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 Audio IFF (AIFF) @tab X @tab X
47 @item American Laser Games MM @tab @tab X
48 @tab Multimedia format used in games like Mad Dog McCree.
49 @item 3GPP AMR @tab X @tab X
50 @item ASF @tab X @tab X
51 @item AVI @tab X @tab X
52 @item AVISynth @tab @tab X
54 @tab Multimedia format used by the Creature Shock game.
55 @item Beam Software SIFF @tab @tab X
56 @tab Audio and video format used in some games by Beam Software.
57 @item Bethesda Softworks VID @tab @tab X
58 @tab Used in some games from Bethesda Softworks.
59 @item Brute Force & Ignorance @tab @tab X
60 @tab Used in the game Flash Traffic: City of Angels.
61 @item Interplay C93 @tab @tab X
62 @tab Used in the game Cyberia from Interplay.
63 @item Delphine Software International CIN @tab @tab X
64 @tab Multimedia format used by Delphine Software games.
65 @item CRC testing format @tab X @tab
66 @item Creative Voice @tab X @tab X
67 @tab Created for the Sound Blaster Pro.
68 @item CRYO APC @tab @tab X
69 @tab Audio format used in some games by CRYO Interactive Entertainment.
70 @item D-Cinema audio @tab X @tab X
71 @item DV video @tab X @tab X
73 @tab This format is used in the non-Windows version of the Feeble Files
74 game and different game cutscenes repacked for use with ScummVM.
75 @item Electronic Arts cdata @tab @tab X
76 @item Electronic Arts Multimedia @tab @tab X
77 @tab Used in various EA games; files have extensions like WVE and UV2.
78 @item FFM (FFserver live feed) @tab X @tab X
79 @item Flash (SWF) @tab X @tab X
80 @item Flash 9 (AVM2) @tab X @tab X
81 @tab Only embedded audio is decoded.
82 @item FLI/FLC/FLX animation @tab @tab X
84 @item Flash Video (FLV) @tab @tab X
85 @tab Macromedia Flash video files
86 @item framecrc testing format @tab X @tab
87 @item FunCom ISS @tab @tab X
88 @tab Audio format used in various games from FunCom like The Longest Journey.
89 @item GIF Animation @tab X @tab
90 @item GXF @tab X @tab X
91 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
93 @item id Quake II CIN video @tab @tab X
94 @item id RoQ @tab X @tab X
95 @tab Used in Quake III, Jedi Knight 2, other computer games.
97 @tab Interchange File Format
98 @item Interplay MVE @tab @tab X
99 @tab Format used in various Interplay computer games.
100 @item LMLM4 @tab @tab X
101 @tab Used by Linux Media Labs MPEG-4 PCI boards
102 @item Matroska @tab X @tab X
103 @item Matroska audio @tab X @tab
104 @item MAXIS XA @tab @tab X
105 @tab Used in Sim City 3000; file extension .xa.
106 @item Monkey's Audio @tab @tab X
107 @item Motion Pixels MVI @tab @tab X
108 @item MOV/QuickTime/MP4 @tab X @tab X
109 @tab 3GP, 3GP2, PSP, iPod variants supported
110 @item MP2 @tab X @tab X
111 @item MP3 @tab X @tab X
112 @item MPEG-1 System @tab X @tab X
113 @tab muxed audio and video, VCD format supported
114 @item MPEG-PS (program stream) @tab X @tab X
115 @tab also known as @code{VOB} file, SVCD and DVD format supported
116 @item MPEG-TS (transport stream) @tab X @tab X
117 @tab also known as DVB Transport Stream
118 @item MPEG-4 @tab X @tab X
119 @tab MPEG-4 is a variant of QuickTime.
120 @item MIME multipart JPEG @tab X @tab
121 @item MSN TCP webcam @tab @tab X
122 @tab Used by MSN Messenger webcam streams.
123 @item MTV @tab @tab X
124 @item Musepack @tab @tab X
125 @item Musepack SV8 @tab @tab X
126 @item Material eXchange Format (MXF) @tab X @tab X
127 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
128 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
129 @tab SMPTE 386M, D-10/IMX Mapping.
130 @item NC camera feed @tab @tab X
131 @tab NC (AVIP NC4600) camera streams
132 @item Nullsoft Streaming Video @tab @tab X
133 @item NuppelVideo @tab @tab X
134 @item NUT @tab X @tab X
135 @tab NUT Open Container Format
136 @item Ogg @tab X @tab X
137 @item TechnoTrend PVA @tab @tab X
138 @tab Used by TechnoTrend DVB PCI boards.
139 @item raw ADTS (AAC) @tab X @tab X
140 @item raw AC-3 @tab X @tab X
141 @item raw Chinese AVS video @tab @tab X
142 @item raw CRI ADX @tab X @tab X
143 @item raw Dirac @tab X @tab X
144 @item raw DNxHD @tab X @tab X
145 @item raw DTS @tab X @tab X
146 @item raw E-AC-3 @tab X @tab X
147 @item raw FLAC @tab X @tab X
148 @item raw GSM @tab @tab X
149 @item raw H.261 @tab X @tab X
150 @item raw H.263 @tab X @tab X
151 @item raw H.264 @tab X @tab X
152 @item raw Ingenient MJPEG @tab @tab X
153 @item raw MJPEG @tab X @tab X
154 @item raw MLP @tab @tab X
155 @item raw MPEG @tab @tab X
156 @item raw MPEG-1 @tab @tab X
157 @item raw MPEG-2 @tab @tab X
158 @item raw MPEG-4 @tab X @tab X
159 @item raw NULL @tab X @tab
160 @item raw video @tab X @tab X
161 @item raw id RoQ @tab X @tab
162 @item raw Shorten @tab @tab X
163 @item raw VC-1 @tab @tab X
164 @item raw PCM A-law @tab X @tab X
165 @item raw PCM mu-law @tab X @tab X
166 @item raw PCM signed 8 bit @tab X @tab X
167 @item raw PCM signed 16 bit big-endian @tab X @tab X
168 @item raw PCM signed 16 bit little-endian @tab X @tab X
169 @item raw PCM signed 24 bit big-endian @tab X @tab X
170 @item raw PCM signed 24 bit little-endian @tab X @tab X
171 @item raw PCM signed 32 bit big-endian @tab X @tab X
172 @item raw PCM signed 32 bit little-endian @tab X @tab X
173 @item raw PCM unsigned 8 bit @tab X @tab X
174 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
175 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
176 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
177 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
178 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
179 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
180 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
181 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
182 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
183 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
184 @item RDT @tab @tab X
185 @item REDCODE R3D @tab @tab X
186 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
187 @item RealMedia @tab X @tab X
188 @item Redirector @tab @tab X
189 @item Renderware TeXture Dictionary @tab @tab X
190 @item RL2 @tab @tab X
191 @tab Audio and video format used in some games by Entertainment Software Partners.
192 @item RPL/ARMovie @tab @tab X
193 @item RTP @tab @tab X
194 @item RTSP @tab @tab X
195 @item SDP @tab @tab X
196 @item Sega FILM/CPK @tab @tab X
197 @tab Used in many Sega Saturn console games.
198 @item Sierra SOL @tab @tab X
199 @tab .sol files used in Sierra Online games.
200 @item Sierra VMD @tab @tab X
201 @tab Used in Sierra CD-ROM games.
202 @item Smacker @tab @tab X
203 @tab Multimedia format used by many games.
204 @item Sony OpenMG (OMA) @tab @tab X
205 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
206 @item Sony PlayStation STR @tab @tab X
207 @item SUN AU format @tab X @tab X
208 @item THP @tab @tab X
209 @tab Used on the Nintendo GameCube.
210 @item Tiertex Limited SEQ @tab @tab X
211 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
212 @item True Audio @tab @tab X
213 @item VC-1 test bitstream @tab X @tab X
214 @item WAV @tab X @tab X
215 @item WavPack @tab @tab X
216 @item Wing Commander III movie @tab @tab X
217 @tab Multimedia format used in Origin's Wing Commander III computer game.
218 @item Westwood Studios audio @tab @tab X
219 @tab Multimedia format used in Westwood Studios games.
220 @item Westwood Studios VQA @tab @tab X
221 @tab Multimedia format used in Westwood Studios games.
222 @item YUV4MPEG pipe @tab X @tab X
225 @code{X} means that encoding (resp. decoding) is supported.
227 @section Image Formats
229 FFmpeg can read and write images for each frame of a video sequence. The
230 following image formats are supported:
232 @multitable @columnfractions .4 .1 .1 .4
233 @item Name @tab Encoding @tab Decoding @tab Comments
234 @item .Y.U.V @tab X @tab X
235 @tab one raw file per component
236 @item animated GIF @tab X @tab X
237 @tab Only uncompressed GIFs are generated.
238 @item BMP @tab X @tab X
239 @tab Microsoft BMP image
240 @item JPEG @tab X @tab X
241 @tab Progressive JPEG is not supported.
242 @item JPEG 2000 @tab @tab E
243 @tab decoding supported through external library libopenjpeg
244 @item JPEG-LS @tab X @tab X
245 @item LJPEG @tab X @tab
247 @item PAM @tab X @tab X
248 @tab PAM is a PNM extension with alpha support.
249 @item PBM @tab X @tab X
250 @tab Portable BitMap image
251 @item PCX @tab @tab X
253 @item PGM @tab X @tab X
254 @tab Portable GrayMap image
255 @item PGMYUV @tab X @tab X
256 @tab PGM with U and V components in YUV 4:2:0
257 @item PNG @tab X @tab X
258 @tab 2/4 bpp not supported yet
259 @item PPM @tab X @tab X
260 @tab Portable PixelMap image
261 @item PTX @tab @tab X
262 @tab V.Flash PTX format
263 @item RAS @tab @tab X
265 @item SGI @tab X @tab X
266 @tab SGI RGB image format
267 @item Targa @tab X @tab X
268 @tab Targa (.TGA) image format
269 @item TIFF @tab X @tab X
270 @tab YUV, JPEG and some extension is not supported yet.
273 @code{X} means that encoding (resp. decoding) is supported.
275 @code{E} means that support is provided through an external library.
277 @section Video Codecs
279 @multitable @columnfractions .4 .1 .1 .4
280 @item Name @tab Encoding @tab Decoding @tab Comments
281 @item 4X Movie @tab @tab X
282 @tab Used in certain computer games.
283 @item 8SVX exponential @tab @tab X
284 @item 8SVX fibonacci @tab @tab X
285 @item American Laser Games MM @tab @tab X
286 @tab Used in games like Mad Dog McCree.
287 @item AMV @tab @tab X
288 @tab Used in Chinese MP3 players.
289 @item Apple Animation @tab X @tab X
291 @item Apple Graphics @tab @tab X
293 @item Apple MJPEG-B @tab @tab X
294 @item Apple QuickDraw @tab @tab X
296 @item Apple Video @tab @tab X
298 @item Asus v1 @tab X @tab X
300 @item Asus v2 @tab X @tab X
302 @item ATI VCR1 @tab @tab X
304 @item ATI VCR2 @tab @tab X
306 @item Autodesk Animator Flic video @tab @tab X
307 @item Autodesk RLE @tab @tab X
309 @item AVS (Audio Video Standard) video @tab @tab X
310 @tab Video encoding used by the Creature Shock game.
311 @item Beam Software VB @tab @tab X
312 @item Bethesda VID video @tab @tab X
313 @tab Used in some games from Bethesda Softworks.
314 @item Brute Force & Ignorance @tab @tab X
315 @tab Used in the game Flash Traffic: City of Angels.
316 @item C93 video @tab @tab X
317 @tab Codec used in Cyberia game.
318 @item CamStudio @tab @tab X
320 @item Chinese AVS video @tab @tab X
321 @tab AVS1-P2, JiZhun profile
322 @item Delphine Software International CIN video @tab @tab X
323 @tab Codec used in Delphine Software International games.
324 @item Cinepak @tab @tab X
325 @item Cirrus Logic AccuPak @tab @tab X
327 @item Creative YUV (CYUV) @tab @tab X
328 @item Dirac @tab E @tab E
329 @tab supported through external libdirac/libschroedinger libraries
330 @item DNxHD @tab X @tab X
332 @item Duck TrueMotion 1.0 @tab @tab X
334 @item Duck TrueMotion 2.0 @tab @tab X
336 @item DV (Digital Video) @tab X @tab X
337 @item Feeble Files/ScummVM DXA @tab @tab X
338 @tab Codec originally used in Feeble Files game.
339 @item Electronic Arts CMV video @tab @tab X
340 @tab Used in NHL 95 game.
341 @item Electronic Arts TGV video @tab @tab X
342 @item Electronic Arts TGQ video @tab @tab X
343 @item Electronic Arts TQI video @tab @tab X
344 @item Escape 124 @tab @tab X
345 @item FFmpeg codec #1 @tab X @tab X
346 @tab experimental lossless codec (fourcc: FFV1)
347 @item Flash Screen Video v1 @tab X @tab X
349 @item Flash Video (FLV) @tab X @tab X
350 @tab Sorenson H.263 used in Flash
351 @item Fraps @tab @tab X
352 @item H.261 @tab X @tab X
353 @item H.263 / H.263-1996 @tab X @tab X
354 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
355 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
356 @tab encoding supported through external library libx264
357 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
358 @item HuffYUV @tab X @tab X
359 @item HuffYUV FFmpeg variant @tab X @tab X
360 @item IBM Ultimotion @tab @tab X
362 @item id Cinematic video @tab @tab X
363 @tab Used in Quake II.
364 @item id RoQ @tab X @tab X
365 @tab Used in Quake III, Jedi Knight 2, other computer games.
366 @item Intel H.263 @tab @tab X
367 @item Intel Indeo 2 @tab @tab X
368 @item Intel Indeo 3 @tab @tab X
369 @item Interplay C93 @tab @tab X
370 @tab Used in the game Cyberia from Interplay.
371 @item Interplay MVE video @tab @tab X
372 @tab Used in Interplay .MVE files.
373 @item Karl Morton's video codec @tab @tab X
374 @tab Codec used in Worms games.
375 @item LCL (LossLess Codec Library) MSZH @tab @tab X
376 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
377 @item LOCO @tab @tab X
378 @item lossless MJPEG @tab X @tab X
379 @item Microsoft RLE @tab @tab X
380 @item Microsoft Video 1 @tab @tab X
381 @item Mimic @tab @tab X
382 @tab Used in MSN Messenger Webcam streams.
383 @item Miro VideoXL @tab @tab X
385 @item MJPEG (Motion JPEG) @tab X @tab X
386 @item Motion Pixels video @tab @tab X
387 @item MPEG-1 video @tab X @tab X
388 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
389 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
390 @item MPEG-2 video @tab X @tab X
391 @item MPEG-4 part 2 @tab X @tab X
392 @ libxvidcore can be used alternatively for encoding.
393 @item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
394 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
395 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
396 @item Nintendo Gamecube THP video @tab @tab X
397 @item On2 VP3 @tab @tab X
398 @tab still experimental
399 @item On2 VP5 @tab @tab X
401 @item On2 VP6 @tab @tab X
402 @tab fourcc: VP60,VP61,VP62
403 @item planar RGB @tab @tab X
405 @item QPEG @tab @tab X
406 @tab fourccs: QPEG, Q1.0, Q1.1
407 @item QuickTime 8BPS video @tab @tab X
408 @item RealVideo 1.0 @tab X @tab X
409 @item RealVideo 2.0 @tab X @tab X
410 @item RealVideo 3.0 @tab @tab X
411 @tab still far from ideal
412 @item RealVideo 4.0 @tab @tab X
413 @item Renderware TXD (TeXture Dictionary) @tab @tab X
414 @tab Texture dictionaries used by the Renderware Engine.
415 @item RTjpeg @tab @tab X
416 @tab Video encoding used in NuppelVideo files.
417 @item Sierra VMD video @tab @tab X
418 @tab Used in Sierra VMD files.
419 @item Smacker video @tab @tab X
420 @tab Video encoding used in Smacker.
421 @item SMPTE VC-1 @tab @tab X
422 @item Snow @tab X @tab X
423 @tab experimental wavelet codec (fourcc: SNOW)
424 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
425 @item Sorenson Video 1 @tab X @tab X
427 @item Sorenson Video 3 @tab @tab X
429 @item Sunplus MJPEG @tab @tab X
431 @item TechSmith Screen Capture Codec @tab @tab X
433 @item Theora @tab E @tab X
434 @tab encoding supported through external library libtheora
435 @item Tiertex Seq video @tab @tab X
436 @tab Codec used in DOS CD-ROM FlashBack game.
437 @item VMware Screen Codec / VMware Video @tab @tab X
438 @tab Codec used in videos captured by VMware.
439 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
440 @item Windows Media Video 7 @tab X @tab X
441 @item Windows Media Video 8 @tab X @tab X
442 @item Windows Media Video 9 @tab @tab X
443 @tab not completely working
444 @item Wing Commander III / Xan @tab @tab X
445 @tab Used in Wing Commander III .MVE files.
446 @item Winnov WNV1 @tab @tab X
447 @item WMV7 @tab X @tab X
448 @item YAMAHA SMAF @tab X @tab X
449 @item ZLIB @tab X @tab X
450 @tab part of LCL, encoder experimental
451 @item Zip Motion Blocks Video @tab X @tab X
452 @tab Encoder works only in PAL8.
455 @code{X} means that encoding (resp. decoding) is supported.
457 @code{E} means that support is provided through an external library.
459 @section Audio Codecs
461 @multitable @columnfractions .4 .1 .1 .4
462 @item Name @tab Encoding @tab Decoding @tab Comments
463 @item 4X Movie ADPCM @tab @tab X
464 @item 8SVX audio @tab @tab X
465 @item AAC @tab E @tab X
466 @tab encoding supported through external library libfaac
467 @item AC-3 @tab X @tab X
468 @item AMR-NB @tab E @tab E
469 @tab supported through external library libamrnb
470 @item AMR-WB @tab E @tab E
471 @tab supported through external library libamrwb
472 @item Apple lossless audio @tab X @tab X
473 @tab QuickTime fourcc 'alac'
474 @item Atrac 3 @tab @tab X
475 @item CDROM XA ADPCM @tab @tab X
476 @item Delphine Software International CIN audio @tab @tab X
477 @tab Codec used in Delphine Software International games.
478 @item COOK @tab @tab X
479 @tab All versions except 5.1 are supported.
480 @item Creative Technology ADPCM @tab @tab X
481 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
482 @item DCA (DTS Coherent Acoustics) @tab @tab X
483 @item DSP Group TrueSpeech @tab @tab X
484 @item DV audio @tab @tab X
485 @item Electronic Arts ADPCM @tab @tab X
486 @tab Used in various EA titles.
487 @item Electronic Arts Maxis CDROM XS ADPCM @tab @tab X
488 @tab Used in Sim City 3000.
489 @item Electronic Arts R1 ADPCM @tab @tab X
490 @item Electronic Arts R2 ADPCM @tab @tab X
491 @item Electronic Arts R3 ADPCM @tab @tab X
492 @item Electronic Arts XAS ADPCM @tab @tab X
493 @item Enhanced AC-3 @tab @tab X
494 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
495 @item G.726 ADPCM @tab X @tab X
496 @item G.729 @tab @tab X
497 @item GSM @tab E @tab E
498 @tab supported through external library libgsm
499 @item GSM Microsoft variant @tab E @tab E
500 @tab supported through external library libgsm
501 @item id RoQ DPCM @tab X @tab X
502 @tab Used in Quake III, Jedi Knight 2, other computer games.
503 @item IMA AMV ADPCM @tab @tab X
504 @tab Used in AMV files
505 @item IMA Electronic Arts EACS ADPCM @tab @tab X
506 @item IMA Electronic Arts SEAD ADPCM @tab @tab X
507 @item IMA Funcom ADPCM @tab @tab X
508 @item IMA QuickTime ADPCM @tab X @tab X
509 @item IMA Loki SDL MJPEG ADPCM @tab @tab X
510 @item IMA WAV ADPCM @tab X @tab X
511 @item IMA Westwood ADPCM @tab @tab X
512 @item IMC (Intel Music Coder) @tab @tab X
513 @item Interplay DPCM @tab @tab X
514 @tab Used in various Interplay computer games.
515 @item ISS IMA ADPCM @tab @tab X
516 @tab Used in FunCom games.
517 @item IMA Duck DK3 ADPCM @tab @tab X
518 @tab Used in some Sega Saturn console games.
519 @item IMA Duck DK4 ADPCM @tab @tab X
520 @tab Used in some Sega Saturn console games.
521 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
522 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
523 @item Microsoft ADPCM @tab X @tab X
524 @item MLP(Meridian Lossless Packing)/TrueHD @tab @tab X
525 @tab Used in DVD-Audio and Blu-Ray discs.
526 @item Monkey's Audio @tab @tab X
527 @tab Only versions 3.97-3.99 are supported.
528 @item MP1 (MPEG audio layer 1) @tab @tab IX
529 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
530 @item MP3 (MPEG audio layer 3) @tab E @tab IX
531 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
532 @item MS IMA ADPCM @tab X @tab X
533 @item Musepack SV7 @tab @tab X
534 @item Musepack SV8 @tab @tab X
535 @item Nellymoser ASAO @tab X @tab X
536 @item Nintendo Gamecube THP ADPCM @tab @tab X
537 @item QCELP / PureVoice @tab @tab X
538 @item Qdesign QDM2 @tab @tab X
539 @tab There are still some distortions.
540 @item QT IMA ADPCM @tab X @tab X
541 @item RA144 @tab @tab X
542 @tab Real 14400 bit/s codec
543 @item RA288 @tab @tab X
544 @tab Real 28800 bit/s codec
545 @item RADnet @tab IX @tab IX
546 @tab Real low bitrate AC-3 codec
547 @item SEGA CRI ADX ADPCM @tab X @tab X
548 @tab Used in Sega Dreamcast games.
549 @item Shockwave Flash ADPCM @tab X @tab X
550 @item Shorten @tab @tab X
551 @item Sierra Online DPCM @tab @tab X
552 @tab Used in Sierra Online game audio files.
553 @item Sierra VMD audio @tab @tab X
554 @tab Used in Sierra VMD files.
555 @item Smacker audio @tab @tab X
556 @item SMJPEG IMA ADPCM @tab @tab X
557 @tab Used in certain Loki game ports.
558 @item Sol DPCM @tab @tab X
559 @item Sonic @tab X @tab X
560 @tab experimental codec
561 @item Sonic lossless @tab X @tab X
562 @tab experimental codec
563 @item Sound Blaster Pro 2-bit ADPCM @tab @tab X
564 @item Sound Blaster Pro 2.6-bit ADPCM @tab @tab X
565 @item Sound Blaster Pro 4-bit ADPCM @tab @tab X
566 @item Speex @tab @tab E
567 @tab supported through external library libspeex
568 @item True Audio (TTA) @tab @tab X
569 @item Vorbis @tab E @tab X
570 @ A native but very primitive encoder exists.
571 @item WavPack @tab @tab X
572 @item Westwood Studios IMA ADPCM @tab @tab X
573 @tab Used in Westwood Studios games like Command and Conquer.
574 @item Westwood Audio (SND1) @tab @tab X
575 @item Windows Media Audio 1 @tab X @tab X
576 @item Windows Media Audio 2 @tab X @tab X
577 @item Xan DPCM @tab @tab X
578 @tab Used in Origin's Wing Commander IV AVI files.
579 @item Yamaha ADPCM @tab X @tab X
582 @code{X} means that encoding (resp. decoding) is supported.
584 @code{E} means that support is provided through an external library.
586 @code{I} means that an integer-only version is available, too (ensures high
587 performance on systems without hardware floating point support).
589 @section Subtitle Formats
591 @multitable @columnfractions .4 .1 .1 .1 .1 .1
592 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
593 @item SSA/ASS @tab X @tab X
594 @item DVB @tab X @tab X @tab X @tab X
595 @item DVD @tab X @tab X @tab X @tab X
596 @item XSUB @tab @tab @tab @tab X
599 @code{X} means that the feature is supported.
601 @section Network Protocols
603 @multitable @columnfractions .4 .1 .1 .1 .1 .1
604 @item Name @tab Support
614 @code{X} means that the protocol is supported.
617 @chapter Platform Specific information
621 BSD make will not build FFmpeg, you need to install and use GNU Make
626 To get help and instructions for building FFmpeg under Windows, check out
627 the FFmpeg Windows Help Forum at
628 @url{http://ffmpeg.arrozcru.org/}.
630 @subsection Native Windows compilation
632 FFmpeg can be built to run natively on Windows using the MinGW tools. Install
633 the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
634 You can find detailed installation
635 instructions in the download section and the FAQ.
637 FFmpeg does not build out-of-the-box with the packages the automated MinGW
638 installer provides. It also requires coreutils to be installed and many other
639 packages updated to the latest version. The minimum version for some packages
644 @item msys-make 3.81-2 (note: not mingw32-make)
646 @item mingw-runtime 3.15
649 You will also need to pass @code{-fno-common} to the compiler to work around
650 a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
652 Within the MSYS shell, configure and make with:
655 ./configure --enable-memalign-hack --extra-cflags=-fno-common
660 This will install @file{ffmpeg.exe} along with many other development files
661 to @file{/usr/local}. You may specify another install path using the
662 @code{--prefix} option in @file{configure}.
668 @item In order to compile vhooks, you must have a POSIX-compliant libdl in
669 your MinGW system. Get dlfcn-win32 from
670 @url{http://code.google.com/p/dlfcn-win32}.
672 @item In order to compile FFplay, you must have the MinGW development library
673 of SDL. Get it from @url{http://www.libsdl.org}.
674 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
675 where SDL was installed. Verify that @file{sdl-config} can be launched from
676 the MSYS command line.
678 @item By using @code{./configure --enable-shared} when configuring FFmpeg,
679 you can build libavutil, libavcodec and libavformat as DLLs.
683 @subsection Microsoft Visual C++ compatibility
685 As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
686 want to use the libav* libraries in your own applications, you can still
687 compile those applications using MSVC++. But the libav* libraries you link
688 to @emph{must} be built with MinGW. However, you will not be able to debug
689 inside the libav* libraries, since MSVC++ does not recognize the debug
690 symbols generated by GCC.
691 We strongly recommend you to move over from MSVC++ to MinGW tools.
693 This description of how to use the FFmpeg libraries with MSVC++ is based on
694 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
695 you might have to modify the procedures slightly.
697 @subsubsection Using static libraries
699 Assuming you have just built and installed FFmpeg in @file{/usr/local}.
703 @item Create a new console application ("File / New / Project") and then
704 select "Win32 Console Application". On the appropriate page of the
705 Application Wizard, uncheck the "Precompiled headers" option.
707 @item Write the source code for your application, or, for testing, just
708 copy the code from an existing sample application into the source file
709 that MSVC++ has already created for you. For example, you can copy
710 @file{output_example.c} from the FFmpeg distribution.
712 @item Open the "Project / Properties" dialog box. In the "Configuration"
713 combo box, select "All Configurations" so that the changes you make will
714 affect both debug and release builds. In the tree view on the left hand
715 side, select "C/C++ / General", then edit the "Additional Include
716 Directories" setting to contain the path where the FFmpeg includes were
717 installed (i.e. @file{c:\msys\1.0\local\include}).
718 Do not add MinGW's include directory here, or the include files will
719 conflict with MSVC's.
721 @item Still in the "Project / Properties" dialog box, select
722 "Linker / General" from the tree view and edit the
723 "Additional Library Directories" setting to contain the @file{lib}
724 directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
725 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
726 and the directory where MinGW's GCC libs are installed
727 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
728 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
729 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
730 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
731 to the end of "Additional Dependencies".
733 @item Now, select "C/C++ / Code Generation" from the tree view. Select
734 "Debug" in the "Configuration" combo box. Make sure that "Runtime
735 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
736 the "Configuration" combo box and make sure that "Runtime Library" is
737 set to "Multi-threaded DLL".
739 @item Click "OK" to close the "Project / Properties" dialog box.
741 @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
742 Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
743 and install it in MSVC++'s include directory
744 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
746 @item MSVC++ also does not understand the @code{inline} keyword used by
747 FFmpeg, so you must add this line before @code{#include}ing libav*:
749 #define inline _inline
752 @item Build your application, everything should work.
756 @subsubsection Using shared libraries
758 This is how to create DLL and LIB files that are compatible with MSVC++:
762 @item Add a call to @file{vcvars32.bat} (which sets up the environment
763 variables for the Visual C++ tools) as the first line of @file{msys.bat}.
764 The standard location for @file{vcvars32.bat} is
765 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
766 and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
767 If this corresponds to your setup, add the following line as the first line
771 call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
774 Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
775 and run @file{c:\msys\1.0\msys.bat} from there.
777 @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
778 from @file{Microsoft (R) Library Manager}, this means your environment
779 variables are set up correctly, the @file{Microsoft (R) Library Manager}
780 is on the path and will be used by FFmpeg to create
781 MSVC++-compatible import libraries.
783 @item Build FFmpeg with
786 ./configure --enable-shared --enable-memalign-hack
791 Your install path (@file{/usr/local/} by default) should now have the
792 necessary DLL and LIB files under the @file{bin} directory.
796 To use those files with MSVC++, do the same as you would do with
797 the static libraries, as described above. But in Step 4,
798 you should only need to add the directory where the LIB files are installed
799 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
800 installed in the @file{bin} directory. And instead of adding @file{libxx.a}
801 files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
802 @file{avutil.lib}. There should be no need for @file{libmingwex.a},
803 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
804 statically linked into the DLLs. The @file{bin} directory contains a bunch
805 of DLL files, but the ones that are actually used to run your application
806 are the ones with a major version number in their filenames
807 (i.e. @file{avcodec-51.dll}).
809 @subsection Cross compilation for Windows with Linux
811 You must use the MinGW cross compilation tools available at
812 @url{http://www.mingw.org/}.
814 Then configure FFmpeg with the following options:
816 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
818 (you can change the cross-prefix according to the prefix chosen for the
821 Then you can easily test FFmpeg with Wine
822 (@url{http://www.winehq.com/}).
824 @subsection Compilation under Cygwin
826 The main issue with the 1.5.x Cygwin versions is that newlib, its C library,
827 does not contain llrint(). You need to upgrade to the unstable 1.7.x versions,
828 or leverage the implementation in MinGW (as explained below).
830 Just install your Cygwin with all the "Base" packages, plus the
831 following "Devel" ones:
833 binutils, gcc-core, make, subversion, mingw-runtime, diffutils
836 The experimental gcc4 package is still buggy, hence please
837 use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.
839 Install the current binutils-20080624-2 as they work fine (the old
840 binutils-20060709-1 proved buggy on shared builds).
842 Then create a small library that just contains llrint():
845 ar x /usr/lib/mingw/libmingwex.a llrint.o
846 ar cq /usr/local/lib/libllrint.a llrint.o
852 ./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
855 to make a static build or
858 ./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
861 to build shared libraries.
863 If you want to build FFmpeg with additional libraries, download Cygwin
864 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
866 libogg-devel, libvorbis-devel
869 These library packages are only available from Cygwin Ports
870 (@url{http://sourceware.org/cygwinports/}) :
873 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
874 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
878 The recommendation for libnut and x264 is to build them from source by
879 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
881 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
882 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
884 @subsection Crosscompilation for Windows under Cygwin
886 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
888 Just install your Cygwin as explained before, plus these additional
891 gcc-mingw-core, mingw-runtime, mingw-zlib
894 and add some special flags to your configure invocation.
896 For a static build run
898 ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
901 and for a build with shared libraries
903 ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
908 BeOS support is broken in mysterious ways.
912 For information about compiling FFmpeg on OS/2 see
913 @url{http://www.edm2.com/index.php/FFmpeg}.
915 @chapter Developers Guide
919 @item libavcodec is the library containing the codecs (both encoding and
920 decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
922 @item libavformat is the library containing the file format handling (mux and
923 demux code for several formats). Look at @file{ffplay.c} to use it in a
924 player. See @file{output_example.c} to use it to generate audio or video
929 @section Integrating libavcodec or libavformat in your program
931 You can integrate all the source code of the libraries to link them
932 statically to avoid any version problem. All you need is to provide a
933 'config.mak' and a 'config.h' in the parent directory. See the defines
934 generated by ./configure to understand what is needed.
936 You can use libavcodec or libavformat in your commercial program, but
937 @emph{any patch you make must be published}. The best way to proceed is
938 to send your patches to the FFmpeg mailing list.
941 @section Coding Rules
943 FFmpeg is programmed in the ISO C90 language with a few additional
944 features from ISO C99, namely:
947 the @samp{inline} keyword;
951 designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
953 compound literals (@samp{x = (struct s) @{ 17, 23 @};})
956 These features are supported by all compilers we care about, so we will not
957 accept patches to remove their use unless they absolutely do not impair
958 clarity and performance.
960 All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
961 compiles with several other compilers, such as the Compaq ccc compiler
962 or Sun Studio 9, and we would like to keep it that way unless it would
963 be exceedingly involved. To ensure compatibility, please do not use any
964 additional C99 features or GCC extensions. Especially watch out for:
967 mixing statements and declarations;
969 @samp{long long} (use @samp{int64_t} instead);
971 @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
973 GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
977 The presentation is the one specified by 'indent -i4 -kr -nut'.
978 The TAB character is forbidden outside of Makefiles as is any
979 form of trailing whitespace. Commits containing either will be
980 rejected by the Subversion repository.
982 The main priority in FFmpeg is simplicity and small code size in order to
983 minimize the bug count.
985 Comments: Use the JavaDoc/Doxygen
986 format (see examples below) so that code documentation
987 can be generated automatically. All nontrivial functions should have a comment
988 above them explaining what the function does, even if it is just one sentence.
989 All structures and their member variables should be documented, too.
1002 typedef struct Foobar@{
1003 int var1; /**< var1 description */
1004 int var2; ///< var2 description
1005 /** var3 description */
1013 * @@param my_parameter description of my_parameter
1014 * @@return return value description
1016 int myfunc(int my_parameter)
1020 fprintf and printf are forbidden in libavformat and libavcodec,
1021 please use av_log() instead.
1023 Casts should be used only when necessary. Unneeded parentheses
1024 should also be avoided if they don't make the code easier to understand.
1026 @section Development Policy
1030 Contributions should be licensed under the LGPL 2.1, including an
1031 "or any later version" clause, or the MIT license. GPL 2 including
1032 an "or any later version" clause is also acceptable, but LGPL is
1035 You must not commit code which breaks FFmpeg! (Meaning unfinished but
1036 enabled code which breaks compilation or compiles but does not work or
1037 breaks the regression tests)
1038 You can commit unfinished stuff (for testing etc), but it must be disabled
1039 (#ifdef etc) by default so it does not interfere with other developers'
1042 You do not have to over-test things. If it works for you, and you think it
1043 should work for others, then commit. If your code has problems
1044 (portability, triggers compiler bugs, unusual environment etc) they will be
1045 reported and eventually fixed.
1047 Do not commit unrelated changes together, split them into self-contained
1048 pieces. Also do not forget that if part B depends on part A, but A does not
1049 depend on B, then A can and should be committed first and separate from B.
1050 Keeping changes well split into self-contained parts makes reviewing and
1051 understanding them on the commit log mailing list easier. This also helps
1052 in case of debugging later on.
1053 Also if you have doubts about splitting or not splitting, do not hesitate to
1054 ask/discuss it on the developer mailing list.
1056 Do not change behavior of the program (renaming options etc) without
1057 first discussing it on the ffmpeg-devel mailing list. Do not remove
1058 functionality from the code. Just improve!
1060 Note: Redundant code can be removed.
1062 Do not commit changes to the build system (Makefiles, configure script)
1063 which change behavior, defaults etc, without asking first. The same
1064 applies to compiler warning fixes, trivial looking fixes and to code
1065 maintained by other developers. We usually have a reason for doing things
1066 the way we do. Send your changes as patches to the ffmpeg-devel mailing
1067 list, and if the code maintainers say OK, you may commit. This does not
1068 apply to files you wrote and/or maintain.
1070 We refuse source indentation and other cosmetic changes if they are mixed
1071 with functional changes, such commits will be rejected and removed. Every
1072 developer has his own indentation style, you should not change it. Of course
1073 if you (re)write something, you can use your own style, even though we would
1074 prefer if the indentation throughout FFmpeg was consistent (Many projects
1075 force a given indentation style - we do not.). If you really need to make
1076 indentation changes (try to avoid this), separate them strictly from real
1079 NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
1080 then either do NOT change the indentation of the inner part within (do not
1081 move it to the right)! or do so in a separate commit
1083 Always fill out the commit log message. Describe in a few lines what you
1084 changed and why. You can refer to mailing list postings if you fix a
1085 particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
1087 If you apply a patch by someone else, include the name and email address in
1088 the log message. Since the ffmpeg-cvslog mailing list is publicly
1089 archived you should add some SPAM protection to the email address. Send an
1090 answer to ffmpeg-devel (or wherever you got the patch from) saying that
1091 you applied the patch.
1093 When applying patches that have been discussed (at length) on the mailing
1094 list, reference the thread in the log message.
1096 Do NOT commit to code actively maintained by others without permission.
1097 Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
1098 timeframe (12h for build failures and security fixes, 3 days small changes,
1099 1 week for big patches) then commit your patch if you think it is OK.
1100 Also note, the maintainer can simply ask for more time to review!
1102 Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
1103 are sent there and reviewed by all the other developers. Bugs and possible
1104 improvements or general questions regarding commits are discussed there. We
1105 expect you to react if problems with your code are uncovered.
1107 Update the documentation if you change behavior or add features. If you are
1108 unsure how best to do this, send a patch to ffmpeg-devel, the documentation
1109 maintainer(s) will review and commit your stuff.
1111 Try to keep important discussions and requests (also) on the public
1112 developer mailing list, so that all developers can benefit from them.
1114 Never write to unallocated memory, never write over the end of arrays,
1115 always check values read from some untrusted source before using them
1116 as array index or other risky things.
1118 Remember to check if you need to bump versions for the specific libav
1119 parts (libavutil, libavcodec, libavformat) you are changing. You need
1120 to change the version integer.
1121 Incrementing the first component means no backward compatibility to
1122 previous versions (e.g. removal of a function from the public API).
1123 Incrementing the second component means backward compatible change
1124 (e.g. addition of a function to the public API or extension of an
1125 existing data structure).
1126 Incrementing the third component means a noteworthy binary compatible
1127 change (e.g. encoder bug fix that matters for the decoder).
1129 Compiler warnings indicate potential bugs or code with bad style. If a type of
1130 warning always points to correct and clean code, that warning should
1131 be disabled, not the code changed.
1132 Thus the remaining warnings can either be bugs or correct code.
1133 If it is a bug, the bug has to be fixed. If it is not, the code should
1134 be changed to not generate a warning unless that causes a slowdown
1135 or obfuscates the code.
1137 If you add a new file, give it a proper license header. Do not copy and
1138 paste it from a random place, use an existing file as template.
1141 We think our rules are not too hard. If you have comments, contact us.
1143 Note, these rules are mostly borrowed from the MPlayer project.
1145 @section Submitting patches
1147 First, (@pxref{Coding Rules}) above if you did not yet.
1149 When you submit your patch, try to send a unified diff (diff '-up'
1150 option). We cannot read other diffs :-)
1152 Also please do not submit a patch which contains several unrelated changes.
1153 Split it into separate, self-contained pieces. This does not mean splitting
1154 file by file. Instead, make the patch as small as possible while still
1155 keeping it as a logical unit that contains an individual change, even
1156 if it spans multiple files. This makes reviewing your patches much easier
1157 for us and greatly increases your chances of getting your patch applied.
1159 Run the regression tests before submitting a patch so that you can
1160 verify that there are no big problems.
1162 Patches should be posted as base64 encoded attachments (or any other
1163 encoding which ensures that the patch will not be trashed during
1164 transmission) to the ffmpeg-devel mailing list, see
1165 @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
1167 It also helps quite a bit if you tell us what the patch does (for example
1168 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
1169 and has no lrint()')
1171 Also please if you send several patches, send each patch as a separate mail,
1172 do not attach several unrelated patches to the same mail.
1174 @section New codecs or formats checklist
1178 Did you use av_cold for codec initialization and close functions?
1180 Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
1181 AVInputFormat/AVOutputFormat struct?
1183 Did you bump the minor version number in @file{avcodec.h} or
1186 Did you register it in @file{allcodecs.c} or @file{allformats.c}?
1188 Did you add the CodecID to @file{avcodec.h}?
1190 If it has a fourcc, did you add it to @file{libavformat/riff.c},
1191 even if it is only a decoder?
1193 Did you add a rule to compile the appropriate files in the Makefile?
1194 Remember to do this even if you're just adding a format to a file that is
1195 already being compiled by some other rule, like a raw demuxer.
1197 Did you add an entry to the table of supported formats or codecs in the
1200 Did you add an entry in the Changelog?
1202 If it depends on a parser or a library, did you add that dependency in
1205 Did you "svn add" the appropriate files before commiting?
1208 @section patch submission checklist
1212 Do the regression tests pass with the patch applied?
1214 Does @code{make checkheaders} pass with the patch applied?
1216 Is the patch a unified diff?
1218 Is the patch against latest FFmpeg SVN?
1220 Are you subscribed to ffmpeg-dev?
1221 (the list is subscribers only due to spam)
1223 Have you checked that the changes are minimal, so that the same cannot be
1224 achieved with a smaller patch and/or simpler final code?
1226 If the change is to speed critical code, did you benchmark it?
1228 If you did any benchmarks, did you provide them in the mail?
1230 Have you checked that the patch does not introduce buffer overflows or
1231 other security issues?
1233 Did you test your decoder or demuxer against damaged data? If no, see
1234 tools/trasher and the noise bitstream filter. Your decoder or demuxer
1235 should not crash or end in a (near) infinite loop when fed damaged data.
1237 Is the patch created from the root of the source tree, so it can be
1238 applied with @code{patch -p0}?
1240 Does the patch not mix functional and cosmetic changes?
1242 Did you add tabs or trailing whitespace to the code? Both are forbidden.
1244 Is the patch attached to the email you send?
1246 Is the mime type of the patch correct? It should be text/x-diff or
1247 text/x-patch or at least text/plain and not application/octet-stream.
1249 If the patch fixes a bug, did you provide a verbose analysis of the bug?
1251 If the patch fixes a bug, did you provide enough information, including
1252 a sample, so the bug can be reproduced and the fix can be verified?
1253 Note please do not attach samples >100k to mails but rather provide a
1254 URL, you can upload to ftp://upload.ffmpeg.org
1256 Did you provide a verbose summary about what the patch does change?
1258 Did you provide a verbose explanation why it changes things like it does?
1260 Did you provide a verbose summary of the user visible advantages and
1261 disadvantages if the patch is applied?
1263 Did you provide an example so we can verify the new feature added by the
1266 If you added a new file, did you insert a license header? It should be
1267 taken from FFmpeg, not randomly copied and pasted from somewhere else.
1269 You should maintain alphabetical order in alphabetically ordered lists as
1270 long as doing so does not break API/ABI compatibility.
1272 Lines with similar content should be aligned vertically when doing so
1273 improves readability.
1275 Did you provide a suggestion for a clear commit log message?
1278 @section Patch review process
1280 All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1281 clear note that the patch is not for SVN.
1282 Reviews and comments will be posted as replies to the patch on the
1283 mailing list. The patch submitter then has to take care of every comment,
1284 that can be by resubmitting a changed patch or by discussion. Resubmitted
1285 patches will themselves be reviewed like any other patch. If at some point
1286 a patch passes review with no comments then it is approved, that can for
1287 simple and small patches happen immediately while large patches will generally
1288 have to be changed and reviewed many times before they are approved.
1289 After a patch is approved it will be committed to the repository.
1291 We will review all submitted patches, but sometimes we are quite busy so
1292 especially for large patches this can take several weeks.
1294 When resubmitting patches, please do not make any significant changes
1295 not related to the comments received during review. Such patches will
1296 be rejected. Instead, submit significant changes or new features as
1299 @section Regression tests
1301 Before submitting a patch (or committing to the repository), you should at least
1302 test that you did not break anything.
1304 The regression tests build a synthetic video stream and a synthetic
1305 audio stream. These are then encoded and decoded with all codecs or
1306 formats. The CRC (or MD5) of each generated file is recorded in a
1307 result file. A 'diff' is launched to compare the reference results and
1310 The regression tests then go on to test the FFserver code with a
1311 limited set of streams. It is important that this step runs correctly
1314 Run 'make test' to test all the codecs and formats.
1316 Run 'make fulltest' to test all the codecs, formats and FFserver.
1318 [Of course, some patches may change the results of the regression tests. In
1319 this case, the reference results of the regression tests shall be modified