mirror of https://git.ffmpeg.org/ffmpeg.git
1138 lines
45 KiB
Plaintext
1138 lines
45 KiB
Plaintext
\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section AMR
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AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
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use of the AMR wideband (floating-point mode) and the AMR narrowband
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(floating-point mode) reference decoders and encoders.
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Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libamr-nb} and/or
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@code{--enable-libamr-wb} to configure to enable the libraries.
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Note that libamr is copyrighted without any sort of license grant. This means
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that you can use it if you legally obtained it but you are not allowed to
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redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
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you create are non-free and unredistributable!}
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} option to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm @tab @tab X
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@tab 4X Technologies format, used in some games.
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@item ADTS AAC audio @tab X @tab X
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@item American Laser Games MM @tab @tab X
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@tab Multimedia format used in games like Mad Dog McCree.
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@item ASF @tab X @tab X
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@item AVI @tab X @tab X
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@item AVM2 (Flash 9) @tab X @tab X
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@tab Only embedded audio is decoded.
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@item AVS @tab @tab X
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@tab Multimedia format used by the Creature Shock game.
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@item Bethsoft VID @tab @tab X
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@tab Used in some games from Bethesda Softworks.
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@item BFI @tab @tab X
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@tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
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@item C93 @tab @tab X
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@tab Used in the game Cyberia from Interplay.
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@item CIN @tab @tab X
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@tab Multimedia format used by Delphine Software games.
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@item Creative VOC @tab X @tab X
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@tab Created for the Sound Blaster Pro.
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@item CRYO APC @tab @tab X
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@tab Audio format used in some games by CRYO Interactive Entertainment.
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@item DV @tab X @tab X
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@item DXA @tab @tab X
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@tab This format is used in the non-Windows version of the Feeble Files
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game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts Multimedia @tab @tab X
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@tab Used in various EA games; files have extensions like WVE and UV2.
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@item FLIC @tab @tab X
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@tab .fli/.flc files
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@item FLV @tab X @tab X
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@tab Macromedia Flash video files
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@item GXF @tab X @tab X
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@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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playout servers.
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@item id Cinematic @tab @tab X
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@tab Used in Quake II.
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@item id RoQ @tab X @tab X
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@tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF @tab @tab X
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@tab Interchange File Format
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@item Interplay MVE @tab @tab X
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@tab Format used in various Interplay computer games.
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@item LMLM4 @tab @tab X
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@tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska @tab X @tab X
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@item MAXIS EA XA @tab @tab X
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@tab Used in Sim City 3000; file extension .xa.
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@item Monkey's Audio @tab @tab X
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@item Motion Pixels MVI @tab @tab X
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@item MOV/QuickTime @tab X @tab X
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@item MPEG audio @tab X @tab X
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@item MPEG-1 systems @tab X @tab X
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@tab muxed audio and video
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@item MPEG-2 PS @tab X @tab X
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@tab also known as @code{VOB} file
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@item MPEG-2 TS @tab @tab X
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@tab also known as DVB Transport Stream
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@item MPEG-4 @tab X @tab X
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@tab MPEG-4 is a variant of QuickTime.
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@item MSN TCP webcam @tab @tab X
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@tab Used by MSN Messenger webcam streams.
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@item MXF @tab X @tab X
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@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Nullsoft Video @tab @tab X
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@item NUT @tab X @tab X
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@tab NUT Open Container Format
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@item OMA @tab @tab X
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@tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item PlayStation STR @tab @tab X
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@item PVA @tab @tab X
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@tab Used by TechnoTrend DVB PCI boards.
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@item raw AC-3 @tab X @tab X
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@item raw CRI ADX audio @tab X @tab X
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@item raw MJPEG @tab X @tab X
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@item raw MPEG video @tab X @tab X
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@item raw MPEG-4 video @tab X @tab X
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@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X
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@item raw Shorten audio @tab @tab X
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@item RealMedia @tab X @tab X
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@item RL2 @tab @tab X
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@tab Audio and video format used in some games by Entertainment Software Partners.
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@item Sega FILM/CPK @tab @tab X
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@tab Used in many Sega Saturn console games.
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@item SEQ @tab @tab X
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@tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item Sierra Online @tab @tab X
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@tab .sol files used in Sierra Online games.
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@item Sierra VMD @tab @tab X
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@tab Used in Sierra CD-ROM games.
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@item SIFF @tab @tab X
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@tab Audio and video format used in some games by Beam Software.
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@item Smacker @tab @tab X
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@tab Multimedia format used by many games.
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@item SUN AU format @tab X @tab X
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@item THP @tab @tab X
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@tab Used on the Nintendo GameCube.
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@item WAV @tab X @tab X
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@item WC3 Movie @tab @tab X
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@tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios VQA/AUD @tab @tab X
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@tab Multimedia formats used in Westwood Studios games.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V @tab X @tab X @tab one raw file per component
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@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
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@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
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@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
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@item PCX @tab @tab X @tab PC Paintbrush
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@item PGM, PPM @tab X @tab X
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@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
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@item PNG @tab X @tab X @tab 2/4 bpp not supported yet
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@item PTX @tab @tab X @tab V.Flash PTX format
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@item RAS @tab @tab X @tab Sun Rasterfile
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@item SGI @tab X @tab X @tab SGI RGB image format
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@item Targa @tab @tab X @tab Targa (.TGA) image format
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@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Video @tab @tab X
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@tab Used in certain computer games.
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@item American Laser Games Video @tab @tab X
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@tab Used in games like Mad Dog McCree.
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@item AMV @tab @tab X
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@tab Used in Chinese MP3 players.
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@item Apple Animation @tab X @tab X
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@tab fourcc: 'rle '
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@item Apple Graphics @tab @tab X
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@tab fourcc: 'smc '
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@item Apple MJPEG-B @tab @tab X
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@item Apple QuickDraw @tab @tab X
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@tab fourcc: qdrw
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@item Apple Video @tab @tab X
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@tab fourcc: rpza
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@item Asus v1 @tab X @tab X
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@tab fourcc: ASV1
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@item Asus v2 @tab X @tab X
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@tab fourcc: ASV2
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@item ATI VCR1 @tab @tab X
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@tab fourcc: VCR1
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@item ATI VCR2 @tab @tab X
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@tab fourcc: VCR2
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@item Autodesk RLE @tab @tab X
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@tab fourcc: AASC
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@item AVID DNxHD @tab X @tab X
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@tab aka SMPTE VC3
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@item AVS video @tab @tab X
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@tab Video encoding used by the Creature Shock game.
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@item Bethsoft VID @tab @tab X
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@tab Used in some games from Bethesda Softworks.
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@item C93 video @tab @tab X
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@tab Codec used in Cyberia game.
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@item CamStudio @tab @tab X
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@tab fourcc: CSCD
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@item Cin video @tab @tab X
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@tab Codec used in Delphine Software games.
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@item Cinepak @tab @tab X
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@item Cirrus Logic AccuPak @tab @tab X
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@tab fourcc: CLJR
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@item Creative YUV @tab @tab X
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@tab fourcc: CYUV
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@item Dirac @tab E @tab E
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@tab supported through external libdirac/libschroedinger libraries
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@item Duck TrueMotion v1 @tab @tab X
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@tab fourcc: DUCK
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@item Duck TrueMotion v2 @tab @tab X
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@tab fourcc: TM20
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@item DV @tab X @tab X
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@item DXA Video @tab @tab X
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@tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV @tab @tab X
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@tab Used in NHL 95 game.
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@item Electronic Arts TGV @tab @tab X
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@item FFmpeg Video 1 @tab X @tab X
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@tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video @tab X @tab X
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@tab fourcc: FSV1
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@item FLIC video @tab @tab X
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@item FLV @tab X @tab X
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@tab Sorenson H.263 used in Flash
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@item Fraps FPS1 @tab @tab X
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@item H.261 @tab X @tab X
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@item H.263(+) @tab X @tab X
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@tab also known as RealVideo 1.0
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@item H.264 @tab E @tab X
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@tab encoding supported through external library libx264
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@item HuffYUV @tab X @tab X
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@item IBM Ultimotion @tab @tab X
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@tab fourcc: ULTI
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@item id Cinematic video @tab @tab X
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@tab Used in Quake II.
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@item id RoQ @tab X @tab X
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@tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Indeo 3 @tab @tab X
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@item Interplay Video @tab @tab X
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@tab Used in Interplay .MVE files.
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@item JPEG-LS @tab X @tab X
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@tab fourcc: MJLS, lossless and near-lossless is supported.
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@item KMVC @tab @tab X
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@tab Codec used in Worms games.
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@item LOCO @tab @tab X
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@item lossless MJPEG @tab X @tab X
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@item Microsoft RLE @tab @tab X
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@item Microsoft Video-1 @tab @tab X
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@item Mimic @tab @tab X
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@tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL @tab @tab X
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@tab fourcc: VIXL
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@item MJPEG @tab X @tab X
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@item Motion Pixels Video @tab @tab X
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@item MPEG-1 @tab X @tab X
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@item MPEG-2 @tab X @tab X
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@item MPEG-4 @tab X @tab X
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@item MSMPEG4 V1 @tab X @tab X
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@item MSMPEG4 V2 @tab X @tab X
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@item MSMPEG4 V3 @tab X @tab X
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@item MSZH @tab @tab X
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@tab Part of LCL
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@item On2 VP3 @tab @tab X
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@tab still experimental
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@item On2 VP5 @tab @tab X
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@tab fourcc: VP50
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@item On2 VP6 @tab @tab X
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@tab fourcc: VP60,VP61,VP62
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@item planar RGB @tab @tab X
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@tab fourcc: 8BPS
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@item QPEG @tab @tab X
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@tab fourccs: QPEG, Q1.0, Q1.1
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@item RealVideo 1.0 @tab X @tab X
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@item RealVideo 2.0 @tab X @tab X
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@item Renderware TXD @tab @tab X
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@tab Texture dictionaries used by the Renderware Engine.
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@item RTjpeg @tab @tab X
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@tab Video encoding used in NuppelVideo files.
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@item Smacker video @tab @tab X
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@tab Video encoding used in Smacker.
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@item Snow @tab X @tab X
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@tab experimental wavelet codec (fourcc: SNOW)
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@item Sony PlayStation MDEC @tab @tab X
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@item Sorenson Video 1 @tab X @tab X
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@tab fourcc: SVQ1
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@item Sorenson Video 3 @tab @tab X
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@tab fourcc: SVQ3
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@item Sunplus MJPEG @tab @tab X
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@tab fourcc: SP5X
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@item TechSmith Camtasia @tab @tab X
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@tab fourcc: TSCC
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@item Theora @tab E @tab X
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@tab encoding supported through external library libtheora
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@item THP @tab @tab X
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@tab Used on the Nintendo GameCube.
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@item Tiertex Seq video @tab @tab X
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@tab Codec used in DOS CD-ROM FlashBack game.
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@item VC-1 @tab @tab X
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@item VMD Video @tab @tab X
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@tab Used in Sierra VMD files.
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@item VMware Video @tab @tab X
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@tab Codec used in videos captured by VMware.
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@item Westwood VQA @tab @tab X
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@item Winnov WNV1 @tab @tab X
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@item WMV7 @tab X @tab X
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@item WMV8 @tab X @tab X
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@item WMV9 @tab @tab X
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@tab not completely working
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@item Xan/WC3 @tab @tab X
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@tab Used in Wing Commander III .MVE files.
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@item ZLIB @tab X @tab X
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@tab part of LCL, encoder experimental
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@item ZMBV @tab X @tab X
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@tab Encoder works only in PAL8.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Audio Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X IMA ADPCM @tab @tab X
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@item 8SVX audio @tab @tab X
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@item AAC @tab E @tab X
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@tab encoding supported through external library libfaac
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@item AC-3 @tab IX @tab IX
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@item AMR-NB @tab E @tab E
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@tab supported through external library libamrnb
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@item AMR-WB @tab E @tab E
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@tab supported through external library libamrwb
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@item AMV IMA ADPCM @tab @tab X
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@tab Used in AMV files
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@item Apple lossless audio @tab X @tab X
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@tab QuickTime fourcc 'alac'
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@item Apple MACE 3 @tab @tab X
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@item Apple MACE 6 @tab @tab X
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@item ATRAC 3 @tab @tab X
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@item CD-ROM XA ADPCM @tab @tab X
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@item Cin audio @tab @tab X
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@tab Codec used in Delphine Software International games.
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@item Creative ADPCM @tab @tab X
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@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
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@item CRI ADX ADPCM @tab X @tab X
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@tab Used in Sega Dreamcast games.
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@item DSP Group TrueSpeech @tab @tab X
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@item DTS Coherent Audio @tab @tab X
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@item Duck DK3 IMA ADPCM @tab @tab X
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@tab Used in some Sega Saturn console games.
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@item Duck DK4 IMA ADPCM @tab @tab X
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@tab Used in some Sega Saturn console games.
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@item DV audio @tab @tab X
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@item Electronic Arts ADPCM @tab @tab X
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@tab Used in various EA titles.
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@item Enhanced AC-3 @tab @tab X
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@item FLAC lossless audio @tab IX @tab X
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@item G.726 ADPCM @tab X @tab X
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@item GSM @tab E @tab E
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@tab supported through external library libgsm
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@item GSM_MS @tab E @tab E
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@tab supported through external library libgsm
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@item id RoQ DPCM @tab X @tab X
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@tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Music Coder @tab @tab X
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@item Interplay MVE DPCM @tab @tab X
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@tab Used in various Interplay computer games.
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@item MAXIS EA ADPCM @tab @tab X
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@tab Used in Sim City 3000.
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@item Microsoft ADPCM @tab X @tab X
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@item MLP/TrueHD @tab @tab X
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@tab Used in DVD-Audio and Blu-Ray discs.
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@item Monkey's Audio @tab @tab X
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@tab Only versions 3.97-3.99 are supported.
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@item MPEG audio layer 3 @tab E @tab IX
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@tab encoding supported through external library LAME
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@item MPEG audio layer 2 @tab IX @tab IX
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@item MS IMA ADPCM @tab X @tab X
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@item Musepack @tab @tab X
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@tab SV7 and SV8 are supported.
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@item Nellymoser ASAO @tab X @tab X
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@item Qdesign QDM2 @tab @tab X
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@tab There are still some distortions.
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@item QT IMA ADPCM @tab X @tab X
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@item RA144 @tab @tab X
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@tab Real 14400 bit/s codec
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@item RA288 @tab @tab X
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@tab Real 28800 bit/s codec
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@item RADnet @tab IX @tab IX
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@tab Real low bitrate AC-3 codec
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@item Real COOK @tab @tab X
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@tab All versions except 5.1 are supported.
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@item Shorten @tab @tab X
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@item Sierra Online DPCM @tab @tab X
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@tab Used in Sierra Online game audio files.
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@item Smacker audio @tab @tab X
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@item SMJPEG IMA ADPCM @tab @tab X
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@tab Used in certain Loki game ports.
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@item Sonic @tab X @tab X
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@tab experimental codec
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@item Sonic lossless @tab X @tab X
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@tab experimental codec
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@item Speex @tab @tab E
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@tab supported through external library libspeex
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@item THP ADPCM @tab @tab X
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@tab Used on the Nintendo GameCube.
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@item True Audio (TTA) @tab @tab X
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@item Vorbis @tab X @tab X
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@item WavPack @tab @tab X
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@item Westwood Studios IMA ADPCM @tab @tab X
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@tab Used in Westwood Studios games like Command and Conquer.
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@item WMA v1/v2 @tab X @tab X
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@item Xan DPCM @tab @tab X
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@tab Used in Origin's Wing Commander IV AVI files.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@code{I} means that an integer-only version is available, too (ensures high
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performance on systems without hardware floating point support).
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|
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@section Subtitle Formats
|
|
|
|
@multitable @columnfractions .4 .1 .1 .1 .1 .1
|
|
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering
|
|
@item ASS/SSA @tab X @tab X
|
|
@item DVB @tab X @tab X @tab X @tab X @tab X
|
|
@item DVD @tab X @tab X @tab X @tab X @tab X
|
|
@end multitable
|
|
|
|
@code{X} means that the feature 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 3.12
|
|
@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 vhooks, you must have a POSIX-compliant libdl in
|
|
your MinGW system. Get dlfcn-win32 from
|
|
@url{http://code.google.com/p/dlfcn-win32}.
|
|
|
|
@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 Cygwin is that newlib, its C library, does not
|
|
contain llrint(). However, it is possible to leverage the
|
|
implementation in MinGW.
|
|
|
|
Just install your Cygwin with all the "Base" packages, plus the
|
|
following "Devel" ones:
|
|
@example
|
|
binutils, gcc-core, make, subversion, mingw-runtime
|
|
@end example
|
|
|
|
Do not install binutils-20060709-1 (they are buggy on shared builds);
|
|
use binutils-20050610-1 instead.
|
|
|
|
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
|
|
and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
|
|
(@url{http://cygwinports.dotsrc.org/}).
|
|
|
|
@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
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|
are sent there and reviewed by all the other developers. Bugs and possible
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improvements or general questions regarding commits are discussed there. We
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expect you to react if problems with your code are uncovered.
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@item
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Update the documentation if you change behavior or add features. If you are
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unsure how best to do this, send a patch to ffmpeg-devel, the documentation
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maintainer(s) will review and commit your stuff.
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@item
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|
Try to keep important discussions and requests (also) on the public
|
|
developer mailing list, so that all developers can benefit from them.
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|
@item
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|
Never write to unallocated memory, never write over the end of arrays,
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always check values read from some untrusted source before using them
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|
as array index or other risky things.
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@item
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|
Remember to check if you need to bump versions for the specific libav
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|
parts (libavutil, libavcodec, libavformat) you are changing. You need
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|
to change the version integer.
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Incrementing the first component means no backward compatibility to
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|
previous versions (e.g. removal of a function from the public API).
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Incrementing the second component means backward compatible change
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|
(e.g. addition of a function to the public API or extension of an
|
|
existing data structure).
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Incrementing the third component means a noteworthy binary compatible
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|
change (e.g. encoder bug fix that matters for the decoder).
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|
@item
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|
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.
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|
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
|
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be changed to not generate a warning unless that causes a slowdown
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or obfuscates the code.
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@item
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If you add a new file, give it a proper license header. Do not copy and
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paste it from a random place, use an existing file as template.
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@end enumerate
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|
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We think our rules are not too hard. If you have comments, contact us.
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|
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Note, these rules are mostly borrowed from the MPlayer project.
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@section Submitting patches
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|
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First, (@pxref{Coding Rules}) above if you did not yet.
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When you submit your patch, try to send a unified diff (diff '-up'
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option). We cannot read other diffs :-)
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|
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|
Also please do not submit a patch which contains several unrelated changes.
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|
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.
|
|
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|
Run the regression tests before submitting a patch so that you can
|
|
verify that there are no big problems.
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|
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|
Patches should be posted as base64 encoded attachments (or any other
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|
encoding which ensures that the patch will not be trashed during
|
|
transmission) to the ffmpeg-devel mailing list, see
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|
@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
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|
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|
It also helps quite a bit if you tell us what the patch does (for example
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|
'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
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and has no lrint()')
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|
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|
Also please if you send several patches, send each patch as a separate mail,
|
|
do not attach several unrelated patches to the same mail.
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|
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|
@section New codecs or formats checklist
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|
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|
@enumerate
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@item
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|
Did you use av_cold for codec initialization and close functions?
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|
@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.mplayerhq.hu
|
|
@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
|