1 \input texinfo @c -*- texinfo -*-
3 @settitle General Documentation
6 @center @titlefont{General Documentation}
11 @chapter external libraries
13 FFmpeg can be hooked up with a number of external libraries to add support
14 for more formats. None of them are used by default, their use has to be
15 explicitly requested by passing the appropriate flags to @file{./configure}.
19 AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
20 use of the AMR wideband (floating-point mode) and the AMR narrowband
21 (floating-point mode) reference decoders and encoders.
23 Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
24 installing the libraries. Then pass @code{--enable-libamr-nb} and/or
25 @code{--enable-libamr-wb} to configure to enable the libraries.
27 Note that libamr is copyrighted without any sort of license grant. This means
28 that you can use it if you legally obtained it but you are not allowed to
29 redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
30 you create are non-free and unredistributable!}
33 @chapter Supported File Formats and Codecs
35 You can use the @code{-formats} option to have an exhaustive list.
39 FFmpeg supports the following file formats through the @code{libavformat}
42 @multitable @columnfractions .4 .1 .1 .4
43 @item Name @tab Encoding @tab Decoding @tab Comments
45 @tab 4X Technologies format, used in some games.
46 @item 8088flex TMV @tab @tab X
47 @item Audio IFF (AIFF) @tab X @tab X
48 @item American Laser Games MM @tab @tab X
49 @tab Multimedia format used in games like Mad Dog McCree.
50 @item 3GPP AMR @tab X @tab X
51 @item ASF @tab X @tab X
52 @item AVI @tab X @tab X
53 @item AVISynth @tab @tab X
55 @tab Multimedia format used by the Creature Shock game.
56 @item Beam Software SIFF @tab @tab X
57 @tab Audio and video format used in some games by Beam Software.
58 @item Bethesda Softworks VID @tab @tab X
59 @tab Used in some games from Bethesda Softworks.
60 @item Brute Force & Ignorance @tab @tab X
61 @tab Used in the game Flash Traffic: City of Angels.
62 @item Interplay C93 @tab @tab X
63 @tab Used in the game Cyberia from Interplay.
64 @item Delphine Software International CIN @tab @tab X
65 @tab Multimedia format used by Delphine Software games.
66 @item CRC testing format @tab X @tab
67 @item Creative Voice @tab X @tab X
68 @tab Created for the Sound Blaster Pro.
69 @item CRYO APC @tab @tab X
70 @tab Audio format used in some games by CRYO Interactive Entertainment.
71 @item D-Cinema audio @tab X @tab X
72 @item DV video @tab X @tab X
74 @tab This format is used in the non-Windows version of the Feeble Files
75 game and different game cutscenes repacked for use with ScummVM.
76 @item Electronic Arts cdata @tab @tab X
77 @item Electronic Arts Multimedia @tab @tab X
78 @tab Used in various EA games; files have extensions like WVE and UV2.
79 @item FFM (FFserver live feed) @tab X @tab X
80 @item Flash (SWF) @tab X @tab X
81 @item Flash 9 (AVM2) @tab X @tab X
82 @tab Only embedded audio is decoded.
83 @item FLI/FLC/FLX animation @tab @tab X
85 @item Flash Video (FLV) @tab @tab X
86 @tab Macromedia Flash video files
87 @item framecrc testing format @tab X @tab
88 @item FunCom ISS @tab @tab X
89 @tab Audio format used in various games from FunCom like The Longest Journey.
90 @item GIF Animation @tab X @tab
91 @item GXF @tab X @tab X
92 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
94 @item id Quake II CIN video @tab @tab X
95 @item id RoQ @tab X @tab X
96 @tab Used in Quake III, Jedi Knight 2, other computer games.
98 @tab Interchange File Format
99 @item Interplay MVE @tab @tab X
100 @tab Format used in various Interplay computer games.
101 @item LMLM4 @tab @tab X
102 @tab Used by Linux Media Labs MPEG-4 PCI boards
103 @item Matroska @tab X @tab X
104 @item Matroska audio @tab X @tab
105 @item MAXIS XA @tab @tab X
106 @tab Used in Sim City 3000; file extension .xa.
107 @item Monkey's Audio @tab @tab X
108 @item Motion Pixels MVI @tab @tab X
109 @item MOV/QuickTime/MP4 @tab X @tab X
110 @tab 3GP, 3GP2, PSP, iPod variants supported
111 @item MP2 @tab X @tab X
112 @item MP3 @tab X @tab X
113 @item MPEG-1 System @tab X @tab X
114 @tab muxed audio and video, VCD format supported
115 @item MPEG-PS (program stream) @tab X @tab X
116 @tab also known as @code{VOB} file, SVCD and DVD format supported
117 @item MPEG-TS (transport stream) @tab X @tab X
118 @tab also known as DVB Transport Stream
119 @item MPEG-4 @tab X @tab X
120 @tab MPEG-4 is a variant of QuickTime.
121 @item MIME multipart JPEG @tab X @tab
122 @item MSN TCP webcam @tab @tab X
123 @tab Used by MSN Messenger webcam streams.
124 @item MTV @tab @tab X
125 @item Musepack @tab @tab X
126 @item Musepack SV8 @tab @tab X
127 @item Material eXchange Format (MXF) @tab X @tab X
128 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
129 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
130 @tab SMPTE 386M, D-10/IMX Mapping.
131 @item NC camera feed @tab @tab X
132 @tab NC (AVIP NC4600) camera streams
133 @item NTT TwinVQ (VQF) @tab @tab X
134 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
135 @item Nullsoft Streaming Video @tab @tab X
136 @item NuppelVideo @tab @tab X
137 @item NUT @tab X @tab X
138 @tab NUT Open Container Format
139 @item Ogg @tab X @tab X
140 @item TechnoTrend PVA @tab @tab X
141 @tab Used by TechnoTrend DVB PCI boards.
142 @item raw ADTS (AAC) @tab X @tab X
143 @item raw AC-3 @tab X @tab X
144 @item raw Chinese AVS video @tab @tab X
145 @item raw CRI ADX @tab X @tab X
146 @item raw Dirac @tab X @tab X
147 @item raw DNxHD @tab X @tab X
148 @item raw DTS @tab X @tab X
149 @item raw E-AC-3 @tab X @tab X
150 @item raw FLAC @tab X @tab X
151 @item raw GSM @tab @tab X
152 @item raw H.261 @tab X @tab X
153 @item raw H.263 @tab X @tab X
154 @item raw H.264 @tab X @tab X
155 @item raw Ingenient MJPEG @tab @tab X
156 @item raw MJPEG @tab X @tab X
157 @item raw MLP @tab @tab X
158 @item raw MPEG @tab @tab X
159 @item raw MPEG-1 @tab @tab X
160 @item raw MPEG-2 @tab @tab X
161 @item raw MPEG-4 @tab X @tab X
162 @item raw NULL @tab X @tab
163 @item raw video @tab X @tab X
164 @item raw id RoQ @tab X @tab
165 @item raw Shorten @tab @tab X
166 @item raw TrueHD @tab X @tab X
167 @item raw VC-1 @tab @tab X
168 @item raw PCM A-law @tab X @tab X
169 @item raw PCM mu-law @tab X @tab X
170 @item raw PCM signed 8 bit @tab X @tab X
171 @item raw PCM signed 16 bit big-endian @tab X @tab X
172 @item raw PCM signed 16 bit little-endian @tab X @tab X
173 @item raw PCM signed 24 bit big-endian @tab X @tab X
174 @item raw PCM signed 24 bit little-endian @tab X @tab X
175 @item raw PCM signed 32 bit big-endian @tab X @tab X
176 @item raw PCM signed 32 bit little-endian @tab X @tab X
177 @item raw PCM unsigned 8 bit @tab X @tab X
178 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
179 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
180 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
181 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
182 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
183 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
184 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
185 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
186 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
187 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
188 @item RDT @tab @tab X
189 @item REDCODE R3D @tab @tab X
190 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
191 @item RealMedia @tab X @tab X
192 @item Redirector @tab @tab X
193 @item Renderware TeXture Dictionary @tab @tab X
194 @item RL2 @tab @tab X
195 @tab Audio and video format used in some games by Entertainment Software Partners.
196 @item RPL/ARMovie @tab @tab X
197 @item RTP @tab @tab X
198 @item RTSP @tab @tab X
199 @item SDP @tab @tab X
200 @item Sega FILM/CPK @tab @tab X
201 @tab Used in many Sega Saturn console games.
202 @item Sierra SOL @tab @tab X
203 @tab .sol files used in Sierra Online games.
204 @item Sierra VMD @tab @tab X
205 @tab Used in Sierra CD-ROM games.
206 @item Smacker @tab @tab X
207 @tab Multimedia format used by many games.
208 @item Sony OpenMG (OMA) @tab @tab X
209 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
210 @item Sony PlayStation STR @tab @tab X
211 @item SUN AU format @tab X @tab X
212 @item THP @tab @tab X
213 @tab Used on the Nintendo GameCube.
214 @item Tiertex Limited SEQ @tab @tab X
215 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
216 @item True Audio @tab @tab X
217 @item VC-1 test bitstream @tab X @tab X
218 @item WAV @tab X @tab X
219 @item WavPack @tab @tab X
220 @item Wing Commander III movie @tab @tab X
221 @tab Multimedia format used in Origin's Wing Commander III computer game.
222 @item Westwood Studios audio @tab @tab X
223 @tab Multimedia format used in Westwood Studios games.
224 @item Westwood Studios VQA @tab @tab X
225 @tab Multimedia format used in Westwood Studios games.
226 @item YUV4MPEG pipe @tab X @tab X
229 @code{X} means that encoding (resp. decoding) is supported.
231 @section Image Formats
233 FFmpeg can read and write images for each frame of a video sequence. The
234 following image formats are supported:
236 @multitable @columnfractions .4 .1 .1 .4
237 @item Name @tab Encoding @tab Decoding @tab Comments
238 @item .Y.U.V @tab X @tab X
239 @tab one raw file per component
240 @item animated GIF @tab X @tab X
241 @tab Only uncompressed GIFs are generated.
242 @item BMP @tab X @tab X
243 @tab Microsoft BMP image
244 @item JPEG @tab X @tab X
245 @tab Progressive JPEG is not supported.
246 @item JPEG 2000 @tab @tab E
247 @tab decoding supported through external library libopenjpeg
248 @item JPEG-LS @tab X @tab X
249 @item LJPEG @tab X @tab
251 @item PAM @tab X @tab X
252 @tab PAM is a PNM extension with alpha support.
253 @item PBM @tab X @tab X
254 @tab Portable BitMap image
255 @item PCX @tab X @tab X
257 @item PGM @tab X @tab X
258 @tab Portable GrayMap image
259 @item PGMYUV @tab X @tab X
260 @tab PGM with U and V components in YUV 4:2:0
261 @item PNG @tab X @tab X
262 @tab 2/4 bpp not supported yet
263 @item PPM @tab X @tab X
264 @tab Portable PixelMap image
265 @item PTX @tab @tab X
266 @tab V.Flash PTX format
267 @item SGI @tab X @tab X
268 @tab SGI RGB image format
269 @item Sun Rasterfile @tab @tab X
270 @tab Sun RAS image format
271 @item TIFF @tab X @tab X
272 @tab YUV, JPEG and some extension is not supported yet.
273 @item Truevision Targa @tab X @tab X
274 @tab Targa (.TGA) image format
277 @code{X} means that encoding (resp. decoding) is supported.
279 @code{E} means that support is provided through an external library.
281 @section Video Codecs
283 @multitable @columnfractions .4 .1 .1 .4
284 @item Name @tab Encoding @tab Decoding @tab Comments
285 @item 4X Movie @tab @tab X
286 @tab Used in certain computer games.
287 @item 8088flex TMV @tab @tab X
288 @item 8SVX exponential @tab @tab X
289 @item 8SVX fibonacci @tab @tab X
290 @item American Laser Games MM @tab @tab X
291 @tab Used in games like Mad Dog McCree.
292 @item AMV Video @tab @tab X
293 @tab Used in Chinese MP3 players.
294 @item Apple MJPEG-B @tab @tab X
295 @item Apple QuickDraw @tab @tab X
297 @item Asus v1 @tab X @tab X
299 @item Asus v2 @tab X @tab X
301 @item ATI VCR1 @tab @tab X
303 @item ATI VCR2 @tab @tab X
305 @item Autodesk Animator Flic video @tab @tab X
306 @item Autodesk RLE @tab @tab X
308 @item AVS (Audio Video Standard) video @tab @tab X
309 @tab Video encoding used by the Creature Shock game.
310 @item Beam Software VB @tab @tab X
311 @item Bethesda VID video @tab @tab X
312 @tab Used in some games from Bethesda Softworks.
313 @item Brute Force & Ignorance @tab @tab X
314 @tab Used in the game Flash Traffic: City of Angels.
315 @item C93 video @tab @tab X
316 @tab Codec used in Cyberia game.
317 @item CamStudio @tab @tab X
319 @item Chinese AVS video @tab @tab X
320 @tab AVS1-P2, JiZhun profile
321 @item Delphine Software International CIN video @tab @tab X
322 @tab Codec used in Delphine Software International games.
323 @item Cinepak @tab @tab X
324 @item Cirrus Logic AccuPak @tab @tab X
326 @item Creative YUV (CYUV) @tab @tab X
327 @item Dirac @tab E @tab E
328 @tab supported through external libdirac/libschroedinger libraries
329 @item DNxHD @tab X @tab X
331 @item Duck TrueMotion 1.0 @tab @tab X
333 @item Duck TrueMotion 2.0 @tab @tab X
335 @item DV (Digital Video) @tab X @tab X
336 @item Feeble Files/ScummVM DXA @tab @tab X
337 @tab Codec originally used in Feeble Files game.
338 @item Electronic Arts CMV video @tab @tab X
339 @tab Used in NHL 95 game.
340 @item Electronic Arts TGV video @tab @tab X
341 @item Electronic Arts TGQ video @tab @tab X
342 @item Electronic Arts TQI video @tab @tab X
343 @item Escape 124 @tab @tab X
344 @item FFmpeg codec #1 @tab X @tab X
345 @tab experimental lossless codec (fourcc: FFV1)
346 @item Flash Screen Video v1 @tab X @tab X
348 @item Flash Video (FLV) @tab X @tab X
349 @tab Sorenson H.263 used in Flash
350 @item Fraps @tab @tab X
351 @item H.261 @tab X @tab X
352 @item H.263 / H.263-1996 @tab X @tab X
353 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
354 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
355 @tab encoding supported through external library libx264
356 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
357 @item HuffYUV @tab X @tab X
358 @item HuffYUV FFmpeg variant @tab X @tab X
359 @item IBM Ultimotion @tab @tab X
361 @item id Cinematic video @tab @tab X
362 @tab Used in Quake II.
363 @item id RoQ video @tab X @tab X
364 @tab Used in Quake III, Jedi Knight 2, other computer games.
365 @item Intel H.263 @tab @tab X
366 @item Intel Indeo 2 @tab @tab X
367 @item Intel Indeo 3 @tab @tab X
368 @item Interplay C93 @tab @tab X
369 @tab Used in the game Cyberia from Interplay.
370 @item Interplay MVE video @tab @tab X
371 @tab Used in Interplay .MVE files.
372 @item Karl Morton's video codec @tab @tab X
373 @tab Codec used in Worms games.
374 @item LCL (LossLess Codec Library) MSZH @tab @tab X
375 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
376 @item LOCO @tab @tab X
377 @item lossless MJPEG @tab X @tab X
378 @item Microsoft RLE @tab @tab X
379 @item Microsoft Video 1 @tab @tab X
380 @item Mimic @tab @tab X
381 @tab Used in MSN Messenger Webcam streams.
382 @item Miro VideoXL @tab @tab X
384 @item MJPEG (Motion JPEG) @tab X @tab X
385 @item Motion Pixels video @tab @tab X
386 @item MPEG-1 video @tab X @tab X
387 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
388 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
389 @item MPEG-2 video @tab X @tab X
390 @item MPEG-4 part 2 @tab X @tab X
391 @ libxvidcore can be used alternatively for encoding.
392 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
393 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
394 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
395 @item Nintendo Gamecube THP video @tab @tab X
396 @item NuppelVideo/RTjpeg @tab @tab X
397 @tab Video encoding used in NuppelVideo files.
398 @item On2 VP3 @tab @tab X
399 @tab still experimental
400 @item On2 VP5 @tab @tab X
402 @item On2 VP6 @tab @tab X
403 @tab fourcc: VP60,VP61,VP62
404 @item planar RGB @tab @tab X
406 @item Q-team QPEG @tab @tab X
407 @tab fourccs: QPEG, Q1.0, Q1.1
408 @item QuickTime 8BPS video @tab @tab X
409 @item QuickTime Animation (RLE) video @tab X @tab X
411 @item QuickTime Graphics (SMC) @tab @tab X
413 @item QuickTime video (RPZA) @tab @tab X
415 @item Raw Video @tab X @tab X
416 @item RealVideo 1.0 @tab X @tab X
417 @item RealVideo 2.0 @tab X @tab X
418 @item RealVideo 3.0 @tab @tab X
419 @tab still far from ideal
420 @item RealVideo 4.0 @tab @tab X
421 @item Renderware TXD (TeXture Dictionary) @tab @tab X
422 @tab Texture dictionaries used by the Renderware Engine.
423 @item RL2 video @tab @tab X
424 @tab used in some games by Entertainment Software Partners
425 @item Sierra VMD video @tab @tab X
426 @tab Used in Sierra VMD files.
427 @item Smacker video @tab @tab X
428 @tab Video encoding used in Smacker.
429 @item SMPTE VC-1 @tab @tab X
430 @item Snow @tab X @tab X
431 @tab experimental wavelet codec (fourcc: SNOW)
432 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
433 @item Sorenson Vector Quantizer 1 @tab X @tab X
435 @item Sorenson Vector Quantizer 3 @tab @tab X
437 @item Sunplus JPEG (SP5X) @tab @tab X
439 @item TechSmith Screen Capture Codec @tab @tab X
441 @item Theora @tab E @tab X
442 @tab encoding supported through external library libtheora
443 @item Tiertex Limited SEQ video @tab @tab X
444 @tab Codec used in DOS CD-ROM FlashBack game.
445 @item VMware Screen Codec / VMware Video @tab @tab X
446 @tab Codec used in videos captured by VMware.
447 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
448 @item Windows Media Video 7 @tab X @tab X
449 @item Windows Media Video 8 @tab X @tab X
450 @item Windows Media Video 9 @tab @tab X
451 @tab not completely working
452 @item Wing Commander III / Xan @tab @tab X
453 @tab Used in Wing Commander III .MVE files.
454 @item Winnov WNV1 @tab @tab X
455 @item WMV7 @tab X @tab X
456 @item YAMAHA SMAF @tab X @tab X
457 @item ZLIB @tab X @tab X
458 @tab part of LCL, encoder experimental
459 @item Zip Motion Blocks Video @tab X @tab X
460 @tab Encoder works only in PAL8.
463 @code{X} means that encoding (resp. decoding) is supported.
465 @code{E} means that support is provided through an external library.
467 @section Audio Codecs
469 @multitable @columnfractions .4 .1 .1 .4
470 @item Name @tab Encoding @tab Decoding @tab Comments
471 @item 8SVX audio @tab @tab X
472 @item AAC @tab E @tab X
473 @tab encoding supported through external library libfaac
474 @item AC-3 @tab IX @tab X
475 @item ADPCM 4X Movie @tab @tab X
476 @item ADPCM CDROM XA @tab @tab X
477 @item ADPCM Creative Technology @tab @tab X
478 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
479 @item ADPCM Electronic Arts @tab @tab X
480 @tab Used in various EA titles.
481 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
482 @tab Used in Sim City 3000.
483 @item ADPCM Electronic Arts R1 @tab @tab X
484 @item ADPCM Electronic Arts R2 @tab @tab X
485 @item ADPCM Electronic Arts R3 @tab @tab X
486 @item ADPCM Electronic Arts XAS @tab @tab X
487 @item ADPCM G.726 @tab X @tab X
488 @item ADPCM IMA AMV @tab @tab X
489 @tab Used in AMV files
490 @item ADPCM IMA Electronic Arts EACS @tab @tab X
491 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
492 @item ADPCM IMA Funcom @tab @tab X
493 @item ADPCM IMA QuickTime @tab X @tab X
494 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
495 @item ADPCM IMA WAV @tab X @tab X
496 @item ADPCM IMA Westwood @tab @tab X
497 @item ADPCM ISS IMA @tab @tab X
498 @tab Used in FunCom games.
499 @item ADPCM IMA Duck DK3 @tab @tab X
500 @tab Used in some Sega Saturn console games.
501 @item ADPCM IMA Duck DK4 @tab @tab X
502 @tab Used in some Sega Saturn console games.
503 @item ADPCM Microsoft @tab X @tab X
504 @item ADPCM MS IMA @tab X @tab X
505 @item ADPCM Nintendo Gamecube THP @tab @tab X
506 @item ADPCM QT IMA @tab X @tab X
507 @item ADPCM SEGA CRI ADX @tab X @tab X
508 @tab Used in Sega Dreamcast games.
509 @item ADPCM Shockwave Flash @tab X @tab X
510 @item ADPCM SMJPEG IMA @tab @tab X
511 @tab Used in certain Loki game ports.
512 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
513 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
514 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
515 @item ADPCM Westwood Studios IMA @tab @tab X
516 @tab Used in Westwood Studios games like Command and Conquer.
517 @item ADPCM Yamaha @tab X @tab X
518 @item AMR-NB @tab E @tab E
519 @tab supported through external library libamrnb
520 @item AMR-WB @tab E @tab E
521 @tab supported through external library libamrwb
522 @item Apple lossless audio @tab X @tab X
523 @tab QuickTime fourcc 'alac'
524 @item Atrac 3 @tab @tab X
525 @item Delphine Software International CIN audio @tab @tab X
526 @tab Codec used in Delphine Software International games.
527 @item COOK @tab @tab X
528 @tab All versions except 5.1 are supported.
529 @item DCA (DTS Coherent Acoustics) @tab @tab X
530 @item DPCM id RoQ @tab X @tab X
531 @tab Used in Quake III, Jedi Knight 2, other computer games.
532 @item DPCM Interplay @tab @tab X
533 @tab Used in various Interplay computer games.
534 @item DPCM Sierra Online @tab @tab X
535 @tab Used in Sierra Online game audio files.
536 @item DPCM Sol @tab @tab X
537 @item DPCM Xan @tab @tab X
538 @item DSP Group TrueSpeech @tab @tab X
539 @item DV audio @tab @tab X
540 @item Enhanced AC-3 @tab @tab X
541 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
542 @item G.729 @tab @tab X
543 @item GSM @tab E @tab E
544 @tab supported through external library libgsm
545 @item GSM Microsoft variant @tab E @tab E
546 @tab supported through external library libgsm
547 @item IMC (Intel Music Coder) @tab @tab X
548 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
549 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
550 @item MLP (Meridian Lossless Packing) @tab @tab X
551 @tab Used in DVD-Audio discs.
552 @item Monkey's Audio @tab @tab X
553 @tab Only versions 3.97-3.99 are supported.
554 @item MP1 (MPEG audio layer 1) @tab @tab IX
555 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
556 @item MP3 (MPEG audio layer 3) @tab E @tab IX
557 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
558 @item Musepack SV7 @tab @tab X
559 @item Musepack SV8 @tab @tab X
560 @item Nellymoser Asao @tab X @tab X
561 @item PCM A-law @tab X @tab X
562 @item PCM mu-law @tab X @tab X
563 @item PCM 16-bit little-endian planar @tab @tab X
564 @item PCM 32-bit floating point big-endian @tab X @tab X
565 @item PCM 32-bit floating point little-endian @tab X @tab X
566 @item PCM 64-bit floating point big-endian @tab X @tab X
567 @item PCM 64-bit floating point little-endian @tab X @tab X
568 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
569 @item PCM signed 8-bit @tab X @tab X
570 @item PCM signed 16-bit big-endian @tab X @tab X
571 @item PCM signed 16-bit little-endian @tab X @tab X
572 @item PCM signed 24-bit big-endian @tab X @tab X
573 @item PCM signed 24-bit little-endian @tab X @tab X
574 @item PCM signed 32-bit big-endian @tab X @tab X
575 @item PCM signed 32-bit little-endian @tab X @tab X
576 @item PCM unsigned 8-bit @tab X @tab X
577 @item PCM unsigned 16-bit big-endian @tab X @tab X
578 @item PCM unsigned 16-bit little-endian @tab X @tab X
579 @item PCM unsigned 24-bit big-endian @tab X @tab X
580 @item PCM unsigned 24-bit little-endian @tab X @tab X
581 @item PCM unsigned 32-bit big-endian @tab X @tab X
582 @item PCM unsigned 32-bit little-endian @tab X @tab X
583 @item PCM Zork @tab X @tab X
584 @item QCELP / PureVoice @tab @tab X
585 @item QDesign Music Codec 2 @tab @tab X
586 @tab There are still some distortions.
587 @item RealAudio 1.0 (14.4K) @tab @tab X
588 @tab Real 14400 bit/s codec
589 @item RealAudio 2.0 (28.8K) @tab @tab X
590 @tab Real 28800 bit/s codec
591 @item RealAudio 3.0 (dnet) @tab IX @tab X
592 @tab Real low bitrate AC-3 codec
593 @item Shorten @tab @tab X
594 @item Sierra VMD audio @tab @tab X
595 @tab Used in Sierra VMD files.
596 @item Smacker audio @tab @tab X
597 @item Sonic @tab X @tab X
598 @tab experimental codec
599 @item Sonic lossless @tab X @tab X
600 @tab experimental codec
601 @item Speex @tab @tab E
602 @tab supported through external library libspeex
603 @item True Audio (TTA) @tab @tab X
604 @item TrueHD @tab @tab X
605 @tab Used in HD-DVD and Blu-Ray discs.
606 @item Vorbis @tab E @tab X
607 @ A native but very primitive encoder exists.
608 @item WavPack @tab @tab X
609 @item Westwood Audio (SND1) @tab @tab X
610 @item Windows Media Audio 1 @tab X @tab X
611 @item Windows Media Audio 2 @tab X @tab X
612 @tab Used in Origin's Wing Commander IV AVI files.
615 @code{X} means that encoding (resp. decoding) is supported.
617 @code{E} means that support is provided through an external library.
619 @code{I} means that an integer-only version is available, too (ensures high
620 performance on systems without hardware floating point support).
622 @section Subtitle Formats
624 @multitable @columnfractions .4 .1 .1 .1 .1
625 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
626 @item SSA/ASS @tab X @tab X
627 @item DVB @tab X @tab X @tab X @tab X
628 @item DVD @tab X @tab X @tab X @tab X
629 @item XSUB @tab @tab @tab @tab X
632 @code{X} means that the feature is supported.
634 @section Network Protocols
636 @multitable @columnfractions .4 .1
637 @item Name @tab Support
647 @code{X} means that the protocol is supported.
650 @section Input/Output Devices
652 @multitable @columnfractions .4 .1 .1
653 @item Name @tab Input @tab Output
654 @item ALSA @tab X @tab X
655 @item BEOS audio @tab X @tab X
656 @item BKTR @tab X @tab
657 @item DV1394 @tab X @tab
658 @item JACK @tab X @tab
659 @item LIBDC1394 @tab X @tab
660 @item OSS @tab X @tab X
661 @item Video4Linux @tab X @tab
662 @item Video4Linux2 @tab X @tab
663 @item VfW capture @tab X @tab
664 @item X11 grabbing @tab X @tab
667 @code{X} means that input/output is supported.
670 @chapter Platform Specific information
674 BSD make will not build FFmpeg, you need to install and use GNU Make
679 To get help and instructions for building FFmpeg under Windows, check out
680 the FFmpeg Windows Help Forum at
681 @url{http://ffmpeg.arrozcru.org/}.
683 @subsection Native Windows compilation
685 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
686 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
687 You can find detailed installation
688 instructions in the download section and the FAQ.
690 FFmpeg does not build out-of-the-box with the packages the automated MinGW
691 installer provides. It also requires coreutils to be installed and many other
692 packages updated to the latest version. The minimum version for some packages
697 @item msys-make 3.81-2 (note: not mingw32-make)
699 @item mingw-runtime 3.15
702 FFmpeg automatically passes @code{-fno-common} to the compiler to work around
703 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
705 Within the MSYS shell, configure and make with:
708 ./configure --enable-memalign-hack --extra-cflags=-fno-common
713 This will install @file{ffmpeg.exe} along with many other development files
714 to @file{/usr/local}. You may specify another install path using the
715 @code{--prefix} option in @file{configure}.
721 @item In order to compile FFplay, you must have the MinGW development library
722 of SDL. Get it from @url{http://www.libsdl.org}.
723 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
724 where SDL was installed. Verify that @file{sdl-config} can be launched from
725 the MSYS command line.
727 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
728 you can build libavutil, libavcodec and libavformat as DLLs.
732 @subsection Microsoft Visual C++ compatibility
734 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
735 want to use the libav* libraries in your own applications, you can still
736 compile those applications using MSVC++. But the libav* libraries you link
737 to @emph{must} be built with MinGW. However, you will not be able to debug
738 inside the libav* libraries, since MSVC++ does not recognize the debug
739 symbols generated by GCC.
740 We strongly recommend you to move over from MSVC++ to MinGW tools.
742 This description of how to use the FFmpeg libraries with MSVC++ is based on
743 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
744 you might have to modify the procedures slightly.
746 @subsubsection Using static libraries
748 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
752 @item Create a new console application ("File / New / Project") and then
753 select "Win32 Console Application". On the appropriate page of the
754 Application Wizard, uncheck the "Precompiled headers" option.
756 @item Write the source code for your application, or, for testing, just
757 copy the code from an existing sample application into the source file
758 that MSVC++ has already created for you. For example, you can copy
759 @file{libavformat/output-example.c} from the FFmpeg distribution.
761 @item Open the "Project / Properties" dialog box. In the "Configuration"
762 combo box, select "All Configurations" so that the changes you make will
763 affect both debug and release builds. In the tree view on the left hand
764 side, select "C/C++ / General", then edit the "Additional Include
765 Directories" setting to contain the path where the FFmpeg includes were
766 installed (i.e. @file{c:\msys\1.0\local\include}).
767 Do not add MinGW's include directory here, or the include files will
768 conflict with MSVC's.
770 @item Still in the "Project / Properties" dialog box, select
771 "Linker / General" from the tree view and edit the
772 "Additional Library Directories" setting to contain the @file{lib}
773 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
774 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
775 and the directory where MinGW's GCC libs are installed
776 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
777 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
778 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
779 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
780 to the end of "Additional Dependencies".
782 @item Now, select "C/C++ / Code Generation" from the tree view. Select
783 "Debug" in the "Configuration" combo box. Make sure that "Runtime
784 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
785 the "Configuration" combo box and make sure that "Runtime Library" is
786 set to "Multi-threaded DLL".
788 @item Click "OK" to close the "Project / Properties" dialog box.
790 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
791 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
792 and install it in MSVC++'s include directory
793 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
795 @item MSVC++ also does not understand the @code{inline} keyword used by
796 FFmpeg, so you must add this line before @code{#include}ing libav*:
798 #define inline _inline
801 @item Build your application, everything should work.
805 @subsubsection Using shared libraries
807 This is how to create DLL and LIB files that are compatible with MSVC++:
811 @item Add a call to @file{vcvars32.bat} (which sets up the environment
812 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
813 The standard location for @file{vcvars32.bat} is
814 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
815 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
816 If this corresponds to your setup, add the following line as the first line
820 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
823 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
824 and run @file{c:\msys\1.0\msys.bat} from there.
826 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
827 from @file{Microsoft (R) Library Manager}, this means your environment
828 variables are set up correctly, the @file{Microsoft (R) Library Manager}
829 is on the path and will be used by FFmpeg to create
830 MSVC++-compatible import libraries.
832 @item Build FFmpeg with
835 ./configure --enable-shared --enable-memalign-hack
840 Your install path (@file{/usr/local/} by default) should now have the
841 necessary DLL and LIB files under the @file{bin} directory.
845 To use those files with MSVC++, do the same as you would do with
846 the static libraries, as described above. But in Step 4,
847 you should only need to add the directory where the LIB files are installed
848 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
849 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
850 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
851 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
852 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
853 statically linked into the DLLs. The @file{bin} directory contains a bunch
854 of DLL files, but the ones that are actually used to run your application
855 are the ones with a major version number in their filenames
856 (i.e. @file{avcodec-51.dll}).
858 @subsection Cross compilation for Windows with Linux
860 You must use the MinGW cross compilation tools available at
861 @url{http://www.mingw.org/}.
863 Then configure FFmpeg with the following options:
865 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
867 (you can change the cross-prefix according to the prefix chosen for the
870 Then you can easily test FFmpeg with Wine
871 (@url{http://www.winehq.com/}).
873 @subsection Compilation under Cygwin
875 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
876 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
877 or leverage the implementation in MinGW (as explained below).
879 Just install your Cygwin with all the "Base" packages, plus the
880 following "Devel" ones:
882 binutils, gcc-core, make, subversion, mingw-runtime, diffutils
885 The experimental gcc4 package is still buggy, hence please
886 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
888 Install the current binutils-20080624-2 as they work fine (the old
889 binutils-20060709-1 proved buggy on shared builds).
891 Then create a small library that just contains llrint():
894 ar x /usr/lib/mingw/libmingwex.a llrint.o
895 ar cq /usr/local/lib/libllrint.a llrint.o
901 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
904 to make a static build or
907 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
910 to build shared libraries.
912 If you want to build FFmpeg with additional libraries, download Cygwin
913 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
915 libogg-devel, libvorbis-devel
918 These library packages are only available from Cygwin Ports
919 (@url{http://sourceware.org/cygwinports/}) :
922 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
923 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
927 The recommendation for libnut and x264 is to build them from source by
928 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
930 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
931 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
933 @subsection Crosscompilation for Windows under Cygwin
935 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
937 Just install your Cygwin as explained before, plus these additional
940 gcc-mingw-core, mingw-runtime, mingw-zlib
943 and add some special flags to your configure invocation.
945 For a static build run
947 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
950 and for a build with shared libraries
952 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
957 BeOS support is broken in mysterious ways.
961 For information about compiling FFmpeg on OS/2 see
962 @url{http://www.edm2.com/index.php/FFmpeg}.
964 @chapter Developers Guide
968 @item libavcodec is the library containing the codecs (both encoding and
969 decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
971 @item libavformat is the library containing the file format handling (mux and
972 demux code for several formats). Look at @file{ffplay.c} to use it in a
973 player. See @file{libavformat/output-example.c} to use it to generate
974 audio or video streams.
978 @section Integrating libavcodec or libavformat in your program
980 You can integrate all the source code of the libraries to link them
981 statically to avoid any version problem. All you need is to provide a
982 'config.mak' and a 'config.h' in the parent directory. See the defines
983 generated by ./configure to understand what is needed.
985 You can use libavcodec or libavformat in your commercial program, but
986 @emph{any patch you make must be published}. The best way to proceed is
987 to send your patches to the FFmpeg mailing list.
990 @section Coding Rules
992 FFmpeg is programmed in the ISO C90 language with a few additional
993 features from ISO C99, namely:
996 the @samp{inline} keyword;
1000 designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
1002 compound literals (@samp{x = (struct s) @{ 17, 23 @};})
1005 These features are supported by all compilers we care about, so we will not
1006 accept patches to remove their use unless they absolutely do not impair
1007 clarity and performance.
1009 All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
1010 compiles with several other compilers, such as the Compaq ccc compiler
1011 or Sun Studio 9, and we would like to keep it that way unless it would
1012 be exceedingly involved. To ensure compatibility, please do not use any
1013 additional C99 features or GCC extensions. Especially watch out for:
1016 mixing statements and declarations;
1018 @samp{long long} (use @samp{int64_t} instead);
1020 @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
1022 GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
1026 The presentation is the one specified by 'indent -i4 -kr -nut'.
1027 The TAB character is forbidden outside of Makefiles as is any
1028 form of trailing whitespace. Commits containing either will be
1029 rejected by the Subversion repository.
1031 The main priority in FFmpeg is simplicity and small code size in order to
1032 minimize the bug count.
1034 Comments: Use the JavaDoc/Doxygen
1035 format (see examples below) so that code documentation
1036 can be generated automatically. All nontrivial functions should have a comment
1037 above them explaining what the function does, even if it is just one sentence.
1038 All structures and their member variables should be documented, too.
1051 typedef struct Foobar@{
1052 int var1; /**< var1 description */
1053 int var2; ///< var2 description
1054 /** var3 description */
1062 * @@param my_parameter description of my_parameter
1063 * @@return return value description
1065 int myfunc(int my_parameter)
1069 fprintf and printf are forbidden in libavformat and libavcodec,
1070 please use av_log() instead.
1072 Casts should be used only when necessary. Unneeded parentheses
1073 should also be avoided if they don't make the code easier to understand.
1075 @section Development Policy
1079 Contributions should be licensed under the LGPL 2.1, including an
1080 "or any later version" clause, or the MIT license. GPL 2 including
1081 an "or any later version" clause is also acceptable, but LGPL is
1084 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1085 enabled code which breaks compilation or compiles but does not work or
1086 breaks the regression tests)
1087 You can commit unfinished stuff (for testing etc), but it must be disabled
1088 (#ifdef etc) by default so it does not interfere with other developers'
1091 You do not have to over-test things. If it works for you, and you think it
1092 should work for others, then commit. If your code has problems
1093 (portability, triggers compiler bugs, unusual environment etc) they will be
1094 reported and eventually fixed.
1096 Do not commit unrelated changes together, split them into self-contained
1097 pieces. Also do not forget that if part B depends on part A, but A does not
1098 depend on B, then A can and should be committed first and separate from B.
1099 Keeping changes well split into self-contained parts makes reviewing and
1100 understanding them on the commit log mailing list easier. This also helps
1101 in case of debugging later on.
1102 Also if you have doubts about splitting or not splitting, do not hesitate to
1103 ask/discuss it on the developer mailing list.
1105 Do not change behavior of the program (renaming options etc) without
1106 first discussing it on the ffmpeg-devel mailing list. Do not remove
1107 functionality from the code. Just improve!
1109 Note: Redundant code can be removed.
1111 Do not commit changes to the build system (Makefiles, configure script)
1112 which change behavior, defaults etc, without asking first. The same
1113 applies to compiler warning fixes, trivial looking fixes and to code
1114 maintained by other developers. We usually have a reason for doing things
1115 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1116 list, and if the code maintainers say OK, you may commit. This does not
1117 apply to files you wrote and/or maintain.
1119 We refuse source indentation and other cosmetic changes if they are mixed
1120 with functional changes, such commits will be rejected and removed. Every
1121 developer has his own indentation style, you should not change it. Of course
1122 if you (re)write something, you can use your own style, even though we would
1123 prefer if the indentation throughout FFmpeg was consistent (Many projects
1124 force a given indentation style - we do not.). If you really need to make
1125 indentation changes (try to avoid this), separate them strictly from real
1128 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1129 then either do NOT change the indentation of the inner part within (do not
1130 move it to the right)! or do so in a separate commit
1132 Always fill out the commit log message. Describe in a few lines what you
1133 changed and why. You can refer to mailing list postings if you fix a
1134 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1136 If you apply a patch by someone else, include the name and email address in
1137 the log message. Since the ffmpeg-cvslog mailing list is publicly
1138 archived you should add some SPAM protection to the email address. Send an
1139 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1140 you applied the patch.
1142 When applying patches that have been discussed (at length) on the mailing
1143 list, reference the thread in the log message.
1145 Do NOT commit to code actively maintained by others without permission.
1146 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1147 timeframe (12h for build failures and security fixes, 3 days small changes,
1148 1 week for big patches) then commit your patch if you think it is OK.
1149 Also note, the maintainer can simply ask for more time to review!
1151 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1152 are sent there and reviewed by all the other developers. Bugs and possible
1153 improvements or general questions regarding commits are discussed there. We
1154 expect you to react if problems with your code are uncovered.
1156 Update the documentation if you change behavior or add features. If you are
1157 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1158 maintainer(s) will review and commit your stuff.
1160 Try to keep important discussions and requests (also) on the public
1161 developer mailing list, so that all developers can benefit from them.
1163 Never write to unallocated memory, never write over the end of arrays,
1164 always check values read from some untrusted source before using them
1165 as array index or other risky things.
1167 Remember to check if you need to bump versions for the specific libav
1168 parts (libavutil, libavcodec, libavformat) you are changing. You need
1169 to change the version integer.
1170 Incrementing the first component means no backward compatibility to
1171 previous versions (e.g. removal of a function from the public API).
1172 Incrementing the second component means backward compatible change
1173 (e.g. addition of a function to the public API or extension of an
1174 existing data structure).
1175 Incrementing the third component means a noteworthy binary compatible
1176 change (e.g. encoder bug fix that matters for the decoder).
1178 Compiler warnings indicate potential bugs or code with bad style. If a type of
1179 warning always points to correct and clean code, that warning should
1180 be disabled, not the code changed.
1181 Thus the remaining warnings can either be bugs or correct code.
1182 If it is a bug, the bug has to be fixed. If it is not, the code should
1183 be changed to not generate a warning unless that causes a slowdown
1184 or obfuscates the code.
1186 If you add a new file, give it a proper license header. Do not copy and
1187 paste it from a random place, use an existing file as template.
1190 We think our rules are not too hard. If you have comments, contact us.
1192 Note, these rules are mostly borrowed from the MPlayer project.
1194 @section Submitting patches
1196 First, (@pxref{Coding Rules}) above if you did not yet.
1198 When you submit your patch, try to send a unified diff (diff '-up'
1199 option). We cannot read other diffs :-)
1201 Also please do not submit a patch which contains several unrelated changes.
1202 Split it into separate, self-contained pieces. This does not mean splitting
1203 file by file. Instead, make the patch as small as possible while still
1204 keeping it as a logical unit that contains an individual change, even
1205 if it spans multiple files. This makes reviewing your patches much easier
1206 for us and greatly increases your chances of getting your patch applied.
1208 Run the regression tests before submitting a patch so that you can
1209 verify that there are no big problems.
1211 Patches should be posted as base64 encoded attachments (or any other
1212 encoding which ensures that the patch will not be trashed during
1213 transmission) to the ffmpeg-devel mailing list, see
1214 @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1216 It also helps quite a bit if you tell us what the patch does (for example
1217 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1218 and has no lrint()')
1220 Also please if you send several patches, send each patch as a separate mail,
1221 do not attach several unrelated patches to the same mail.
1223 @section New codecs or formats checklist
1227 Did you use av_cold for codec initialization and close functions?
1229 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1230 AVInputFormat/AVOutputFormat struct?
1232 Did you bump the minor version number in @file{avcodec.h} or
1235 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1237 Did you add the CodecID to @file{avcodec.h}?
1239 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1240 even if it is only a decoder?
1242 Did you add a rule to compile the appropriate files in the Makefile?
1243 Remember to do this even if you're just adding a format to a file that is
1244 already being compiled by some other rule, like a raw demuxer.
1246 Did you add an entry to the table of supported formats or codecs in the
1249 Did you add an entry in the Changelog?
1251 If it depends on a parser or a library, did you add that dependency in
1254 Did you "svn add" the appropriate files before commiting?
1257 @section patch submission checklist
1261 Do the regression tests pass with the patch applied?
1263 Does @code{make checkheaders} pass with the patch applied?
1265 Is the patch a unified diff?
1267 Is the patch against latest FFmpeg SVN?
1269 Are you subscribed to ffmpeg-dev?
1270 (the list is subscribers only due to spam)
1272 Have you checked that the changes are minimal, so that the same cannot be
1273 achieved with a smaller patch and/or simpler final code?
1275 If the change is to speed critical code, did you benchmark it?
1277 If you did any benchmarks, did you provide them in the mail?
1279 Have you checked that the patch does not introduce buffer overflows or
1280 other security issues?
1282 Did you test your decoder or demuxer against damaged data? If no, see
1283 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1284 should not crash or end in a (near) infinite loop when fed damaged data.
1286 Is the patch created from the root of the source tree, so it can be
1287 applied with @code{patch -p0}?
1289 Does the patch not mix functional and cosmetic changes?
1291 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1293 Is the patch attached to the email you send?
1295 Is the mime type of the patch correct? It should be text/x-diff or
1296 text/x-patch or at least text/plain and not application/octet-stream.
1298 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1300 If the patch fixes a bug, did you provide enough information, including
1301 a sample, so the bug can be reproduced and the fix can be verified?
1302 Note please do not attach samples >100k to mails but rather provide a
1303 URL, you can upload to ftp://upload.ffmpeg.org
1305 Did you provide a verbose summary about what the patch does change?
1307 Did you provide a verbose explanation why it changes things like it does?
1309 Did you provide a verbose summary of the user visible advantages and
1310 disadvantages if the patch is applied?
1312 Did you provide an example so we can verify the new feature added by the
1315 If you added a new file, did you insert a license header? It should be
1316 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1318 You should maintain alphabetical order in alphabetically ordered lists as
1319 long as doing so does not break API/ABI compatibility.
1321 Lines with similar content should be aligned vertically when doing so
1322 improves readability.
1324 Did you provide a suggestion for a clear commit log message?
1327 @section Patch review process
1329 All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1330 clear note that the patch is not for SVN.
1331 Reviews and comments will be posted as replies to the patch on the
1332 mailing list. The patch submitter then has to take care of every comment,
1333 that can be by resubmitting a changed patch or by discussion. Resubmitted
1334 patches will themselves be reviewed like any other patch. If at some point
1335 a patch passes review with no comments then it is approved, that can for
1336 simple and small patches happen immediately while large patches will generally
1337 have to be changed and reviewed many times before they are approved.
1338 After a patch is approved it will be committed to the repository.
1340 We will review all submitted patches, but sometimes we are quite busy so
1341 especially for large patches this can take several weeks.
1343 When resubmitting patches, please do not make any significant changes
1344 not related to the comments received during review. Such patches will
1345 be rejected. Instead, submit significant changes or new features as
1348 @section Regression tests
1350 Before submitting a patch (or committing to the repository), you should at least
1351 test that you did not break anything.
1353 The regression tests build a synthetic video stream and a synthetic
1354 audio stream. These are then encoded and decoded with all codecs or
1355 formats. The CRC (or MD5) of each generated file is recorded in a
1356 result file. A 'diff' is launched to compare the reference results and
1359 The regression tests then go on to test the FFserver code with a
1360 limited set of streams. It is important that this step runs correctly
1363 Run 'make test' to test all the codecs and formats.
1365 Run 'make fulltest' to test all the codecs, formats and FFserver.
1367 [Of course, some patches may change the results of the regression tests. In
1368 this case, the reference results of the regression tests shall be modified