in Smacker.
d66d8b83 295@item Snow @tab X @tab X
d698c5d3 296 @tab experimental wavelet codec (fourcc: SNOW)
831ec935 297@item Sony PlayStation MDEC @tab @tab X
d66d8b83 298@item Sorenson Video 1 @tab X @tab X
d698c5d3 299 @tab fourcc: SVQ1
d66d8b83 300@item Sorenson Video 3 @tab @tab X
d698c5d3 301 @tab fourcc: SVQ3
d66d8b83 302@item Sunplus MJPEG @tab @tab X
d698c5d3 303 @tab fourcc: SP5X
d66d8b83 304@item TechSmith Camtasia @tab @tab X
d698c5d3 305 @tab fourcc: TSCC
d66d8b83 306@item Theora @tab X @tab X
d698c5d3 307 @tab still experimental
d66d8b83 308@item THP @tab @tab X
d698c5d3 309 @tab Used on the Nintendo GameCube.
bac4c85c 310@item Tiertex Seq video @tab @tab X
d698c5d3 311 @tab Codec used in DOS CD-ROM FlashBack game.
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312@item VC-1 @tab @tab X
313@item VMD Video @tab @tab X
d698c5d3 314 @tab Used in Sierra VMD files.
d66d8b83 315@item VMware Video @tab @tab X
d698c5d3 316 @tab Codec used in videos captured by VMware.
d0e1cd3d 317@item Westwood VQA @tab @tab X
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318@item Winnov WNV1 @tab @tab X
319@item WMV7 @tab X @tab X
320@item WMV8 @tab X @tab X
321@item WMV9 @tab @tab X
d698c5d3 322 @tab not completely working
d66d8b83 323@item Xan/WC3 @tab @tab X
d698c5d3 324 @tab Used in Wing Commander III .MVE files.
d66d8b83 325@item ZLIB @tab X @tab X
d698c5d3 326 @tab part of LCL, encoder experimental
d66d8b83 327@item ZMBV @tab X @tab X
d698c5d3 328 @tab Encoder works only in PAL8.
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329@end multitable
330
331@code{X} means that encoding (resp. decoding) is supported.
332
333@section Audio Codecs
334
335@multitable @columnfractions .4 .1 .1 .1 .7
b3de4544 336@item Name @tab Encoding @tab Decoding @tab Comments
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337@item 4X IMA ADPCM @tab @tab X
338@item 8SVX audio @tab @tab X
339@item AAC @tab X @tab X
7d8f3de4 340 @tab Encoding is supported through the external library libfaac.
16d81b27 341@item AC-3 @tab IX @tab IX
16d81b27 342@item AMR-NB @tab X @tab X
d698c5d3 343 @tab Supported through an external library.
16d81b27 344@item AMR-WB @tab X @tab X
d698c5d3 345 @tab Supported through an external library.
16d81b27 346@item AMV IMA ADPCM @tab @tab X
d698c5d3 347 @tab Used in AMV files
833e90dd 348@item Apple lossless audio @tab X @tab X
d698c5d3 349 @tab QuickTime fourcc 'alac'
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350@item Apple MACE 3 @tab @tab X
351@item Apple MACE 6 @tab @tab X
352@item ATRAC 3 @tab @tab X
353@item CD-ROM XA ADPCM @tab @tab X
bac4c85c 354@item Cin audio @tab @tab X
d698c5d3 355 @tab Codec used in Delphine Software International games.
16d81b27 356@item Creative ADPCM @tab @tab X
d698c5d3 357 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
16d81b27 358@item CRI ADX ADPCM @tab X @tab X
d698c5d3 359 @tab Used in Sega Dreamcast games.
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360@item DSP Group TrueSpeech @tab @tab X
361@item DTS Coherent Audio @tab @tab X
362@item Duck DK3 IMA ADPCM @tab @tab X
d698c5d3 363 @tab Used in some Sega Saturn console games.
16d81b27 364@item Duck DK4 IMA ADPCM @tab @tab X
d698c5d3 365 @tab Used in some Sega Saturn console games.
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366@item DV audio @tab @tab X
367@item Electronic Arts ADPCM @tab @tab X
d698c5d3 368 @tab Used in various EA titles.
44723c84 369@item Enhanced AC-3 @tab @tab X
9a584db4 370@item FLAC lossless audio @tab IX @tab X
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371@item G.726 ADPCM @tab X @tab X
372@item id RoQ DPCM @tab X @tab X
d698c5d3 373 @tab Used in Quake III, Jedi Knight 2, other computer games.
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374@item Intel Music Coder @tab @tab X
375@item Interplay MVE DPCM @tab @tab X
d698c5d3 376 @tab Used in various Interplay computer games.
16d81b27 377@item MAXIS EA ADPCM @tab @tab X
d698c5d3 378 @tab Used in Sim City 3000.
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379@item Microsoft ADPCM @tab X @tab X
380@item MLP/TrueHD @tab @tab X
d698c5d3 381 @tab Used in DVD-Audio and Blu-Ray discs.
16d81b27 382@item Monkey's Audio @tab @tab X
d698c5d3 383 @tab Only versions 3.97-3.99 are supported.
16d81b27 384@item MPEG audio layer 1/3 @tab X @tab IX
d698c5d3 385 @tab MP3 encoding is supported through the external library LAME.
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386@item MPEG audio layer 2 @tab IX @tab IX
387@item MS IMA ADPCM @tab X @tab X
388@item Musepack @tab @tab X
d698c5d3 389 @tab SV7 and SV8 are supported.
755ba886 390@item Nellymoser ASAO @tab X @tab X
16d81b27 391@item Qdesign QDM2 @tab @tab X
d698c5d3 392 @tab There are still some distortions.
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393@item QT IMA ADPCM @tab X @tab X
394@item RA144 @tab @tab X
d698c5d3 395 @tab Real 14400 bit/s codec
16d81b27 396@item RA288 @tab @tab X
d698c5d3 397 @tab Real 28800 bit/s codec
575a5bf2 398@item RADnet @tab IX @tab IX
a692130f 399 @tab Real low bitrate AC-3 codec
16d81b27 400@item Real COOK @tab @tab X
d698c5d3 401 @tab All versions except 5.1 are supported.
bac4c85c 402@item Shorten @tab @tab X
16d81b27 403@item Sierra Online DPCM @tab @tab X
d698c5d3 404 @tab Used in Sierra Online game audio files.
bac4c85c 405@item Smacker audio @tab @tab X
16d81b27 406@item SMJPEG IMA ADPCM @tab @tab X
d698c5d3 407 @tab Used in certain Loki game ports.
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408@item Sonic @tab X @tab X
409 @tab experimental codec
410@item Sonic lossless @tab X @tab X
411 @tab experimental codec
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412@item Speex @tab @tab X
413 @tab Supported through the external libspeex library.
16d81b27 414@item THP ADPCM @tab @tab X
d698c5d3 415 @tab Used on the Nintendo GameCube.
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416@item True Audio (TTA) @tab @tab X
417@item Vorbis @tab X @tab X
bac4c85c 418@item WavPack @tab @tab X
16d81b27 419@item Westwood Studios IMA ADPCM @tab @tab X
d698c5d3 420 @tab Used in Westwood Studios games like Command and Conquer.
bac4c85c 421@item WMA v1/v2 @tab X @tab X
16d81b27 422@item Xan DPCM @tab @tab X
d698c5d3 423 @tab Used in Origin's Wing Commander IV AVI files.
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424@end multitable
425
426@code{X} means that encoding (resp. decoding) is supported.
427
428@code{I} means that an integer-only version is available, too (ensures high
429performance on systems without hardware floating point support).
430
431@chapter Platform Specific information
432
433@section BSD
434
435BSD make will not build FFmpeg, you need to install and use GNU Make
436(@file{gmake}).
437
438@section Windows
439
46a845d0 440To get help and instructions for building FFmpeg under Windows, check out
d0e1cd3d 441the FFmpeg Windows Help Forum at
ab5ce4ae 442@url{http://ffmpeg.arrozcru.org/}.
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443
444@subsection Native Windows compilation
445
c1989552 446FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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447the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
448You can find detailed installation
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449instructions in the download section and the FAQ.
450
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451FFmpeg does not build out-of-the-box with the packages the automated MinGW
452installer provides. It also requires coreutils to be installed and many other
453packages updated to the latest version. The minimum version for some packages
454are listed below:
455
456@itemize
457@item bash 3.1
458@item msys-make 3.81-2 (note: not mingw32-make)
459@item w32api 3.12
460@item mingw-runtime 3.15
461@end itemize
462
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463You will also need to pass @code{-fno-common} to the compiler to work around
464a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
465
c1989552 466Within the MSYS shell, configure and make with:
d0e1cd3d 467
c1989552 468@example
0f898714 469./configure --enable-memalign-hack --extra-cflags=-fno-common
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470make
471make install
472@end example
d0e1cd3d 473
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474This will install @file{ffmpeg.exe} along with many other development files
475to @file{/usr/local}. You may specify another install path using the
476@code{--prefix} option in @file{configure}.
d0e1cd3d 477
c1989552 478Notes:
d0e1cd3d 479
c1989552 480@itemize
d0e1cd3d 481
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482@item In order to compile vhooks, you must have a POSIX-compliant libdl in
483your MinGW system. Get dlfcn-win32 from
484@url{http://code.google.com/p/dlfcn-win32}.
d0e1cd3d 485
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486@item In order to compile FFplay, you must have the MinGW development library
487of SDL. Get it from @url{http://www.libsdl.org}.
488Edit the @file{bin/sdl-config} script so that it points to the correct prefix
489where SDL was installed. Verify that @file{sdl-config} can be launched from
490the MSYS command line.
d0e1cd3d 491
d0e1cd3d 492@item By using @code{./configure --enable-shared} when configuring FFmpeg,
c1989552 493you can build libavutil, libavcodec and libavformat as DLLs.
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494
495@end itemize
496
c1989552 497@subsection Microsoft Visual C++ compatibility
d0e1cd3d 498
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499As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
500want to use the libav* libraries in your own applications, you can still
501compile those applications using MSVC++. But the libav* libraries you link
502to @emph{must} be built with MinGW. However, you will not be able to debug
503inside the libav* libraries, since MSVC++ does not recognize the debug
504symbols generated by GCC.
505We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 506
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507This description of how to use the FFmpeg libraries with MSVC++ is based on
508Microsoft Visual C++ 2005 Express Edition. If you have a different version,
509you might have to modify the procedures slightly.
d0e1cd3d 510
c1989552 511@subsubsection Using static libraries
d0e1cd3d 512
c1989552 513Assuming you have just built and installed FFmpeg in @file{/usr/local}.
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514
515@enumerate
516
517@item Create a new console application ("File / New / Project") and then
518select "Win32 Console Application". On the appropriate page of the
519Application Wizard, uncheck the "Precompiled headers" option.
520
521@item Write the source code for your application, or, for testing, just
522copy the code from an existing sample application into the source file
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523that MSVC++ has already created for you. For example, you can copy
524@file{output_example.c} from the FFmpeg distribution.
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525
526@item Open the "Project / Properties" dialog box. In the "Configuration"
527combo box, select "All Configurations" so that the changes you make will
528affect both debug and release builds. In the tree view on the left hand
529side, select "C/C++ / General", then edit the "Additional Include
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530Directories" setting to contain the path where the FFmpeg includes were
531installed (i.e. @file{c:\msys\1.0\local\include}).
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532Do not add MinGW's include directory here, or the include files will
533conflict with MSVC's.
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534
535@item Still in the "Project / Properties" dialog box, select
536"Linker / General" from the tree view and edit the
537"Additional Library Directories" setting to contain the @file{lib}
538directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
539the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
540and the directory where MinGW's GCC libs are installed
541(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
542"Linker / Input" from the tree view, and add the files @file{libavformat.a},
543@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
544@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
545to the end of "Additional Dependencies".
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546
547@item Now, select "C/C++ / Code Generation" from the tree view. Select
548"Debug" in the "Configuration" combo box. Make sure that "Runtime
549Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
550the "Configuration" combo box and make sure that "Runtime Library" is
551set to "Multi-threaded DLL".
552
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553@item Click "OK" to close the "Project / Properties" dialog box.
554
555@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
556Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
557and install it in MSVC++'s include directory
558(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
559
560@item MSVC++ also does not understand the @code{inline} keyword used by
561FFmpeg, so you must add this line before @code{#include}ing libav*:
562@example
563#define inline _inline
564@end example
565
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566@item Build your application, everything should work.
567
568@end enumerate
569
570@subsubsection Using shared libraries
571
572This is how to create DLL and LIB files that are compatible with MSVC++:
573
574@enumerate
575
576@item Add a call to @file{vcvars32.bat} (which sets up the environment
577variables for the Visual C++ tools) as the first line of @file{msys.bat}.
578The standard location for @file{vcvars32.bat} is
579@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
580and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
581If this corresponds to your setup, add the following line as the first line
582of @file{msys.bat}:
583
584@example
585call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
586@end example
587
588Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
589and run @file{c:\msys\1.0\msys.bat} from there.
590
591@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
592from @file{Microsoft (R) Library Manager}, this means your environment
593variables are set up correctly, the @file{Microsoft (R) Library Manager}
594is on the path and will be used by FFmpeg to create
595MSVC++-compatible import libraries.
596
597@item Build FFmpeg with
598
599@example
600./configure --enable-shared --enable-memalign-hack
601make
602make install
603@end example
604
605Your install path (@file{/usr/local/} by default) should now have the
606necessary DLL and LIB files under the @file{bin} directory.
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607
608@end enumerate
609
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610To use those files with MSVC++, do the same as you would do with
611the static libraries, as described above. But in Step 4,
612you should only need to add the directory where the LIB files are installed
613(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
614installed in the @file{bin} directory. And instead of adding @file{libxx.a}
615files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
616@file{avutil.lib}. There should be no need for @file{libmingwex.a},
617@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
618statically linked into the DLLs. The @file{bin} directory contains a bunch
619of DLL files, but the ones that are actually used to run your application
620are the ones with a major version number in their filenames
621(i.e. @file{avcodec-51.dll}).
622
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623@subsection Cross compilation for Windows with Linux
624
625You must use the MinGW cross compilation tools available at
626@url{http://www.mingw.org/}.
627
628Then configure FFmpeg with the following options:
629@example
630./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
631@end example
632(you can change the cross-prefix according to the prefix chosen for the
633MinGW tools).
634
635Then you can easily test FFmpeg with Wine
636(@url{http://www.winehq.com/}).
637
638@subsection Compilation under Cygwin
639
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640The main issue with Cygwin is that newlib, its C library, does not
641contain llrint(). However, it is possible to leverage the
642implementation in MinGW.
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643
644Just install your Cygwin with all the "Base" packages, plus the
645following "Devel" ones:
646@example
29c3d42b 647binutils, gcc-core, make, subversion, mingw-runtime
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648@end example
649
650Do not install binutils-20060709-1 (they are buggy on shared builds);
651use binutils-20050610-1 instead.
652
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653Then create a small library that just contains llrint():
654
655@example
656ar x /usr/lib/mingw/libmingwex.a llrint.o
657ar cq /usr/local/lib/libllrint.a llrint.o
658@end example
659
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660Then run
661
662@example
29c3d42b 663./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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664@end example
665
666to make a static build or
667
668@example
29c3d42b 669./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
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670@end example
671
672to build shared libraries.
673
674If you want to build FFmpeg with additional libraries, download Cygwin
675"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
676and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
677(@url{http://cygwinports.dotsrc.org/}).
678
679@subsection Crosscompilation for Windows under Cygwin
680
681With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
682
683Just install your Cygwin as explained before, plus these additional
684"Devel" packages:
685@example
686gcc-mingw-core, mingw-runtime, mingw-zlib
687@end example
688
689and add some special flags to your configure invocation.
690
691For a static build run
692@example
693./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
694@end example
695
696and for a build with shared libraries
697@example
698./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
699@end example
700
701@section BeOS
702
5f757b85 703BeOS support is broken in mysterious ways.
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705@section OS/2
706
707For information about compiling FFmpeg on OS/2 see
708@url{http://www.edm2.com/index.php/FFmpeg}.
709
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710@chapter Developers Guide
711
712@section API
713@itemize @bullet
714@item libavcodec is the library containing the codecs (both encoding and
715decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
716
717@item libavformat is the library containing the file format handling (mux and
718demux code for several formats). Look at @file{ffplay.c} to use it in a
719player. See @file{output_example.c} to use it to generate audio or video
720streams.
721
722@end itemize
723
724@section Integrating libavcodec or libavformat in your program
725
726You can integrate all the source code of the libraries to link them
727statically to avoid any version problem. All you need is to provide a
728'config.mak' and a 'config.h' in the parent directory. See the defines
729generated by ./configure to understand what is needed.
730
731You can use libavcodec or libavformat in your commercial program, but
732@emph{any patch you make must be published}. The best way to proceed is
733to send your patches to the FFmpeg mailing list.
734
735@node Coding Rules
736@section Coding Rules
737
738FFmpeg is programmed in the ISO C90 language with a few additional
739features from ISO C99, namely:
740@itemize @bullet
741@item
742the @samp{inline} keyword;
743@item
744@samp{//} comments;
745@item
746designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
747@item
748compound literals (@samp{x = (struct s) @{ 17, 23 @};})
749@end itemize
750
751These features are supported by all compilers we care about, so we will not
752accept patches to remove their use unless they absolutely do not impair
753clarity and performance.
754
755All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
756compiles with several other compilers, such as the Compaq ccc compiler
757or Sun Studio 9, and we would like to keep it that way unless it would
758be exceedingly involved. To ensure compatibility, please do not use any
759additional C99 features or GCC extensions. Especially watch out for:
760@itemize @bullet
761@item
762mixing statements and declarations;
763@item
764@samp{long long} (use @samp{int64_t} instead);
765@item
766@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
767@item
768GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
769@end itemize
770
771Indent size is 4.
772The presentation is the one specified by 'indent -i4 -kr -nut'.
773The TAB character is forbidden outside of Makefiles as is any
774form of trailing whitespace. Commits containing either will be
775rejected by the Subversion repository.
776
777The main priority in FFmpeg is simplicity and small code size in order to
778minimize the bug count.
779
780Comments: Use the JavaDoc/Doxygen
781format (see examples below) so that code documentation
782can be generated automatically. All nontrivial functions should have a comment
783above them explaining what the function does, even if it is just one sentence.
784All structures and their member variables should be documented, too.
785@example
786/**
787 * @@file mpeg.c
788 * MPEG codec.
789 * @@author ...
790 */
791
792/**
793 * Summary sentence.
794 * more text ...
795 * ...
796 */
797typedef struct Foobar@{
798 int var1; /**< var1 description */
799 int var2; ///< var2 description
800 /** var3 description */
801 int var3;
802@} Foobar;
803
804/**
805 * Summary sentence.
806 * more text ...
807 * ...
808 * @@param my_parameter description of my_parameter
809 * @@return return value description
810 */
811int myfunc(int my_parameter)
812...
813@end example
814
815fprintf and printf are forbidden in libavformat and libavcodec,
816please use av_log() instead.
817
818Casts should be used only when necessary. Unneeded parentheses
819should also be avoided if they don't make the code easier to understand.
820
821@section Development Policy
822
823@enumerate
824@item
825 Contributions should be licensed under the LGPL 2.1, including an
826 "or any later version" clause, or the MIT license. GPL 2 including
827 an "or any later version" clause is also acceptable, but LGPL is
828 preferred.
829@item
830 You must not commit code which breaks FFmpeg! (Meaning unfinished but
831 enabled code which breaks compilation or compiles but does not work or
832 breaks the regression tests)
833 You can commit unfinished stuff (for testing etc), but it must be disabled
834 (#ifdef etc) by default so it does not interfere with other developers'
835 work.
836@item
837 You do not have to over-test things. If it works for you, and you think it
838 should work for others, then commit. If your code has problems
839 (portability, triggers compiler bugs, unusual environment etc) they will be
840 reported and eventually fixed.
841@item
842 Do not commit unrelated changes together, split them into self-contained
843 pieces. Also do not forget that if part B depends on part A, but A does not
844 depend on B, then A can and should be committed first and separate from B.
845 Keeping changes well split into self-contained parts makes reviewing and
846 understanding them on the commit log mailing list easier. This also helps
847 in case of debugging later on.
848 Also if you have doubts about splitting or not splitting, do not hesitate to
849 ask/discuss it on the developer mailing list.
850@item
851 Do not change behavior of the program (renaming options etc) without
852 first discussing it on the ffmpeg-devel mailing list. Do not remove
853 functionality from the code. Just improve!
854
855 Note: Redundant code can be removed.
856@item
857 Do not commit changes to the build system (Makefiles, configure script)
858 which change behavior, defaults etc, without asking first. The same
859 applies to compiler warning fixes, trivial looking fixes and to code
860 maintained by other developers. We usually have a reason for doing things
861 the way we do. Send your changes as patches to the ffmpeg-devel mailing
862 list, and if the code maintainers say OK, you may commit. This does not
863 apply to files you wrote and/or maintain.
864@item
865 We refuse source indentation and other cosmetic changes if they are mixed
866 with functional changes, such commits will be rejected and removed. Every
867 developer has his own indentation style, you should not change it. Of course
868 if you (re)write something, you can use your own style, even though we would
869 prefer if the indentation throughout FFmpeg was consistent (Many projects
870 force a given indentation style - we do not.). If you really need to make
871 indentation changes (try to avoid this), separate them strictly from real
872 changes.
873
874 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
875 then either do NOT change the indentation of the inner part within (do not
876 move it to the right)! or do so in a separate commit
877@item
878 Always fill out the commit log message. Describe in a few lines what you
879 changed and why. You can refer to mailing list postings if you fix a
880 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
881@item
882 If you apply a patch by someone else, include the name and email address in
883 the log message. Since the ffmpeg-cvslog mailing list is publicly
884 archived you should add some SPAM protection to the email address. Send an
885 answer to ffmpeg-devel (or wherever you got the patch from) saying that
886 you applied the patch.
887@item
888 When applying patches that have been discussed (at length) on the mailing
889 list, reference the thread in the log message.
890@item
891 Do NOT commit to code actively maintained by others without permission.
892 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
893 timeframe (12h for build failures and security fixes, 3 days small changes,
894 1 week for big patches) then commit your patch if you think it is OK.
895 Also note, the maintainer can simply ask for more time to review!
896@item
897 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
898 are sent there and reviewed by all the other developers. Bugs and possible
899 improvements or general questions regarding commits are discussed there. We
900 expect you to react if problems with your code are uncovered.
901@item
902 Update the documentation if you change behavior or add features. If you are
903 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
904 maintainer(s) will review and commit your stuff.
905@item
906 Try to keep important discussions and requests (also) on the public
907 developer mailing list, so that all developers can benefit from them.
908@item
909 Never write to unallocated memory, never write over the end of arrays,
910 always check values read from some untrusted source before using them
911 as array index or other risky things.
912@item
913 Remember to check if you need to bump versions for the specific libav
914 parts (libavutil, libavcodec, libavformat) you are changing. You need
b98052d5 915 to change the version integer.
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916 Incrementing the first component means no backward compatibility to
917 previous versions (e.g. removal of a function from the public API).
918 Incrementing the second component means backward compatible change
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919 (e.g. addition of a function to the public API or extension of an
920 existing data structure).
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921 Incrementing the third component means a noteworthy binary compatible
922 change (e.g. encoder bug fix that matters for the decoder).
923@item
53407b64 924 Compiler warnings indicate potential bugs or code with bad style. If a type of
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925 warning always points to correct and clean code, that warning should
926 be disabled, not the code changed.
927 Thus the remaining warnings can either be bugs or correct code.
beaa4a91 928 If it is a bug, the bug has to be fixed. If it is not, the code should
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929 be changed to not generate a warning unless that causes a slowdown
930 or obfuscates the code.
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931@item
932 If you add a new file, give it a proper license header. Do not copy and
933 paste it from a random place, use an existing file as template.
934@end enumerate
935
936We think our rules are not too hard. If you have comments, contact us.
937
938Note, these rules are mostly borrowed from the MPlayer project.
939
940@section Submitting patches
941
942First, (@pxref{Coding Rules}) above if you did not yet.
943
944When you submit your patch, try to send a unified diff (diff '-up'
945option). We cannot read other diffs :-)
946
947Also please do not submit a patch which contains several unrelated changes.
948Split it into separate, self-contained pieces. This does not mean splitting
949file by file. Instead, make the patch as small as possible while still
950keeping it as a logical unit that contains an individual change, even
951if it spans multiple files. This makes reviewing your patches much easier
952for us and greatly increases your chances of getting your patch applied.
953
954Run the regression tests before submitting a patch so that you can
955verify that there are no big problems.
956
957Patches should be posted as base64 encoded attachments (or any other
958encoding which ensures that the patch will not be trashed during
959transmission) to the ffmpeg-devel mailing list, see
960@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
961
962It also helps quite a bit if you tell us what the patch does (for example
963'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
964and has no lrint()')
965
966Also please if you send several patches, send each patch as a separate mail,
967do not attach several unrelated patches to the same mail.
968
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969@section New codecs or formats checklist
970
971@enumerate
972@item
973 Did you use av_cold for codec initialization and close functions?
974@item
975 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
976 AVInputFormat/AVOutputFormat struct?
977@item
978 Did you bump the minor version number in @file{avcodec.h} or
979 @file{avformat.h}?
980@item
981 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
982@item
983 Did you add the CodecID to @file{avcodec.h}?
984@item
985 If it has a fourcc, did you add it to @file{libavformat/riff.c},
986 even if it is only a decoder?
987@item
988 Did you add a rule to compile the appropriate files in the Makefile?
989 Remember to do this even if you're just adding a format to a file that is
990 already being compiled by some other rule, like a raw demuxer.
991@item
992 Did you add an entry to the table of supported formats or codecs in the
993 documentation?
994@item
995 Did you add an entry in the Changelog?
996@item
997 If it depends on a parser or a library, did you add that dependency in
998 configure?
999@item
1000 Did you "svn add" the appropriate files before commiting?
1001@end enumerate
1002
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1003@section patch submission checklist
1004
1005@enumerate
1006@item
1007 Do the regression tests pass with the patch applied?
1008@item
1009 Is the patch a unified diff?
1010@item
1011 Is the patch against latest FFmpeg SVN?
1012@item
1013 Are you subscribed to ffmpeg-dev?
1014 (the list is subscribers only due to spam)
1015@item
1016 Have you checked that the changes are minimal, so that the same cannot be
1017 achieved with a smaller patch and/or simpler final code?
1018@item
1019 If the change is to speed critical code, did you benchmark it?
1020@item
1021 If you did any benchmarks, did you provide them in the mail?
1022@item
1023 Have you checked that the patch does not introduce buffer overflows or
1024 other security issues?
1025@item
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1026 If you add a new demuxer or decoder, have you checked that it does not
1027 crash with damaged input (see tools/trasher)?
1028@item
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1029 Is the patch created from the root of the source tree, so it can be
1030 applied with @code{patch -p0}?
1031@item
1032 Does the patch not mix functional and cosmetic changes?
1033@item
1034 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1035@item
1036 Is the patch attached to the email you send?
1037@item
1038 Is the mime type of the patch correct? It should be text/x-diff or
1039 text/x-patch or at least text/plain and not application/octet-stream.
1040@item
1041 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1042@item
1043 If the patch fixes a bug, did you provide enough information, including
1044 a sample, so the bug can be reproduced and the fix can be verified?
1045 Note please do not attach samples >100k to mails but rather provide a
1046 URL, you can upload to ftp://upload.mplayerhq.hu
1047@item
1048 Did you provide a verbose summary about what the patch does change?
1049@item
1050 Did you provide a verbose explanation why it changes things like it does?
1051@item
1052 Did you provide a verbose summary of the user visible advantages and
1053 disadvantages if the patch is applied?
1054@item
1055 Did you provide an example so we can verify the new feature added by the
1056 patch easily?
1057@item
1058 If you added a new file, did you insert a license header? It should be
1059 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1060@item
1061 You should maintain alphabetical order in alphabetically ordered lists as
1062 long as doing so does not break API/ABI compatibility.
1063@item
1064 Lines with similar content should be aligned vertically when doing so
1065 improves readability.
1066@item
1067 Did you provide a suggestion for a clear commit log message?
27250d20
MN
1068@item
1069 Did you test your decoder or demuxer against damaged data? If no, see
1070 tools/trasher and the noise bitstream filter. Your decoder or demuxer
fe74278f 1071 should not crash or end in a (near) infinite loop when fed damaged data.
d0e1cd3d
DB
1072@end enumerate
1073
1074@section Patch review process
1075
1076All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1077clear note that the patch is not for SVN.
1078Reviews and comments will be posted as replies to the patch on the
1079mailing list. The patch submitter then has to take care of every comment,
1080that can be by resubmitting a changed patch or by discussion. Resubmitted
1081patches will themselves be reviewed like any other patch. If at some point
1082a patch passes review with no comments then it is approved, that can for
1083simple and small patches happen immediately while large patches will generally
1084have to be changed and reviewed many times before they are approved.
1085After a patch is approved it will be committed to the repository.
1086
1087We will review all submitted patches, but sometimes we are quite busy so
1088especially for large patches this can take several weeks.
1089
1090When resubmitting patches, please do not make any significant changes
1091not related to the comments received during review. Such patches will
1092be rejected. Instead, submit significant changes or new features as
1093separate patches.
1094
1095@section Regression tests
1096
1097Before submitting a patch (or committing to the repository), you should at least
1098test that you did not break anything.
1099
1100The regression tests build a synthetic video stream and a synthetic
1101audio stream. These are then encoded and decoded with all codecs or
1102formats. The CRC (or MD5) of each generated file is recorded in a
1103result file. A 'diff' is launched to compare the reference results and
1104the result file.
1105
1106The regression tests then go on to test the FFserver code with a
1107limited set of streams. It is important that this step runs correctly
1108as well.
1109
1110Run 'make test' to test all the codecs and formats.
1111
1112Run 'make fulltest' to test all the codecs, formats and FFserver.
1113
1114[Of course, some patches may change the results of the regression tests. In
1115this case, the reference results of the regression tests shall be modified
1116accordingly].
1117
1118@bye