| \input texinfo @c -*- texinfo -*- |
| |
| @settitle General Documentation |
| @titlepage |
| @sp 7 |
| @center @titlefont{General Documentation} |
| @sp 3 |
| @end titlepage |
| |
| |
| @chapter external libraries |
| |
| FFmpeg can be hooked up with a number of external libraries to add support |
| for more formats. None of them are used by default, their use has to be |
| explicitly requested by passing the appropriate flags to @file{./configure}. |
| |
| @section AMR |
| |
| AMR comes in two different flavors, wideband and narrowband. FFmpeg can make |
| use of the AMR wideband (floating-point mode) and the AMR narrowband |
| (floating-point mode) reference decoders and encoders. |
| |
| Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for |
| installing the libraries. Then pass @code{--enable-libamr-nb} and/or |
| @code{--enable-libamr-wb} to configure to enable the libraries. |
| |
| Note that libamr is copyrighted without any sort of license grant. This means |
| that you can use it if you legally obtained it but you are not allowed to |
| redistribute it in any way. @strong{Any FFmpeg binaries with libamr support |
| you create are non-free and unredistributable!} |
| |
| |
| @chapter Supported File Formats and Codecs |
| |
| You can use the @code{-formats} option to have an exhaustive list. |
| |
| @section File Formats |
| |
| FFmpeg supports the following file formats through the @code{libavformat} |
| library: |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item 4xm @tab @tab X |
| @tab 4X Technologies format, used in some games. |
| @item Audio IFF (AIFF) @tab X @tab X |
| @item American Laser Games MM @tab @tab X |
| @tab Multimedia format used in games like Mad Dog McCree. |
| @item 3GPP AMR @tab X @tab X |
| @item ASF @tab X @tab X |
| @item AVI @tab X @tab X |
| @item AVISynth @tab @tab X |
| @item AVS @tab @tab X |
| @tab Multimedia format used by the Creature Shock game. |
| @item Beam Software SIFF @tab @tab X |
| @tab Audio and video format used in some games by Beam Software. |
| @item Bethesda Softworks VID @tab @tab X |
| @tab Used in some games from Bethesda Softworks. |
| @item Brute Force & Ignorance @tab @tab X |
| @tab Used in the game Flash Traffic: City of Angels. |
| @item Interplay C93 @tab @tab X |
| @tab Used in the game Cyberia from Interplay. |
| @item Delphine Software International CIN @tab @tab X |
| @tab Multimedia format used by Delphine Software games. |
| @item CRC testing format @tab X @tab |
| @item Creative Voice @tab X @tab X |
| @tab Created for the Sound Blaster Pro. |
| @item CRYO APC @tab @tab X |
| @tab Audio format used in some games by CRYO Interactive Entertainment. |
| @item D-Cinema audio @tab X @tab X |
| @item DV video @tab X @tab X |
| @item DXA @tab @tab X |
| @tab This format is used in the non-Windows version of the Feeble Files |
| game and different game cutscenes repacked for use with ScummVM. |
| @item Electronic Arts cdata @tab @tab X |
| @item Electronic Arts Multimedia @tab @tab X |
| @tab Used in various EA games; files have extensions like WVE and UV2. |
| @item FFM (FFserver live feed) @tab X @tab X |
| @item Flash (SWF) @tab X @tab X |
| @item Flash 9 (AVM2) @tab X @tab X |
| @tab Only embedded audio is decoded. |
| @item FLI/FLC/FLX animation @tab @tab X |
| @tab .fli/.flc files |
| @item Flash Video (FLV) @tab @tab X |
| @tab Macromedia Flash video files |
| @item framecrc testing format @tab X @tab |
| @item FunCom ISS @tab @tab X |
| @tab Audio format used in various games from FunCom like The Longest Journey. |
| @item GIF Animation @tab X @tab |
| @item GXF @tab X @tab X |
| @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley |
| playout servers. |
| @item id Quake II CIN video @tab @tab X |
| @item id RoQ @tab X @tab X |
| @tab Used in Quake III, Jedi Knight 2, other computer games. |
| @item IFF @tab @tab X |
| @tab Interchange File Format |
| @item Interplay MVE @tab @tab X |
| @tab Format used in various Interplay computer games. |
| @item LMLM4 @tab @tab X |
| @tab Used by Linux Media Labs MPEG-4 PCI boards |
| @item Matroska @tab X @tab X |
| @item Matroska audio @tab X @tab |
| @item MAXIS XA @tab @tab X |
| @tab Used in Sim City 3000; file extension .xa. |
| @item Monkey's Audio @tab @tab X |
| @item Motion Pixels MVI @tab @tab X |
| @item MOV/QuickTime/MP4 @tab X @tab X |
| @tab 3GP, 3GP2, PSP, iPod variants supported |
| @item MP2 @tab X @tab X |
| @item MP3 @tab X @tab X |
| @item MPEG-1 System @tab X @tab X |
| @tab muxed audio and video, VCD format supported |
| @item MPEG-PS (program stream) @tab X @tab X |
| @tab also known as @code{VOB} file, SVCD and DVD format supported |
| @item MPEG-TS (transport stream) @tab X @tab X |
| @tab also known as DVB Transport Stream |
| @item MPEG-4 @tab X @tab X |
| @tab MPEG-4 is a variant of QuickTime. |
| @item MIME multipart JPEG @tab X @tab |
| @item MSN TCP webcam @tab @tab X |
| @tab Used by MSN Messenger webcam streams. |
| @item MTV @tab @tab X |
| @item Musepack @tab @tab X |
| @item Musepack SV8 @tab @tab X |
| @item Material eXchange Format (MXF) @tab X @tab X |
| @tab SMPTE 377M, used by D-Cinema, broadcast industry. |
| @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X |
| @tab SMPTE 386M, D-10/IMX Mapping. |
| @item NC camera feed @tab @tab X |
| @tab NC (AVIP NC4600) camera streams |
| @item NTT TwinVQ (VQF) @tab @tab X |
| @tab Nippon Telegraph and Telephone Corporation TwinVQ. |
| @item Nullsoft Streaming Video @tab @tab X |
| @item NuppelVideo @tab @tab X |
| @item NUT @tab X @tab X |
| @tab NUT Open Container Format |
| @item Ogg @tab X @tab X |
| @item TechnoTrend PVA @tab @tab X |
| @tab Used by TechnoTrend DVB PCI boards. |
| @item raw ADTS (AAC) @tab X @tab X |
| @item raw AC-3 @tab X @tab X |
| @item raw Chinese AVS video @tab @tab X |
| @item raw CRI ADX @tab X @tab X |
| @item raw Dirac @tab X @tab X |
| @item raw DNxHD @tab X @tab X |
| @item raw DTS @tab X @tab X |
| @item raw E-AC-3 @tab X @tab X |
| @item raw FLAC @tab X @tab X |
| @item raw GSM @tab @tab X |
| @item raw H.261 @tab X @tab X |
| @item raw H.263 @tab X @tab X |
| @item raw H.264 @tab X @tab X |
| @item raw Ingenient MJPEG @tab @tab X |
| @item raw MJPEG @tab X @tab X |
| @item raw MLP @tab @tab X |
| @item raw MPEG @tab @tab X |
| @item raw MPEG-1 @tab @tab X |
| @item raw MPEG-2 @tab @tab X |
| @item raw MPEG-4 @tab X @tab X |
| @item raw NULL @tab X @tab |
| @item raw video @tab X @tab X |
| @item raw id RoQ @tab X @tab |
| @item raw Shorten @tab @tab X |
| @item raw TrueHD @tab X @tab X |
| @item raw VC-1 @tab @tab X |
| @item raw PCM A-law @tab X @tab X |
| @item raw PCM mu-law @tab X @tab X |
| @item raw PCM signed 8 bit @tab X @tab X |
| @item raw PCM signed 16 bit big-endian @tab X @tab X |
| @item raw PCM signed 16 bit little-endian @tab X @tab X |
| @item raw PCM signed 24 bit big-endian @tab X @tab X |
| @item raw PCM signed 24 bit little-endian @tab X @tab X |
| @item raw PCM signed 32 bit big-endian @tab X @tab X |
| @item raw PCM signed 32 bit little-endian @tab X @tab X |
| @item raw PCM unsigned 8 bit @tab X @tab X |
| @item raw PCM unsigned 16 bit big-endian @tab X @tab X |
| @item raw PCM unsigned 16 bit little-endian @tab X @tab X |
| @item raw PCM unsigned 24 bit big-endian @tab X @tab X |
| @item raw PCM unsigned 24 bit little-endian @tab X @tab X |
| @item raw PCM unsigned 32 bit big-endian @tab X @tab X |
| @item raw PCM unsigned 32 bit little-endian @tab X @tab X |
| @item raw PCM floating-point 32 bit big-endian @tab X @tab X |
| @item raw PCM floating-point 32 bit little-endian @tab X @tab X |
| @item raw PCM floating-point 64 bit big-endian @tab X @tab X |
| @item raw PCM floating-point 64 bit little-endian @tab X @tab X |
| @item RDT @tab @tab X |
| @item REDCODE R3D @tab @tab X |
| @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio. |
| @item RealMedia @tab X @tab X |
| @item Redirector @tab @tab X |
| @item Renderware TeXture Dictionary @tab @tab X |
| @item RL2 @tab @tab X |
| @tab Audio and video format used in some games by Entertainment Software Partners. |
| @item RPL/ARMovie @tab @tab X |
| @item RTP @tab @tab X |
| @item RTSP @tab @tab X |
| @item SDP @tab @tab X |
| @item Sega FILM/CPK @tab @tab X |
| @tab Used in many Sega Saturn console games. |
| @item Sierra SOL @tab @tab X |
| @tab .sol files used in Sierra Online games. |
| @item Sierra VMD @tab @tab X |
| @tab Used in Sierra CD-ROM games. |
| @item Smacker @tab @tab X |
| @tab Multimedia format used by many games. |
| @item Sony OpenMG (OMA) @tab @tab X |
| @tab Audio format used in Sony Sonic Stage and Sony Vegas. |
| @item Sony PlayStation STR @tab @tab X |
| @item SUN AU format @tab X @tab X |
| @item THP @tab @tab X |
| @tab Used on the Nintendo GameCube. |
| @item Tiertex Limited SEQ @tab @tab X |
| @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback. |
| @item True Audio @tab @tab X |
| @item VC-1 test bitstream @tab X @tab X |
| @item WAV @tab X @tab X |
| @item WavPack @tab @tab X |
| @item Wing Commander III movie @tab @tab X |
| @tab Multimedia format used in Origin's Wing Commander III computer game. |
| @item Westwood Studios audio @tab @tab X |
| @tab Multimedia format used in Westwood Studios games. |
| @item Westwood Studios VQA @tab @tab X |
| @tab Multimedia format used in Westwood Studios games. |
| @item YUV4MPEG pipe @tab X @tab X |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @section Image Formats |
| |
| FFmpeg can read and write images for each frame of a video sequence. The |
| following image formats are supported: |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item .Y.U.V @tab X @tab X |
| @tab one raw file per component |
| @item animated GIF @tab X @tab X |
| @tab Only uncompressed GIFs are generated. |
| @item BMP @tab X @tab X |
| @tab Microsoft BMP image |
| @item JPEG @tab X @tab X |
| @tab Progressive JPEG is not supported. |
| @item JPEG 2000 @tab @tab E |
| @tab decoding supported through external library libopenjpeg |
| @item JPEG-LS @tab X @tab X |
| @item LJPEG @tab X @tab |
| @tab Lossless JPEG |
| @item PAM @tab X @tab X |
| @tab PAM is a PNM extension with alpha support. |
| @item PBM @tab X @tab X |
| @tab Portable BitMap image |
| @item PCX @tab X @tab X |
| @tab PC Paintbrush |
| @item PGM @tab X @tab X |
| @tab Portable GrayMap image |
| @item PGMYUV @tab X @tab X |
| @tab PGM with U and V components in YUV 4:2:0 |
| @item PNG @tab X @tab X |
| @tab 2/4 bpp not supported yet |
| @item PPM @tab X @tab X |
| @tab Portable PixelMap image |
| @item PTX @tab @tab X |
| @tab V.Flash PTX format |
| @item SGI @tab X @tab X |
| @tab SGI RGB image format |
| @item Sun Rasterfile @tab @tab X |
| @tab Sun RAS image format |
| @item TIFF @tab X @tab X |
| @tab YUV, JPEG and some extension is not supported yet. |
| @item Truevision Targa @tab X @tab X |
| @tab Targa (.TGA) image format |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @code{E} means that support is provided through an external library. |
| |
| @section Video Codecs |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item 4X Movie @tab @tab X |
| @tab Used in certain computer games. |
| @item 8SVX exponential @tab @tab X |
| @item 8SVX fibonacci @tab @tab X |
| @item American Laser Games MM @tab @tab X |
| @tab Used in games like Mad Dog McCree. |
| @item AMV Video @tab @tab X |
| @tab Used in Chinese MP3 players. |
| @item Apple MJPEG-B @tab @tab X |
| @item Apple QuickDraw @tab @tab X |
| @tab fourcc: qdrw |
| @item Asus v1 @tab X @tab X |
| @tab fourcc: ASV1 |
| @item Asus v2 @tab X @tab X |
| @tab fourcc: ASV2 |
| @item ATI VCR1 @tab @tab X |
| @tab fourcc: VCR1 |
| @item ATI VCR2 @tab @tab X |
| @tab fourcc: VCR2 |
| @item Autodesk Animator Flic video @tab @tab X |
| @item Autodesk RLE @tab @tab X |
| @tab fourcc: AASC |
| @item AVS (Audio Video Standard) video @tab @tab X |
| @tab Video encoding used by the Creature Shock game. |
| @item Beam Software VB @tab @tab X |
| @item Bethesda VID video @tab @tab X |
| @tab Used in some games from Bethesda Softworks. |
| @item Brute Force & Ignorance @tab @tab X |
| @tab Used in the game Flash Traffic: City of Angels. |
| @item C93 video @tab @tab X |
| @tab Codec used in Cyberia game. |
| @item CamStudio @tab @tab X |
| @tab fourcc: CSCD |
| @item Chinese AVS video @tab @tab X |
| @tab AVS1-P2, JiZhun profile |
| @item Delphine Software International CIN video @tab @tab X |
| @tab Codec used in Delphine Software International games. |
| @item Cinepak @tab @tab X |
| @item Cirrus Logic AccuPak @tab @tab X |
| @tab fourcc: CLJR |
| @item Creative YUV (CYUV) @tab @tab X |
| @item Dirac @tab E @tab E |
| @tab supported through external libdirac/libschroedinger libraries |
| @item DNxHD @tab X @tab X |
| @tab aka SMPTE VC3 |
| @item Duck TrueMotion 1.0 @tab @tab X |
| @tab fourcc: DUCK |
| @item Duck TrueMotion 2.0 @tab @tab X |
| @tab fourcc: TM20 |
| @item DV (Digital Video) @tab X @tab X |
| @item Feeble Files/ScummVM DXA @tab @tab X |
| @tab Codec originally used in Feeble Files game. |
| @item Electronic Arts CMV video @tab @tab X |
| @tab Used in NHL 95 game. |
| @item Electronic Arts TGV video @tab @tab X |
| @item Electronic Arts TGQ video @tab @tab X |
| @item Electronic Arts TQI video @tab @tab X |
| @item Escape 124 @tab @tab X |
| @item FFmpeg codec #1 @tab X @tab X |
| @tab experimental lossless codec (fourcc: FFV1) |
| @item Flash Screen Video v1 @tab X @tab X |
| @tab fourcc: FSV1 |
| @item Flash Video (FLV) @tab X @tab X |
| @tab Sorenson H.263 used in Flash |
| @item Fraps @tab @tab X |
| @item H.261 @tab X @tab X |
| @item H.263 / H.263-1996 @tab X @tab X |
| @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X |
| @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X |
| @tab encoding supported through external library libx264 |
| @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X |
| @item HuffYUV @tab X @tab X |
| @item HuffYUV FFmpeg variant @tab X @tab X |
| @item IBM Ultimotion @tab @tab X |
| @tab fourcc: ULTI |
| @item id Cinematic video @tab @tab X |
| @tab Used in Quake II. |
| @item id RoQ video @tab X @tab X |
| @tab Used in Quake III, Jedi Knight 2, other computer games. |
| @item Intel H.263 @tab @tab X |
| @item Intel Indeo 2 @tab @tab X |
| @item Intel Indeo 3 @tab @tab X |
| @item Interplay C93 @tab @tab X |
| @tab Used in the game Cyberia from Interplay. |
| @item Interplay MVE video @tab @tab X |
| @tab Used in Interplay .MVE files. |
| @item Karl Morton's video codec @tab @tab X |
| @tab Codec used in Worms games. |
| @item LCL (LossLess Codec Library) MSZH @tab @tab X |
| @item LCL (LossLess Codec Library) ZLIB @tab E @tab E |
| @item LOCO @tab @tab X |
| @item lossless MJPEG @tab X @tab X |
| @item Microsoft RLE @tab @tab X |
| @item Microsoft Video 1 @tab @tab X |
| @item Mimic @tab @tab X |
| @tab Used in MSN Messenger Webcam streams. |
| @item Miro VideoXL @tab @tab X |
| @tab fourcc: VIXL |
| @item MJPEG (Motion JPEG) @tab X @tab X |
| @item Motion Pixels video @tab @tab X |
| @item MPEG-1 video @tab X @tab X |
| @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X |
| @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X |
| @item MPEG-2 video @tab X @tab X |
| @item MPEG-4 part 2 @tab X @tab X |
| @ libxvidcore can be used alternatively for encoding. |
| @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X |
| @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X |
| @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X |
| @item Nintendo Gamecube THP video @tab @tab X |
| @item NuppelVideo/RTjpeg @tab @tab X |
| @tab Video encoding used in NuppelVideo files. |
| @item On2 VP3 @tab @tab X |
| @tab still experimental |
| @item On2 VP5 @tab @tab X |
| @tab fourcc: VP50 |
| @item On2 VP6 @tab @tab X |
| @tab fourcc: VP60,VP61,VP62 |
| @item planar RGB @tab @tab X |
| @tab fourcc: 8BPS |
| @item Q-team QPEG @tab @tab X |
| @tab fourccs: QPEG, Q1.0, Q1.1 |
| @item QuickTime 8BPS video @tab @tab X |
| @item QuickTime Animation (RLE) video @tab X @tab X |
| @tab fourcc: 'rle ' |
| @item QuickTime Graphics (SMC) @tab @tab X |
| @tab fourcc: 'smc ' |
| @item QuickTime video (RPZA) @tab @tab X |
| @tab fourcc: rpza |
| @item Raw Video @tab X @tab X |
| @item RealVideo 1.0 @tab X @tab X |
| @item RealVideo 2.0 @tab X @tab X |
| @item RealVideo 3.0 @tab @tab X |
| @tab still far from ideal |
| @item RealVideo 4.0 @tab @tab X |
| @item Renderware TXD (TeXture Dictionary) @tab @tab X |
| @tab Texture dictionaries used by the Renderware Engine. |
| @item RL2 video @tab @tab X |
| @tab used in some games by Entertainment Software Partners |
| @item Sierra VMD video @tab @tab X |
| @tab Used in Sierra VMD files. |
| @item Smacker video @tab @tab X |
| @tab Video encoding used in Smacker. |
| @item SMPTE VC-1 @tab @tab X |
| @item Snow @tab X @tab X |
| @tab experimental wavelet codec (fourcc: SNOW) |
| @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X |
| @item Sorenson Vector Quantizer 1 @tab X @tab X |
| @tab fourcc: SVQ1 |
| @item Sorenson Vector Quantizer 3 @tab @tab X |
| @tab fourcc: SVQ3 |
| @item Sunplus JPEG (SP5X) @tab @tab X |
| @tab fourcc: SP5X |
| @item TechSmith Screen Capture Codec @tab @tab X |
| @tab fourcc: TSCC |
| @item Theora @tab E @tab X |
| @tab encoding supported through external library libtheora |
| @item Tiertex Limited SEQ video @tab @tab X |
| @tab Codec used in DOS CD-ROM FlashBack game. |
| @item VMware Screen Codec / VMware Video @tab @tab X |
| @tab Codec used in videos captured by VMware. |
| @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X |
| @item Windows Media Video 7 @tab X @tab X |
| @item Windows Media Video 8 @tab X @tab X |
| @item Windows Media Video 9 @tab @tab X |
| @tab not completely working |
| @item Wing Commander III / Xan @tab @tab X |
| @tab Used in Wing Commander III .MVE files. |
| @item Winnov WNV1 @tab @tab X |
| @item WMV7 @tab X @tab X |
| @item YAMAHA SMAF @tab X @tab X |
| @item ZLIB @tab X @tab X |
| @tab part of LCL, encoder experimental |
| @item Zip Motion Blocks Video @tab X @tab X |
| @tab Encoder works only in PAL8. |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @code{E} means that support is provided through an external library. |
| |
| @section Audio Codecs |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item 8SVX audio @tab @tab X |
| @item AAC @tab E @tab X |
| @tab encoding supported through external library libfaac |
| @item AC-3 @tab IX @tab X |
| @item ADPCM 4X Movie @tab @tab X |
| @item ADPCM CDROM XA @tab @tab X |
| @item ADPCM Creative Technology @tab @tab X |
| @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 |
| @item ADPCM Electronic Arts @tab @tab X |
| @tab Used in various EA titles. |
| @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X |
| @tab Used in Sim City 3000. |
| @item ADPCM Electronic Arts R1 @tab @tab X |
| @item ADPCM Electronic Arts R2 @tab @tab X |
| @item ADPCM Electronic Arts R3 @tab @tab X |
| @item ADPCM Electronic Arts XAS @tab @tab X |
| @item ADPCM G.726 @tab X @tab X |
| @item ADPCM IMA AMV @tab @tab X |
| @tab Used in AMV files |
| @item ADPCM IMA Electronic Arts EACS @tab @tab X |
| @item ADPCM IMA Electronic Arts SEAD @tab @tab X |
| @item ADPCM IMA Funcom @tab @tab X |
| @item ADPCM IMA QuickTime @tab X @tab X |
| @item ADPCM IMA Loki SDL MJPEG @tab @tab X |
| @item ADPCM IMA WAV @tab X @tab X |
| @item ADPCM IMA Westwood @tab @tab X |
| @item ADPCM ISS IMA @tab @tab X |
| @tab Used in FunCom games. |
| @item ADPCM IMA Duck DK3 @tab @tab X |
| @tab Used in some Sega Saturn console games. |
| @item ADPCM IMA Duck DK4 @tab @tab X |
| @tab Used in some Sega Saturn console games. |
| @item ADPCM Microsoft @tab X @tab X |
| @item ADPCM MS IMA @tab X @tab X |
| @item ADPCM Nintendo Gamecube THP @tab @tab X |
| @item ADPCM QT IMA @tab X @tab X |
| @item ADPCM SEGA CRI ADX @tab X @tab X |
| @tab Used in Sega Dreamcast games. |
| @item ADPCM Shockwave Flash @tab X @tab X |
| @item ADPCM SMJPEG IMA @tab @tab X |
| @tab Used in certain Loki game ports. |
| @item ADPCM Sound Blaster Pro 2-bit @tab @tab X |
| @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X |
| @item ADPCM Sound Blaster Pro 4-bit @tab @tab X |
| @item ADPCM Westwood Studios IMA @tab @tab X |
| @tab Used in Westwood Studios games like Command and Conquer. |
| @item ADPCM Yamaha @tab X @tab X |
| @item AMR-NB @tab E @tab E |
| @tab supported through external library libamrnb |
| @item AMR-WB @tab E @tab E |
| @tab supported through external library libamrwb |
| @item Apple lossless audio @tab X @tab X |
| @tab QuickTime fourcc 'alac' |
| @item Atrac 3 @tab @tab X |
| @item Delphine Software International CIN audio @tab @tab X |
| @tab Codec used in Delphine Software International games. |
| @item COOK @tab @tab X |
| @tab All versions except 5.1 are supported. |
| @item DCA (DTS Coherent Acoustics) @tab @tab X |
| @item DPCM id RoQ @tab X @tab X |
| @tab Used in Quake III, Jedi Knight 2, other computer games. |
| @item DPCM Interplay @tab @tab X |
| @tab Used in various Interplay computer games. |
| @item DPCM Sierra Online @tab @tab X |
| @tab Used in Sierra Online game audio files. |
| @item DPCM Sol @tab @tab X |
| @item DPCM Xan @tab @tab X |
| @item DSP Group TrueSpeech @tab @tab X |
| @item DV audio @tab @tab X |
| @item Enhanced AC-3 @tab @tab X |
| @item FLAC (Free Lossless Audio Codec) @tab X @tab IX |
| @item G.729 @tab @tab X |
| @item GSM @tab E @tab E |
| @tab supported through external library libgsm |
| @item GSM Microsoft variant @tab E @tab E |
| @tab supported through external library libgsm |
| @item IMC (Intel Music Coder) @tab @tab X |
| @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X |
| @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X |
| @item MLP (Meridian Lossless Packing) @tab @tab X |
| @tab Used in DVD-Audio discs. |
| @item Monkey's Audio @tab @tab X |
| @tab Only versions 3.97-3.99 are supported. |
| @item MP1 (MPEG audio layer 1) @tab @tab IX |
| @item MP2 (MPEG audio layer 2) @tab IX @tab IX |
| @item MP3 (MPEG audio layer 3) @tab E @tab IX |
| @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported |
| @item Musepack SV7 @tab @tab X |
| @item Musepack SV8 @tab @tab X |
| @item Nellymoser Asao @tab X @tab X |
| @item PCM A-law @tab X @tab X |
| @item PCM mu-law @tab X @tab X |
| @item PCM 16-bit little-endian planar @tab @tab X |
| @item PCM 32-bit floating point big-endian @tab X @tab X |
| @item PCM 32-bit floating point little-endian @tab X @tab X |
| @item PCM 64-bit floating point big-endian @tab X @tab X |
| @item PCM 64-bit floating point little-endian @tab X @tab X |
| @item PCM D-Cinema audio signed 24-bit @tab X @tab X |
| @item PCM signed 8-bit @tab X @tab X |
| @item PCM signed 16-bit big-endian @tab X @tab X |
| @item PCM signed 16-bit little-endian @tab X @tab X |
| @item PCM signed 24-bit big-endian @tab X @tab X |
| @item PCM signed 24-bit little-endian @tab X @tab X |
| @item PCM signed 32-bit big-endian @tab X @tab X |
| @item PCM signed 32-bit little-endian @tab X @tab X |
| @item PCM unsigned 8-bit @tab X @tab X |
| @item PCM unsigned 16-bit big-endian @tab X @tab X |
| @item PCM unsigned 16-bit little-endian @tab X @tab X |
| @item PCM unsigned 24-bit big-endian @tab X @tab X |
| @item PCM unsigned 24-bit little-endian @tab X @tab X |
| @item PCM unsigned 32-bit big-endian @tab X @tab X |
| @item PCM unsigned 32-bit little-endian @tab X @tab X |
| @item PCM Zork @tab X @tab X |
| @item QCELP / PureVoice @tab @tab X |
| @item QDesign Music Codec 2 @tab @tab X |
| @tab There are still some distortions. |
| @item RealAudio 1.0 (14.4K) @tab @tab X |
| @tab Real 14400 bit/s codec |
| @item RealAudio 2.0 (28.8K) @tab @tab X |
| @tab Real 28800 bit/s codec |
| @item RealAudio 3.0 (dnet) @tab IX @tab X |
| @tab Real low bitrate AC-3 codec |
| @item Shorten @tab @tab X |
| @item Sierra VMD audio @tab @tab X |
| @tab Used in Sierra VMD files. |
| @item Smacker audio @tab @tab X |
| @item Sonic @tab X @tab X |
| @tab experimental codec |
| @item Sonic lossless @tab X @tab X |
| @tab experimental codec |
| @item Speex @tab @tab E |
| @tab supported through external library libspeex |
| @item True Audio (TTA) @tab @tab X |
| @item TrueHD @tab @tab X |
| @tab Used in HD-DVD and Blu-Ray discs. |
| @item Vorbis @tab E @tab X |
| @ A native but very primitive encoder exists. |
| @item WavPack @tab @tab X |
| @item Westwood Audio (SND1) @tab @tab X |
| @item Windows Media Audio 1 @tab X @tab X |
| @item Windows Media Audio 2 @tab X @tab X |
| @tab Used in Origin's Wing Commander IV AVI files. |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @code{E} means that support is provided through an external library. |
| |
| @code{I} means that an integer-only version is available, too (ensures high |
| performance on systems without hardware floating point support). |
| |
| @section Subtitle Formats |
| |
| @multitable @columnfractions .4 .1 .1 .1 .1 |
| @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding |
| @item SSA/ASS @tab X @tab X |
| @item DVB @tab X @tab X @tab X @tab X |
| @item DVD @tab X @tab X @tab X @tab X |
| @item XSUB @tab @tab @tab @tab X |
| @end multitable |
| |
| @code{X} means that the feature is supported. |
| |
| @section Network Protocols |
| |
| @multitable @columnfractions .4 .1 |
| @item Name @tab Support |
| @item file @tab X |
| @item Gopher @tab X |
| @item HTTP @tab X |
| @item pipe @tab X |
| @item RTP @tab X |
| @item TCP @tab X |
| @item UDP @tab X |
| @end multitable |
| |
| @code{X} means that the protocol is supported. |
| |
| |
| @section Input/Output Devices |
| |
| @multitable @columnfractions .4 .1 .1 |
| @item Name @tab Input @tab Output |
| @item ALSA @tab X @tab X |
| @item BEOS audio @tab X @tab X |
| @item BKTR @tab X @tab |
| @item DV1394 @tab X @tab |
| @item LIBDC1394 @tab X @tab |
| @item OSS @tab X @tab X |
| @item Video4Linux @tab X @tab |
| @item Video4Linux2 @tab X @tab |
| @item VfW capture @tab X @tab |
| @item X11 grabbing @tab X @tab |
| @end multitable |
| |
| @code{X} means that input/output is supported. |
| |
| |
| @chapter Platform Specific information |
| |
| @section BSD |
| |
| BSD make will not build FFmpeg, you need to install and use GNU Make |
| (@file{gmake}). |
| |
| @section Windows |
| |
| To get help and instructions for building FFmpeg under Windows, check out |
| the FFmpeg Windows Help Forum at |
| @url{http://ffmpeg.arrozcru.org/}. |
| |
| @subsection Native Windows compilation |
| |
| FFmpeg can be built to run natively on Windows using the MinGW tools. Install |
| the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}. |
| You can find detailed installation |
| instructions in the download section and the FAQ. |
| |
| FFmpeg does not build out-of-the-box with the packages the automated MinGW |
| installer provides. It also requires coreutils to be installed and many other |
| packages updated to the latest version. The minimum version for some packages |
| are listed below: |
| |
| @itemize |
| @item bash 3.1 |
| @item msys-make 3.81-2 (note: not mingw32-make) |
| @item w32api 3.13 |
| @item mingw-runtime 3.15 |
| @end itemize |
| |
| You will also need to pass @code{-fno-common} to the compiler to work around |
| a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}). |
| |
| Within the MSYS shell, configure and make with: |
| |
| @example |
| ./configure --enable-memalign-hack --extra-cflags=-fno-common |
| make |
| make install |
| @end example |
| |
| This will install @file{ffmpeg.exe} along with many other development files |
| to @file{/usr/local}. You may specify another install path using the |
| @code{--prefix} option in @file{configure}. |
| |
| Notes: |
| |
| @itemize |
| |
| @item In order to compile FFplay, you must have the MinGW development library |
| of SDL. Get it from @url{http://www.libsdl.org}. |
| Edit the @file{bin/sdl-config} script so that it points to the correct prefix |
| where SDL was installed. Verify that @file{sdl-config} can be launched from |
| the MSYS command line. |
| |
| @item By using @code{./configure --enable-shared} when configuring FFmpeg, |
| you can build libavutil, libavcodec and libavformat as DLLs. |
| |
| @end itemize |
| |
| @subsection Microsoft Visual C++ compatibility |
| |
| As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you |
| want to use the libav* libraries in your own applications, you can still |
| compile those applications using MSVC++. But the libav* libraries you link |
| to @emph{must} be built with MinGW. However, you will not be able to debug |
| inside the libav* libraries, since MSVC++ does not recognize the debug |
| symbols generated by GCC. |
| We strongly recommend you to move over from MSVC++ to MinGW tools. |
| |
| This description of how to use the FFmpeg libraries with MSVC++ is based on |
| Microsoft Visual C++ 2005 Express Edition. If you have a different version, |
| you might have to modify the procedures slightly. |
| |
| @subsubsection Using static libraries |
| |
| Assuming you have just built and installed FFmpeg in @file{/usr/local}. |
| |
| @enumerate |
| |
| @item Create a new console application ("File / New / Project") and then |
| select "Win32 Console Application". On the appropriate page of the |
| Application Wizard, uncheck the "Precompiled headers" option. |
| |
| @item Write the source code for your application, or, for testing, just |
| copy the code from an existing sample application into the source file |
| that MSVC++ has already created for you. For example, you can copy |
| @file{output_example.c} from the FFmpeg distribution. |
| |
| @item Open the "Project / Properties" dialog box. In the "Configuration" |
| combo box, select "All Configurations" so that the changes you make will |
| affect both debug and release builds. In the tree view on the left hand |
| side, select "C/C++ / General", then edit the "Additional Include |
| Directories" setting to contain the path where the FFmpeg includes were |
| installed (i.e. @file{c:\msys\1.0\local\include}). |
| Do not add MinGW's include directory here, or the include files will |
| conflict with MSVC's. |
| |
| @item Still in the "Project / Properties" dialog box, select |
| "Linker / General" from the tree view and edit the |
| "Additional Library Directories" setting to contain the @file{lib} |
| directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), |
| the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), |
| and the directory where MinGW's GCC libs are installed |
| (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select |
| "Linker / Input" from the tree view, and add the files @file{libavformat.a}, |
| @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, |
| @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) |
| to the end of "Additional Dependencies". |
| |
| @item Now, select "C/C++ / Code Generation" from the tree view. Select |
| "Debug" in the "Configuration" combo box. Make sure that "Runtime |
| Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in |
| the "Configuration" combo box and make sure that "Runtime Library" is |
| set to "Multi-threaded DLL". |
| |
| @item Click "OK" to close the "Project / Properties" dialog box. |
| |
| @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. |
| Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} |
| and install it in MSVC++'s include directory |
| (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). |
| |
| @item MSVC++ also does not understand the @code{inline} keyword used by |
| FFmpeg, so you must add this line before @code{#include}ing libav*: |
| @example |
| #define inline _inline |
| @end example |
| |
| @item Build your application, everything should work. |
| |
| @end enumerate |
| |
| @subsubsection Using shared libraries |
| |
| This is how to create DLL and LIB files that are compatible with MSVC++: |
| |
| @enumerate |
| |
| @item Add a call to @file{vcvars32.bat} (which sets up the environment |
| variables for the Visual C++ tools) as the first line of @file{msys.bat}. |
| The standard location for @file{vcvars32.bat} is |
| @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, |
| and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. |
| If this corresponds to your setup, add the following line as the first line |
| of @file{msys.bat}: |
| |
| @example |
| call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" |
| @end example |
| |
| Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, |
| and run @file{c:\msys\1.0\msys.bat} from there. |
| |
| @item Within the MSYS shell, run @code{lib.exe}. If you get a help message |
| from @file{Microsoft (R) Library Manager}, this means your environment |
| variables are set up correctly, the @file{Microsoft (R) Library Manager} |
| is on the path and will be used by FFmpeg to create |
| MSVC++-compatible import libraries. |
| |
| @item Build FFmpeg with |
| |
| @example |
| ./configure --enable-shared --enable-memalign-hack |
| make |
| make install |
| @end example |
| |
| Your install path (@file{/usr/local/} by default) should now have the |
| necessary DLL and LIB files under the @file{bin} directory. |
| |
| @end enumerate |
| |
| To use those files with MSVC++, do the same as you would do with |
| the static libraries, as described above. But in Step 4, |
| you should only need to add the directory where the LIB files are installed |
| (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are |
| installed in the @file{bin} directory. And instead of adding @file{libxx.a} |
| files, you should add @file{avcodec.lib}, @file{avformat.lib}, and |
| @file{avutil.lib}. There should be no need for @file{libmingwex.a}, |
| @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library |
| statically linked into the DLLs. The @file{bin} directory contains a bunch |
| of DLL files, but the ones that are actually used to run your application |
| are the ones with a major version number in their filenames |
| (i.e. @file{avcodec-51.dll}). |
| |
| @subsection Cross compilation for Windows with Linux |
| |
| You must use the MinGW cross compilation tools available at |
| @url{http://www.mingw.org/}. |
| |
| Then configure FFmpeg with the following options: |
| @example |
| ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- |
| @end example |
| (you can change the cross-prefix according to the prefix chosen for the |
| MinGW tools). |
| |
| Then you can easily test FFmpeg with Wine |
| (@url{http://www.winehq.com/}). |
| |
| @subsection Compilation under Cygwin |
| |
| The main issue with the 1.5.x Cygwin versions is that newlib, its C library, |
| does not contain llrint(). You need to upgrade to the unstable 1.7.x versions, |
| or leverage the implementation in MinGW (as explained below). |
| |
| Just install your Cygwin with all the "Base" packages, plus the |
| following "Devel" ones: |
| @example |
| binutils, gcc-core, make, subversion, mingw-runtime, diffutils |
| @end example |
| |
| The experimental gcc4 package is still buggy, hence please |
| use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself. |
| |
| Install the current binutils-20080624-2 as they work fine (the old |
| binutils-20060709-1 proved buggy on shared builds). |
| |
| Then create a small library that just contains llrint(): |
| |
| @example |
| ar x /usr/lib/mingw/libmingwex.a llrint.o |
| ar cq /usr/local/lib/libllrint.a llrint.o |
| @end example |
| |
| Then run |
| |
| @example |
| ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
| @end example |
| |
| to make a static build or |
| |
| @example |
| ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
| @end example |
| |
| to build shared libraries. |
| |
| If you want to build FFmpeg with additional libraries, download Cygwin |
| "Devel" packages for Ogg and Vorbis from any Cygwin packages repository: |
| @example |
| libogg-devel, libvorbis-devel |
| @end example |
| |
| These library packages are only available from Cygwin Ports |
| (@url{http://sourceware.org/cygwinports/}) : |
| |
| @example |
| yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel, |
| libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel, |
| libxvidcore-devel |
| @end example |
| |
| The recommendation for libnut and x264 is to build them from source by |
| yourself, as they evolve too quickly for Cygwin Ports to be up to date. |
| |
| Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means |
| of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports. |
| |
| @subsection Crosscompilation for Windows under Cygwin |
| |
| With Cygwin you can create Windows binaries that do not need the cygwin1.dll. |
| |
| Just install your Cygwin as explained before, plus these additional |
| "Devel" packages: |
| @example |
| gcc-mingw-core, mingw-runtime, mingw-zlib |
| @end example |
| |
| and add some special flags to your configure invocation. |
| |
| For a static build run |
| @example |
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
| @end example |
| |
| and for a build with shared libraries |
| @example |
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
| @end example |
| |
| @section BeOS |
| |
| BeOS support is broken in mysterious ways. |
| |
| @section OS/2 |
| |
| For information about compiling FFmpeg on OS/2 see |
| @url{http://www.edm2.com/index.php/FFmpeg}. |
| |
| @chapter Developers Guide |
| |
| @section API |
| @itemize @bullet |
| @item libavcodec is the library containing the codecs (both encoding and |
| decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. |
| |
| @item libavformat is the library containing the file format handling (mux and |
| demux code for several formats). Look at @file{ffplay.c} to use it in a |
| player. See @file{output_example.c} to use it to generate audio or video |
| streams. |
| |
| @end itemize |
| |
| @section Integrating libavcodec or libavformat in your program |
| |
| You can integrate all the source code of the libraries to link them |
| statically to avoid any version problem. All you need is to provide a |
| 'config.mak' and a 'config.h' in the parent directory. See the defines |
| generated by ./configure to understand what is needed. |
| |
| You can use libavcodec or libavformat in your commercial program, but |
| @emph{any patch you make must be published}. The best way to proceed is |
| to send your patches to the FFmpeg mailing list. |
| |
| @node Coding Rules |
| @section Coding Rules |
| |
| FFmpeg is programmed in the ISO C90 language with a few additional |
| features from ISO C99, namely: |
| @itemize @bullet |
| @item |
| the @samp{inline} keyword; |
| @item |
| @samp{//} comments; |
| @item |
| designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) |
| @item |
| compound literals (@samp{x = (struct s) @{ 17, 23 @};}) |
| @end itemize |
| |
| These features are supported by all compilers we care about, so we will not |
| accept patches to remove their use unless they absolutely do not impair |
| clarity and performance. |
| |
| All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also |
| compiles with several other compilers, such as the Compaq ccc compiler |
| or Sun Studio 9, and we would like to keep it that way unless it would |
| be exceedingly involved. To ensure compatibility, please do not use any |
| additional C99 features or GCC extensions. Especially watch out for: |
| @itemize @bullet |
| @item |
| mixing statements and declarations; |
| @item |
| @samp{long long} (use @samp{int64_t} instead); |
| @item |
| @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; |
| @item |
| GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). |
| @end itemize |
| |
| Indent size is 4. |
| The presentation is the one specified by 'indent -i4 -kr -nut'. |
| The TAB character is forbidden outside of Makefiles as is any |
| form of trailing whitespace. Commits containing either will be |
| rejected by the Subversion repository. |
| |
| The main priority in FFmpeg is simplicity and small code size in order to |
| minimize the bug count. |
| |
| Comments: Use the JavaDoc/Doxygen |
| format (see examples below) so that code documentation |
| can be generated automatically. All nontrivial functions should have a comment |
| above them explaining what the function does, even if it is just one sentence. |
| All structures and their member variables should be documented, too. |
| @example |
| /** |
| * @@file mpeg.c |
| * MPEG codec. |
| * @@author ... |
| */ |
| |
| /** |
| * Summary sentence. |
| * more text ... |
| * ... |
| */ |
| typedef struct Foobar@{ |
| int var1; /**< var1 description */ |
| int var2; ///< var2 description |
| /** var3 description */ |
| int var3; |
| @} Foobar; |
| |
| /** |
| * Summary sentence. |
| * more text ... |
| * ... |
| * @@param my_parameter description of my_parameter |
| * @@return return value description |
| */ |
| int myfunc(int my_parameter) |
| ... |
| @end example |
| |
| fprintf and printf are forbidden in libavformat and libavcodec, |
| please use av_log() instead. |
| |
| Casts should be used only when necessary. Unneeded parentheses |
| should also be avoided if they don't make the code easier to understand. |
| |
| @section Development Policy |
| |
| @enumerate |
| @item |
| Contributions should be licensed under the LGPL 2.1, including an |
| "or any later version" clause, or the MIT license. GPL 2 including |
| an "or any later version" clause is also acceptable, but LGPL is |
| preferred. |
| @item |
| You must not commit code which breaks FFmpeg! (Meaning unfinished but |
| enabled code which breaks compilation or compiles but does not work or |
| breaks the regression tests) |
| You can commit unfinished stuff (for testing etc), but it must be disabled |
| (#ifdef etc) by default so it does not interfere with other developers' |
| work. |
| @item |
| You do not have to over-test things. If it works for you, and you think it |
| should work for others, then commit. If your code has problems |
| (portability, triggers compiler bugs, unusual environment etc) they will be |
| reported and eventually fixed. |
| @item |
| Do not commit unrelated changes together, split them into self-contained |
| pieces. Also do not forget that if part B depends on part A, but A does not |
| depend on B, then A can and should be committed first and separate from B. |
| Keeping changes well split into self-contained parts makes reviewing and |
| understanding them on the commit log mailing list easier. This also helps |
| in case of debugging later on. |
| Also if you have doubts about splitting or not splitting, do not hesitate to |
| ask/discuss it on the developer mailing list. |
| @item |
| Do not change behavior of the program (renaming options etc) without |
| first discussing it on the ffmpeg-devel mailing list. Do not remove |
| functionality from the code. Just improve! |
| |
| Note: Redundant code can be removed. |
| @item |
| Do not commit changes to the build system (Makefiles, configure script) |
| which change behavior, defaults etc, without asking first. The same |
| applies to compiler warning fixes, trivial looking fixes and to code |
| maintained by other developers. We usually have a reason for doing things |
| the way we do. Send your changes as patches to the ffmpeg-devel mailing |
| list, and if the code maintainers say OK, you may commit. This does not |
| apply to files you wrote and/or maintain. |
| @item |
| We refuse source indentation and other cosmetic changes if they are mixed |
| with functional changes, such commits will be rejected and removed. Every |
| developer has his own indentation style, you should not change it. Of course |
| if you (re)write something, you can use your own style, even though we would |
| prefer if the indentation throughout FFmpeg was consistent (Many projects |
| force a given indentation style - we do not.). If you really need to make |
| indentation changes (try to avoid this), separate them strictly from real |
| changes. |
| |
| NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, |
| then either do NOT change the indentation of the inner part within (do not |
| move it to the right)! or do so in a separate commit |
| @item |
| Always fill out the commit log message. Describe in a few lines what you |
| changed and why. You can refer to mailing list postings if you fix a |
| particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. |
| @item |
| If you apply a patch by someone else, include the name and email address in |
| the log message. Since the ffmpeg-cvslog mailing list is publicly |
| archived you should add some SPAM protection to the email address. Send an |
| answer to ffmpeg-devel (or wherever you got the patch from) saying that |
| you applied the patch. |
| @item |
| When applying patches that have been discussed (at length) on the mailing |
| list, reference the thread in the log message. |
| @item |
| Do NOT commit to code actively maintained by others without permission. |
| Send a patch to ffmpeg-devel instead. If no one answers within a reasonable |
| timeframe (12h for build failures and security fixes, 3 days small changes, |
| 1 week for big patches) then commit your patch if you think it is OK. |
| Also note, the maintainer can simply ask for more time to review! |
| @item |
| Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits |
| are sent there and reviewed by all the other developers. Bugs and possible |
| improvements or general questions regarding commits are discussed there. We |
| expect you to react if problems with your code are uncovered. |
| @item |
| Update the documentation if you change behavior or add features. If you are |
| unsure how best to do this, send a patch to ffmpeg-devel, the documentation |
| maintainer(s) will review and commit your stuff. |
| @item |
| Try to keep important discussions and requests (also) on the public |
| developer mailing list, so that all developers can benefit from them. |
| @item |
| Never write to unallocated memory, never write over the end of arrays, |
| always check values read from some untrusted source before using them |
| as array index or other risky things. |
| @item |
| Remember to check if you need to bump versions for the specific libav |
| parts (libavutil, libavcodec, libavformat) you are changing. You need |
| to change the version integer. |
| Incrementing the first component means no backward compatibility to |
| previous versions (e.g. removal of a function from the public API). |
| Incrementing the second component means backward compatible change |
| (e.g. addition of a function to the public API or extension of an |
| existing data structure). |
| Incrementing the third component means a noteworthy binary compatible |
| change (e.g. encoder bug fix that matters for the decoder). |
| @item |
| Compiler warnings indicate potential bugs or code with bad style. If a type of |
| warning always points to correct and clean code, that warning should |
| be disabled, not the code changed. |
| Thus the remaining warnings can either be bugs or correct code. |
| If it is a bug, the bug has to be fixed. If it is not, the code should |
| be changed to not generate a warning unless that causes a slowdown |
| or obfuscates the code. |
| @item |
| If you add a new file, give it a proper license header. Do not copy and |
| paste it from a random place, use an existing file as template. |
| @end enumerate |
| |
| We think our rules are not too hard. If you have comments, contact us. |
| |
| Note, these rules are mostly borrowed from the MPlayer project. |
| |
| @section Submitting patches |
| |
| First, (@pxref{Coding Rules}) above if you did not yet. |
| |
| When you submit your patch, try to send a unified diff (diff '-up' |
| option). We cannot read other diffs :-) |
| |
| Also please do not submit a patch which contains several unrelated changes. |
| Split it into separate, self-contained pieces. This does not mean splitting |
| file by file. Instead, make the patch as small as possible while still |
| keeping it as a logical unit that contains an individual change, even |
| if it spans multiple files. This makes reviewing your patches much easier |
| for us and greatly increases your chances of getting your patch applied. |
| |
| Run the regression tests before submitting a patch so that you can |
| verify that there are no big problems. |
| |
| Patches should be posted as base64 encoded attachments (or any other |
| encoding which ensures that the patch will not be trashed during |
| transmission) to the ffmpeg-devel mailing list, see |
| @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} |
| |
| It also helps quite a bit if you tell us what the patch does (for example |
| 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant |
| and has no lrint()') |
| |
| Also please if you send several patches, send each patch as a separate mail, |
| do not attach several unrelated patches to the same mail. |
| |
| @section New codecs or formats checklist |
| |
| @enumerate |
| @item |
| Did you use av_cold for codec initialization and close functions? |
| @item |
| Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or |
| AVInputFormat/AVOutputFormat struct? |
| @item |
| Did you bump the minor version number in @file{avcodec.h} or |
| @file{avformat.h}? |
| @item |
| Did you register it in @file{allcodecs.c} or @file{allformats.c}? |
| @item |
| Did you add the CodecID to @file{avcodec.h}? |
| @item |
| If it has a fourcc, did you add it to @file{libavformat/riff.c}, |
| even if it is only a decoder? |
| @item |
| Did you add a rule to compile the appropriate files in the Makefile? |
| Remember to do this even if you're just adding a format to a file that is |
| already being compiled by some other rule, like a raw demuxer. |
| @item |
| Did you add an entry to the table of supported formats or codecs in the |
| documentation? |
| @item |
| Did you add an entry in the Changelog? |
| @item |
| If it depends on a parser or a library, did you add that dependency in |
| configure? |
| @item |
| Did you "svn add" the appropriate files before commiting? |
| @end enumerate |
| |
| @section patch submission checklist |
| |
| @enumerate |
| @item |
| Do the regression tests pass with the patch applied? |
| @item |
| Does @code{make checkheaders} pass with the patch applied? |
| @item |
| Is the patch a unified diff? |
| @item |
| Is the patch against latest FFmpeg SVN? |
| @item |
| Are you subscribed to ffmpeg-dev? |
| (the list is subscribers only due to spam) |
| @item |
| Have you checked that the changes are minimal, so that the same cannot be |
| achieved with a smaller patch and/or simpler final code? |
| @item |
| If the change is to speed critical code, did you benchmark it? |
| @item |
| If you did any benchmarks, did you provide them in the mail? |
| @item |
| Have you checked that the patch does not introduce buffer overflows or |
| other security issues? |
| @item |
| Did you test your decoder or demuxer against damaged data? If no, see |
| tools/trasher and the noise bitstream filter. Your decoder or demuxer |
| should not crash or end in a (near) infinite loop when fed damaged data. |
| @item |
| Is the patch created from the root of the source tree, so it can be |
| applied with @code{patch -p0}? |
| @item |
| Does the patch not mix functional and cosmetic changes? |
| @item |
| Did you add tabs or trailing whitespace to the code? Both are forbidden. |
| @item |
| Is the patch attached to the email you send? |
| @item |
| Is the mime type of the patch correct? It should be text/x-diff or |
| text/x-patch or at least text/plain and not application/octet-stream. |
| @item |
| If the patch fixes a bug, did you provide a verbose analysis of the bug? |
| @item |
| If the patch fixes a bug, did you provide enough information, including |
| a sample, so the bug can be reproduced and the fix can be verified? |
| Note please do not attach samples >100k to mails but rather provide a |
| URL, you can upload to ftp://upload.ffmpeg.org |
| @item |
| Did you provide a verbose summary about what the patch does change? |
| @item |
| Did you provide a verbose explanation why it changes things like it does? |
| @item |
| Did you provide a verbose summary of the user visible advantages and |
| disadvantages if the patch is applied? |
| @item |
| Did you provide an example so we can verify the new feature added by the |
| patch easily? |
| @item |
| If you added a new file, did you insert a license header? It should be |
| taken from FFmpeg, not randomly copied and pasted from somewhere else. |
| @item |
| You should maintain alphabetical order in alphabetically ordered lists as |
| long as doing so does not break API/ABI compatibility. |
| @item |
| Lines with similar content should be aligned vertically when doing so |
| improves readability. |
| @item |
| Did you provide a suggestion for a clear commit log message? |
| @end enumerate |
| |
| @section Patch review process |
| |
| All patches posted to ffmpeg-devel will be reviewed, unless they contain a |
| clear note that the patch is not for SVN. |
| Reviews and comments will be posted as replies to the patch on the |
| mailing list. The patch submitter then has to take care of every comment, |
| that can be by resubmitting a changed patch or by discussion. Resubmitted |
| patches will themselves be reviewed like any other patch. If at some point |
| a patch passes review with no comments then it is approved, that can for |
| simple and small patches happen immediately while large patches will generally |
| have to be changed and reviewed many times before they are approved. |
| After a patch is approved it will be committed to the repository. |
| |
| We will review all submitted patches, but sometimes we are quite busy so |
| especially for large patches this can take several weeks. |
| |
| When resubmitting patches, please do not make any significant changes |
| not related to the comments received during review. Such patches will |
| be rejected. Instead, submit significant changes or new features as |
| separate patches. |
| |
| @section Regression tests |
| |
| Before submitting a patch (or committing to the repository), you should at least |
| test that you did not break anything. |
| |
| The regression tests build a synthetic video stream and a synthetic |
| audio stream. These are then encoded and decoded with all codecs or |
| formats. The CRC (or MD5) of each generated file is recorded in a |
| result file. A 'diff' is launched to compare the reference results and |
| the result file. |
| |
| The regression tests then go on to test the FFserver code with a |
| limited set of streams. It is important that this step runs correctly |
| as well. |
| |
| Run 'make test' to test all the codecs and formats. |
| |
| Run 'make fulltest' to test all the codecs, formats and FFserver. |
| |
| [Of course, some patches may change the results of the regression tests. In |
| this case, the reference results of the regression tests shall be modified |
| accordingly]. |
| |
| @bye |