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1158 lines
46 KiB
1158 lines
46 KiB
\input texinfo @c -*- texinfo -*- |
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@settitle General Documentation |
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@titlepage |
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@sp 7 |
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@center @titlefont{General Documentation} |
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@sp 3 |
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@end titlepage |
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@chapter external libraries |
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FFmpeg can be hooked up with a number of external libraries to add support |
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for more formats. None of them are used by default, their use has to be |
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explicitly requested by passing the appropriate flags to @file{./configure}. |
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@section AMR |
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AMR comes in two different flavors, wideband and narrowband. FFmpeg can make |
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use of the AMR wideband (floating-point mode) and the AMR narrowband |
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(floating-point mode) reference decoders and encoders. |
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Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for |
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installing the libraries. Then pass @code{--enable-libamr-nb} and/or |
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@code{--enable-libamr-wb} to configure to enable the libraries. |
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Note that libamr is copyrighted without any sort of license grant. This means |
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that you can use it if you legally obtained it but you are not allowed to |
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redistribute it in any way. @strong{Any FFmpeg binaries with libamr support |
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you create are non-free and unredistributable!} |
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@chapter Supported File Formats and Codecs |
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You can use the @code{-formats} option to have an exhaustive list. |
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@section File Formats |
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FFmpeg supports the following file formats through the @code{libavformat} |
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library: |
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@multitable @columnfractions .4 .1 .1 .4 |
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@item Name @tab Encoding @tab Decoding @tab Comments |
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@item 4xm @tab @tab X |
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@tab 4X Technologies format, used in some games. |
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@item ADTS AAC audio @tab X @tab X |
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@item American Laser Games MM @tab @tab X |
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@tab Multimedia format used in games like Mad Dog McCree. |
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@item ASF @tab X @tab X |
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@item AVI @tab X @tab X |
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@item AVM2 (Flash 9) @tab X @tab X |
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@tab Only embedded audio is decoded. |
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@item AVS @tab @tab X |
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@tab Multimedia format used by the Creature Shock game. |
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@item Bethsoft VID @tab @tab X |
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@tab Used in some games from Bethesda Softworks. |
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@item BFI @tab @tab X |
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@tab Brute Force & Ignorance, used in Flash Traffic: City of Angels. |
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@item C93 @tab @tab X |
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@tab Used in the game Cyberia from Interplay. |
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@item CIN @tab @tab X |
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@tab Multimedia format used by Delphine Software games. |
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@item Creative VOC @tab X @tab X |
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@tab Created for the Sound Blaster Pro. |
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@item CRYO APC @tab @tab X |
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@tab Audio format used in some games by CRYO Interactive Entertainment. |
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@item DV @tab X @tab X |
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@item DXA @tab @tab X |
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@tab This format is used in the non-Windows version of the Feeble Files |
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game and different game cutscenes repacked for use with ScummVM. |
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@item Electronic Arts Multimedia @tab @tab X |
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@tab Used in various EA games; files have extensions like WVE and UV2. |
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@item FLIC @tab @tab X |
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@tab .fli/.flc files |
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@item FLV @tab X @tab X |
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@tab Macromedia Flash video files |
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@item GXF @tab X @tab X |
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@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley |
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playout servers. |
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@item id Cinematic @tab @tab X |
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@tab Used in Quake II. |
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@item id RoQ @tab X @tab X |
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@tab Used in Quake III, Jedi Knight 2, other computer games. |
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@item IFF @tab @tab X |
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@tab Interchange File Format |
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@item Interplay MVE @tab @tab X |
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@tab Format used in various Interplay computer games. |
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@item LMLM4 @tab @tab X |
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@tab Used by Linux Media Labs MPEG-4 PCI boards |
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@item Matroska @tab X @tab X |
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@item MAXIS EA XA @tab @tab X |
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@tab Used in Sim City 3000; file extension .xa. |
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@item Monkey's Audio @tab @tab X |
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@item Motion Pixels MVI @tab @tab X |
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@item MOV/QuickTime @tab X @tab X |
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@item MPEG audio @tab X @tab X |
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@item MPEG-1 systems @tab X @tab X |
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@tab muxed audio and video |
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@item MPEG-2 PS @tab X @tab X |
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@tab also known as @code{VOB} file |
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@item MPEG-2 TS @tab @tab X |
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@tab also known as DVB Transport Stream |
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@item MPEG-4 @tab X @tab X |
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@tab MPEG-4 is a variant of QuickTime. |
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@item MSN TCP webcam @tab @tab X |
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@tab Used by MSN Messenger webcam streams. |
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@item MXF @tab X @tab X |
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@tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry. |
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@item Nullsoft Video @tab @tab X |
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@item NUT @tab X @tab X |
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@tab NUT Open Container Format |
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@item OMA @tab @tab X |
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@tab Audio format used in Sony Sonic Stage and Sony Vegas. |
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@item PlayStation STR @tab @tab X |
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@item PVA @tab @tab X |
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@tab Used by TechnoTrend DVB PCI boards. |
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@item raw AC-3 @tab X @tab X |
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@item raw CRI ADX audio @tab X @tab X |
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@item raw MJPEG @tab X @tab X |
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@item raw MPEG video @tab X @tab X |
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@item raw MPEG-4 video @tab X @tab X |
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@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X @tab X |
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@item raw Shorten audio @tab @tab X |
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@item RealMedia @tab X @tab X |
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@item RL2 @tab @tab X |
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@tab Audio and video format used in some games by Entertainment Software Partners. |
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@item Sega FILM/CPK @tab @tab X |
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@tab Used in many Sega Saturn console games. |
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@item SEQ @tab @tab X |
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@tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback. |
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@item Sierra Online @tab @tab X |
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@tab .sol files used in Sierra Online games. |
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@item Sierra VMD @tab @tab X |
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@tab Used in Sierra CD-ROM games. |
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@item SIFF @tab @tab X |
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@tab Audio and video format used in some games by Beam Software. |
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@item Smacker @tab @tab X |
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@tab Multimedia format used by many games. |
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@item SUN AU format @tab X @tab X |
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@item THP @tab @tab X |
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@tab Used on the Nintendo GameCube. |
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@item WAV @tab X @tab X |
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@item WC3 Movie @tab @tab X |
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@tab Multimedia format used in Origin's Wing Commander III computer game. |
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@item Westwood Studios VQA/AUD @tab @tab X |
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@tab Multimedia formats used in Westwood Studios games. |
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@end multitable |
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@code{X} means that encoding (resp. decoding) is supported. |
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@section Image Formats |
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FFmpeg can read and write images for each frame of a video sequence. The |
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following image formats are supported: |
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@multitable @columnfractions .4 .1 .1 .4 |
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@item Name @tab Encoding @tab Decoding @tab Comments |
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@item .Y.U.V @tab X @tab X @tab one raw file per component |
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@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. |
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@item JPEG @tab X @tab X @tab Progressive JPEG is not supported. |
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@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. |
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@item PCX @tab @tab X @tab PC Paintbrush |
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@item PGM, PPM @tab X @tab X |
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@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 |
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@item PNG @tab X @tab X @tab 2/4 bpp not supported yet |
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@item PTX @tab @tab X @tab V.Flash PTX format |
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@item RAS @tab @tab X @tab Sun Rasterfile |
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@item SGI @tab X @tab X @tab SGI RGB image format |
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@item Targa @tab @tab X @tab Targa (.TGA) image format |
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@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet. |
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@end multitable |
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@code{X} means that encoding (resp. decoding) is supported. |
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@section Video Codecs |
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@multitable @columnfractions .4 .1 .1 .4 |
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@item Name @tab Encoding @tab Decoding @tab Comments |
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@item 4X Video @tab @tab X |
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@tab Used in certain computer games. |
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@item American Laser Games Video @tab @tab X |
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@tab Used in games like Mad Dog McCree. |
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@item AMV @tab @tab X |
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@tab Used in Chinese MP3 players. |
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@item Apple Animation @tab X @tab X |
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@tab fourcc: 'rle ' |
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@item Apple Graphics @tab @tab X |
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@tab fourcc: 'smc ' |
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@item Apple MJPEG-B @tab @tab X |
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@item Apple QuickDraw @tab @tab X |
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@tab fourcc: qdrw |
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@item Apple Video @tab @tab X |
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@tab fourcc: rpza |
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@item Asus v1 @tab X @tab X |
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@tab fourcc: ASV1 |
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@item Asus v2 @tab X @tab X |
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@tab fourcc: ASV2 |
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@item ATI VCR1 @tab @tab X |
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@tab fourcc: VCR1 |
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@item ATI VCR2 @tab @tab X |
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@tab fourcc: VCR2 |
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@item Autodesk RLE @tab @tab X |
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@tab fourcc: AASC |
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@item AVID DNxHD @tab X @tab X |
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@tab aka SMPTE VC3 |
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@item AVS video @tab @tab X |
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@tab Video encoding used by the Creature Shock game. |
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@item Bethsoft VID @tab @tab X |
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@tab Used in some games from Bethesda Softworks. |
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@item C93 video @tab @tab X |
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@tab Codec used in Cyberia game. |
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@item CamStudio @tab @tab X |
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@tab fourcc: CSCD |
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@item Cin video @tab @tab X |
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@tab Codec used in Delphine Software games. |
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@item Cinepak @tab @tab X |
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@item Cirrus Logic AccuPak @tab @tab X |
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@tab fourcc: CLJR |
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@item Creative YUV @tab @tab X |
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@tab fourcc: CYUV |
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@item Dirac @tab E @tab E |
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@tab supported through external libdirac/libschroedinger libraries |
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@item Duck TrueMotion v1 @tab @tab X |
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@tab fourcc: DUCK |
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@item Duck TrueMotion v2 @tab @tab X |
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@tab fourcc: TM20 |
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@item DV @tab X @tab X |
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@item DXA Video @tab @tab X |
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@tab Codec originally used in Feeble Files game. |
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@item Electronic Arts CMV @tab @tab X |
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@tab Used in NHL 95 game. |
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@item Electronic Arts TGV @tab @tab X |
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@item Electronic Arts TGQ @tab @tab X |
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@item FFmpeg Video 1 @tab X @tab X |
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@tab experimental lossless codec (fourcc: FFV1) |
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@item Flash Screen Video @tab X @tab X |
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@tab fourcc: FSV1 |
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@item FLIC video @tab @tab X |
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@item FLV @tab X @tab X |
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@tab Sorenson H.263 used in Flash |
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@item Fraps FPS1 @tab @tab X |
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@item H.261 @tab X @tab X |
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@item H.263(+) @tab X @tab X |
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@tab also known as RealVideo 1.0 |
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@item H.264 @tab E @tab X |
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@tab encoding supported through external library libx264 |
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@item HuffYUV @tab X @tab X |
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@item IBM Ultimotion @tab @tab X |
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@tab fourcc: ULTI |
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@item id Cinematic video @tab @tab X |
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@tab Used in Quake II. |
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@item id RoQ @tab X @tab X |
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@tab Used in Quake III, Jedi Knight 2, other computer games. |
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@item Intel Indeo 3 @tab @tab X |
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@item Interplay Video @tab @tab X |
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@tab Used in Interplay .MVE files. |
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@item JPEG-LS @tab X @tab X |
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@tab fourcc: MJLS, lossless and near-lossless is supported. |
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@item KMVC @tab @tab X |
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@tab Codec used in Worms games. |
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@item LOCO @tab @tab X |
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@item lossless MJPEG @tab X @tab X |
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@item Microsoft RLE @tab @tab X |
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@item Microsoft Video-1 @tab @tab X |
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@item Mimic @tab @tab X |
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@tab Used in MSN Messenger Webcam streams. |
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@item Miro VideoXL @tab @tab X |
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@tab fourcc: VIXL |
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@item MJPEG @tab X @tab X |
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@item Motion Pixels Video @tab @tab X |
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@item MPEG-1 @tab X @tab X |
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@item MPEG-2 @tab X @tab X |
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@item MPEG-4 @tab X @tab X |
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@item MSMPEG4 V1 @tab X @tab X |
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@item MSMPEG4 V2 @tab X @tab X |
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@item MSMPEG4 V3 @tab X @tab X |
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@item MSZH @tab @tab X |
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@tab Part of LCL |
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@item On2 VP3 @tab @tab X |
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@tab still experimental |
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@item On2 VP5 @tab @tab X |
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@tab fourcc: VP50 |
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@item On2 VP6 @tab @tab X |
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@tab fourcc: VP60,VP61,VP62 |
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@item planar RGB @tab @tab X |
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@tab fourcc: 8BPS |
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@item QPEG @tab @tab X |
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@tab fourccs: QPEG, Q1.0, Q1.1 |
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@item RealVideo 1.0 @tab X @tab X |
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@item RealVideo 2.0 @tab X @tab X |
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@item RealVideo 3.0 @tab @tab X |
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@tab still far from ideal |
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@item RealVideo 4.0 @tab @tab X |
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@item Renderware TXD @tab @tab X |
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@tab Texture dictionaries used by the Renderware Engine. |
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@item RTjpeg @tab @tab X |
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@tab Video encoding used in NuppelVideo files. |
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@item Smacker video @tab @tab X |
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@tab Video encoding used in Smacker. |
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@item Snow @tab X @tab X |
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@tab experimental wavelet codec (fourcc: SNOW) |
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@item Sony PlayStation MDEC @tab @tab X |
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@item Sorenson Video 1 @tab X @tab X |
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@tab fourcc: SVQ1 |
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@item Sorenson Video 3 @tab @tab X |
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@tab fourcc: SVQ3 |
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@item Sunplus MJPEG @tab @tab X |
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@tab fourcc: SP5X |
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@item TechSmith Camtasia @tab @tab X |
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@tab fourcc: TSCC |
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@item Theora @tab E @tab X |
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@tab encoding supported through external library libtheora |
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@item THP @tab @tab X |
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@tab Used on the Nintendo GameCube. |
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@item Tiertex Seq video @tab @tab X |
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@tab Codec used in DOS CD-ROM FlashBack game. |
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@item VC-1 @tab @tab X |
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@item VMD Video @tab @tab X |
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@tab Used in Sierra VMD files. |
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@item VMware Video @tab @tab X |
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@tab Codec used in videos captured by VMware. |
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@item Westwood VQA @tab @tab X |
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@item Winnov WNV1 @tab @tab X |
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@item WMV7 @tab X @tab X |
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@item WMV8 @tab X @tab X |
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@item WMV9 @tab @tab X |
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@tab not completely working |
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@item Xan/WC3 @tab @tab X |
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@tab Used in Wing Commander III .MVE files. |
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@item ZLIB @tab X @tab X |
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@tab part of LCL, encoder experimental |
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@item ZMBV @tab X @tab X |
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@tab Encoder works only in PAL8. |
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@end multitable |
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@code{X} means that encoding (resp. decoding) is supported. |
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@code{E} means that support is provided through an external library. |
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@section Audio Codecs |
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@multitable @columnfractions .4 .1 .1 .4 |
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@item Name @tab Encoding @tab Decoding @tab Comments |
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@item 4X IMA ADPCM @tab @tab X |
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@item 8SVX audio @tab @tab X |
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@item AAC @tab E @tab X |
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@tab encoding supported through external library libfaac |
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@item AC-3 @tab IX @tab IX |
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@item AMR-NB @tab E @tab E |
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@tab supported through external library libamrnb |
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@item AMR-WB @tab E @tab E |
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@tab supported through external library libamrwb |
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@item AMV IMA ADPCM @tab @tab X |
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@tab Used in AMV files |
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@item Apple lossless audio @tab X @tab X |
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@tab QuickTime fourcc 'alac' |
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@item Apple MACE 3 @tab @tab X |
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@item Apple MACE 6 @tab @tab X |
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@item ATRAC 3 @tab @tab X |
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@item CD-ROM XA ADPCM @tab @tab X |
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@item Cin audio @tab @tab X |
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@tab Codec used in Delphine Software International games. |
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@item Creative ADPCM @tab @tab X |
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@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 |
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@item CRI ADX ADPCM @tab X @tab X |
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@tab Used in Sega Dreamcast games. |
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@item DSP Group TrueSpeech @tab @tab X |
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@item DTS Coherent Audio @tab @tab X |
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@item Duck DK3 IMA ADPCM @tab @tab X |
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@tab Used in some Sega Saturn console games. |
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@item Duck DK4 IMA ADPCM @tab @tab X |
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@tab Used in some Sega Saturn console games. |
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@item DV audio @tab @tab X |
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@item Electronic Arts ADPCM @tab @tab X |
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@tab Used in various EA titles. |
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@item Enhanced AC-3 @tab @tab X |
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@item FLAC lossless audio @tab IX @tab X |
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@item G.726 ADPCM @tab X @tab X |
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@item GSM @tab E @tab E |
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@tab supported through external library libgsm |
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@item GSM_MS @tab E @tab E |
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@tab supported through external library libgsm |
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@item id RoQ DPCM @tab X @tab X |
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@tab Used in Quake III, Jedi Knight 2, other computer games. |
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@item Intel Music Coder @tab @tab X |
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@item Interplay MVE DPCM @tab @tab X |
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@tab Used in various Interplay computer games. |
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@item MAXIS EA ADPCM @tab @tab X |
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@tab Used in Sim City 3000. |
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@item Microsoft ADPCM @tab X @tab X |
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@item MLP/TrueHD @tab @tab X |
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@tab Used in DVD-Audio and Blu-Ray discs. |
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@item Monkey's Audio @tab @tab X |
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@tab Only versions 3.97-3.99 are supported. |
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@item MPEG audio layer 3 @tab E @tab IX |
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@tab encoding supported through external library LAME |
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@item MPEG audio layer 2 @tab IX @tab IX |
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@item MS IMA ADPCM @tab X @tab X |
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@item Musepack @tab @tab X |
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@tab SV7 and SV8 are supported. |
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@item Nellymoser ASAO @tab X @tab X |
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@item QCELP / PureVoice @tab @tab X |
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@item Qdesign QDM2 @tab @tab X |
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@tab There are still some distortions. |
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@item QT IMA ADPCM @tab X @tab X |
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@item RA144 @tab @tab X |
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@tab Real 14400 bit/s codec |
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@item RA288 @tab @tab X |
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@tab Real 28800 bit/s codec |
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@item RADnet @tab IX @tab IX |
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@tab Real low bitrate AC-3 codec |
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@item Real COOK @tab @tab X |
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@tab All versions except 5.1 are supported. |
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@item Shorten @tab @tab X |
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@item Sierra Online DPCM @tab @tab X |
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@tab Used in Sierra Online game audio files. |
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@item Smacker audio @tab @tab X |
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@item SMJPEG IMA ADPCM @tab @tab X |
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@tab Used in certain Loki game ports. |
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@item Sonic @tab X @tab X |
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@tab experimental codec |
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@item Sonic lossless @tab X @tab X |
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@tab experimental codec |
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@item Speex @tab @tab E |
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@tab supported through external library libspeex |
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@item THP ADPCM @tab @tab X |
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@tab Used on the Nintendo GameCube. |
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@item True Audio (TTA) @tab @tab X |
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@item Vorbis @tab X @tab X |
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@item WavPack @tab @tab X |
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@item Westwood Studios IMA ADPCM @tab @tab X |
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@tab Used in Westwood Studios games like Command and Conquer. |
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@item WMA v1/v2 @tab X @tab X |
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@item Xan DPCM @tab @tab X |
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@tab Used in Origin's Wing Commander IV AVI files. |
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@end multitable |
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@code{X} means that encoding (resp. decoding) is supported. |
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@code{E} means that support is provided through an external library. |
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@code{I} means that an integer-only version is available, too (ensures high |
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performance on systems without hardware floating point support). |
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@section Subtitle Formats |
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@multitable @columnfractions .4 .1 .1 .1 .1 .1 |
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@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding @tab Rendering |
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@item ASS/SSA @tab X @tab X |
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@item DVB @tab X @tab X @tab X @tab X @tab X |
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@item DVD @tab X @tab X @tab X @tab X @tab X |
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@end multitable |
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@code{X} means that the feature is supported. |
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@chapter Platform Specific information |
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@section BSD |
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BSD make will not build FFmpeg, you need to install and use GNU Make |
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(@file{gmake}). |
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@section Windows |
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To get help and instructions for building FFmpeg under Windows, check out |
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the FFmpeg Windows Help Forum at |
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@url{http://ffmpeg.arrozcru.org/}. |
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@subsection Native Windows compilation |
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install |
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the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}. |
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You can find detailed installation |
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instructions in the download section and the FAQ. |
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FFmpeg does not build out-of-the-box with the packages the automated MinGW |
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installer provides. It also requires coreutils to be installed and many other |
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packages updated to the latest version. The minimum version for some packages |
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are listed below: |
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|
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@itemize |
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@item bash 3.1 |
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@item msys-make 3.81-2 (note: not mingw32-make) |
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@item w32api 3.13 |
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@item mingw-runtime 3.15 |
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@end itemize |
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|
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You will also need to pass @code{-fno-common} to the compiler to work around |
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a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}). |
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Within the MSYS shell, configure and make with: |
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|
|
@example |
|
./configure --enable-memalign-hack --extra-cflags=-fno-common |
|
make |
|
make install |
|
@end example |
|
|
|
This will install @file{ffmpeg.exe} along with many other development files |
|
to @file{/usr/local}. You may specify another install path using the |
|
@code{--prefix} option in @file{configure}. |
|
|
|
Notes: |
|
|
|
@itemize |
|
|
|
@item In order to compile vhooks, you must have a POSIX-compliant libdl in |
|
your MinGW system. Get dlfcn-win32 from |
|
@url{http://code.google.com/p/dlfcn-win32}. |
|
|
|
@item In order to compile FFplay, you must have the MinGW development library |
|
of SDL. Get it from @url{http://www.libsdl.org}. |
|
Edit the @file{bin/sdl-config} script so that it points to the correct prefix |
|
where SDL was installed. Verify that @file{sdl-config} can be launched from |
|
the MSYS command line. |
|
|
|
@item By using @code{./configure --enable-shared} when configuring FFmpeg, |
|
you can build libavutil, libavcodec and libavformat as DLLs. |
|
|
|
@end itemize |
|
|
|
@subsection Microsoft Visual C++ compatibility |
|
|
|
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you |
|
want to use the libav* libraries in your own applications, you can still |
|
compile those applications using MSVC++. But the libav* libraries you link |
|
to @emph{must} be built with MinGW. However, you will not be able to debug |
|
inside the libav* libraries, since MSVC++ does not recognize the debug |
|
symbols generated by GCC. |
|
We strongly recommend you to move over from MSVC++ to MinGW tools. |
|
|
|
This description of how to use the FFmpeg libraries with MSVC++ is based on |
|
Microsoft Visual C++ 2005 Express Edition. If you have a different version, |
|
you might have to modify the procedures slightly. |
|
|
|
@subsubsection Using static libraries |
|
|
|
Assuming you have just built and installed FFmpeg in @file{/usr/local}. |
|
|
|
@enumerate |
|
|
|
@item Create a new console application ("File / New / Project") and then |
|
select "Win32 Console Application". On the appropriate page of the |
|
Application Wizard, uncheck the "Precompiled headers" option. |
|
|
|
@item Write the source code for your application, or, for testing, just |
|
copy the code from an existing sample application into the source file |
|
that MSVC++ has already created for you. For example, you can copy |
|
@file{output_example.c} from the FFmpeg distribution. |
|
|
|
@item Open the "Project / Properties" dialog box. In the "Configuration" |
|
combo box, select "All Configurations" so that the changes you make will |
|
affect both debug and release builds. In the tree view on the left hand |
|
side, select "C/C++ / General", then edit the "Additional Include |
|
Directories" setting to contain the path where the FFmpeg includes were |
|
installed (i.e. @file{c:\msys\1.0\local\include}). |
|
Do not add MinGW's include directory here, or the include files will |
|
conflict with MSVC's. |
|
|
|
@item Still in the "Project / Properties" dialog box, select |
|
"Linker / General" from the tree view and edit the |
|
"Additional Library Directories" setting to contain the @file{lib} |
|
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), |
|
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), |
|
and the directory where MinGW's GCC libs are installed |
|
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select |
|
"Linker / Input" from the tree view, and add the files @file{libavformat.a}, |
|
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, |
|
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) |
|
to the end of "Additional Dependencies". |
|
|
|
@item Now, select "C/C++ / Code Generation" from the tree view. Select |
|
"Debug" in the "Configuration" combo box. Make sure that "Runtime |
|
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in |
|
the "Configuration" combo box and make sure that "Runtime Library" is |
|
set to "Multi-threaded DLL". |
|
|
|
@item Click "OK" to close the "Project / Properties" dialog box. |
|
|
|
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. |
|
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} |
|
and install it in MSVC++'s include directory |
|
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). |
|
|
|
@item MSVC++ also does not understand the @code{inline} keyword used by |
|
FFmpeg, so you must add this line before @code{#include}ing libav*: |
|
@example |
|
#define inline _inline |
|
@end example |
|
|
|
@item Build your application, everything should work. |
|
|
|
@end enumerate |
|
|
|
@subsubsection Using shared libraries |
|
|
|
This is how to create DLL and LIB files that are compatible with MSVC++: |
|
|
|
@enumerate |
|
|
|
@item Add a call to @file{vcvars32.bat} (which sets up the environment |
|
variables for the Visual C++ tools) as the first line of @file{msys.bat}. |
|
The standard location for @file{vcvars32.bat} is |
|
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, |
|
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. |
|
If this corresponds to your setup, add the following line as the first line |
|
of @file{msys.bat}: |
|
|
|
@example |
|
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" |
|
@end example |
|
|
|
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, |
|
and run @file{c:\msys\1.0\msys.bat} from there. |
|
|
|
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message |
|
from @file{Microsoft (R) Library Manager}, this means your environment |
|
variables are set up correctly, the @file{Microsoft (R) Library Manager} |
|
is on the path and will be used by FFmpeg to create |
|
MSVC++-compatible import libraries. |
|
|
|
@item Build FFmpeg with |
|
|
|
@example |
|
./configure --enable-shared --enable-memalign-hack |
|
make |
|
make install |
|
@end example |
|
|
|
Your install path (@file{/usr/local/} by default) should now have the |
|
necessary DLL and LIB files under the @file{bin} directory. |
|
|
|
@end enumerate |
|
|
|
To use those files with MSVC++, do the same as you would do with |
|
the static libraries, as described above. But in Step 4, |
|
you should only need to add the directory where the LIB files are installed |
|
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are |
|
installed in the @file{bin} directory. And instead of adding @file{libxx.a} |
|
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and |
|
@file{avutil.lib}. There should be no need for @file{libmingwex.a}, |
|
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library |
|
statically linked into the DLLs. The @file{bin} directory contains a bunch |
|
of DLL files, but the ones that are actually used to run your application |
|
are the ones with a major version number in their filenames |
|
(i.e. @file{avcodec-51.dll}). |
|
|
|
@subsection Cross compilation for Windows with Linux |
|
|
|
You must use the MinGW cross compilation tools available at |
|
@url{http://www.mingw.org/}. |
|
|
|
Then configure FFmpeg with the following options: |
|
@example |
|
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- |
|
@end example |
|
(you can change the cross-prefix according to the prefix chosen for the |
|
MinGW tools). |
|
|
|
Then you can easily test FFmpeg with Wine |
|
(@url{http://www.winehq.com/}). |
|
|
|
@subsection Compilation under Cygwin |
|
|
|
The main issue with the 1.5.x Cygwin versions is that newlib, its C library, |
|
does not contain llrint(). You need to upgrade to the unstable 1.7.x versions, |
|
or leverage the implementation in MinGW (as explained below). |
|
|
|
Just install your Cygwin with all the "Base" packages, plus the |
|
following "Devel" ones: |
|
@example |
|
binutils, gcc-core, make, subversion, mingw-runtime, diffutils |
|
@end example |
|
|
|
The experimental gcc4 package is still buggy, hence please |
|
use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself. |
|
|
|
Install the current binutils-20080624-2 as they work fine (the old |
|
binutils-20060709-1 proved buggy on shared builds). |
|
|
|
Then create a small library that just contains llrint(): |
|
|
|
@example |
|
ar x /usr/lib/mingw/libmingwex.a llrint.o |
|
ar cq /usr/local/lib/libllrint.a llrint.o |
|
@end example |
|
|
|
Then run |
|
|
|
@example |
|
./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
|
@end example |
|
|
|
to make a static build or |
|
|
|
@example |
|
./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint' |
|
@end example |
|
|
|
to build shared libraries. |
|
|
|
If you want to build FFmpeg with additional libraries, download Cygwin |
|
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository: |
|
@example |
|
libogg-devel, libvorbis-devel |
|
@end example |
|
|
|
These library packages are only available from Cygwin Ports |
|
(@url{http://cygwinports.dotsrc.org/}) : |
|
|
|
@example |
|
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel, |
|
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel, |
|
libxvidcore-devel |
|
@end example |
|
|
|
The recommendation for libnut and x264 is to build them from source by |
|
yourself, as they evolve too quickly for Cygwin Ports to be up to date. |
|
|
|
@subsection Crosscompilation for Windows under Cygwin |
|
|
|
With Cygwin you can create Windows binaries that do not need the cygwin1.dll. |
|
|
|
Just install your Cygwin as explained before, plus these additional |
|
"Devel" packages: |
|
@example |
|
gcc-mingw-core, mingw-runtime, mingw-zlib |
|
@end example |
|
|
|
and add some special flags to your configure invocation. |
|
|
|
For a static build run |
|
@example |
|
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
|
@end example |
|
|
|
and for a build with shared libraries |
|
@example |
|
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
|
@end example |
|
|
|
@section BeOS |
|
|
|
BeOS support is broken in mysterious ways. |
|
|
|
@section OS/2 |
|
|
|
For information about compiling FFmpeg on OS/2 see |
|
@url{http://www.edm2.com/index.php/FFmpeg}. |
|
|
|
@chapter Developers Guide |
|
|
|
@section API |
|
@itemize @bullet |
|
@item libavcodec is the library containing the codecs (both encoding and |
|
decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. |
|
|
|
@item libavformat is the library containing the file format handling (mux and |
|
demux code for several formats). Look at @file{ffplay.c} to use it in a |
|
player. See @file{output_example.c} to use it to generate audio or video |
|
streams. |
|
|
|
@end itemize |
|
|
|
@section Integrating libavcodec or libavformat in your program |
|
|
|
You can integrate all the source code of the libraries to link them |
|
statically to avoid any version problem. All you need is to provide a |
|
'config.mak' and a 'config.h' in the parent directory. See the defines |
|
generated by ./configure to understand what is needed. |
|
|
|
You can use libavcodec or libavformat in your commercial program, but |
|
@emph{any patch you make must be published}. The best way to proceed is |
|
to send your patches to the FFmpeg mailing list. |
|
|
|
@node Coding Rules |
|
@section Coding Rules |
|
|
|
FFmpeg is programmed in the ISO C90 language with a few additional |
|
features from ISO C99, namely: |
|
@itemize @bullet |
|
@item |
|
the @samp{inline} keyword; |
|
@item |
|
@samp{//} comments; |
|
@item |
|
designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) |
|
@item |
|
compound literals (@samp{x = (struct s) @{ 17, 23 @};}) |
|
@end itemize |
|
|
|
These features are supported by all compilers we care about, so we will not |
|
accept patches to remove their use unless they absolutely do not impair |
|
clarity and performance. |
|
|
|
All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also |
|
compiles with several other compilers, such as the Compaq ccc compiler |
|
or Sun Studio 9, and we would like to keep it that way unless it would |
|
be exceedingly involved. To ensure compatibility, please do not use any |
|
additional C99 features or GCC extensions. Especially watch out for: |
|
@itemize @bullet |
|
@item |
|
mixing statements and declarations; |
|
@item |
|
@samp{long long} (use @samp{int64_t} instead); |
|
@item |
|
@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; |
|
@item |
|
GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). |
|
@end itemize |
|
|
|
Indent size is 4. |
|
The presentation is the one specified by 'indent -i4 -kr -nut'. |
|
The TAB character is forbidden outside of Makefiles as is any |
|
form of trailing whitespace. Commits containing either will be |
|
rejected by the Subversion repository. |
|
|
|
The main priority in FFmpeg is simplicity and small code size in order to |
|
minimize the bug count. |
|
|
|
Comments: Use the JavaDoc/Doxygen |
|
format (see examples below) so that code documentation |
|
can be generated automatically. All nontrivial functions should have a comment |
|
above them explaining what the function does, even if it is just one sentence. |
|
All structures and their member variables should be documented, too. |
|
@example |
|
/** |
|
* @@file mpeg.c |
|
* MPEG codec. |
|
* @@author ... |
|
*/ |
|
|
|
/** |
|
* Summary sentence. |
|
* more text ... |
|
* ... |
|
*/ |
|
typedef struct Foobar@{ |
|
int var1; /**< var1 description */ |
|
int var2; ///< var2 description |
|
/** var3 description */ |
|
int var3; |
|
@} Foobar; |
|
|
|
/** |
|
* Summary sentence. |
|
* more text ... |
|
* ... |
|
* @@param my_parameter description of my_parameter |
|
* @@return return value description |
|
*/ |
|
int myfunc(int my_parameter) |
|
... |
|
@end example |
|
|
|
fprintf and printf are forbidden in libavformat and libavcodec, |
|
please use av_log() instead. |
|
|
|
Casts should be used only when necessary. Unneeded parentheses |
|
should also be avoided if they don't make the code easier to understand. |
|
|
|
@section Development Policy |
|
|
|
@enumerate |
|
@item |
|
Contributions should be licensed under the LGPL 2.1, including an |
|
"or any later version" clause, or the MIT license. GPL 2 including |
|
an "or any later version" clause is also acceptable, but LGPL is |
|
preferred. |
|
@item |
|
You must not commit code which breaks FFmpeg! (Meaning unfinished but |
|
enabled code which breaks compilation or compiles but does not work or |
|
breaks the regression tests) |
|
You can commit unfinished stuff (for testing etc), but it must be disabled |
|
(#ifdef etc) by default so it does not interfere with other developers' |
|
work. |
|
@item |
|
You do not have to over-test things. If it works for you, and you think it |
|
should work for others, then commit. If your code has problems |
|
(portability, triggers compiler bugs, unusual environment etc) they will be |
|
reported and eventually fixed. |
|
@item |
|
Do not commit unrelated changes together, split them into self-contained |
|
pieces. Also do not forget that if part B depends on part A, but A does not |
|
depend on B, then A can and should be committed first and separate from B. |
|
Keeping changes well split into self-contained parts makes reviewing and |
|
understanding them on the commit log mailing list easier. This also helps |
|
in case of debugging later on. |
|
Also if you have doubts about splitting or not splitting, do not hesitate to |
|
ask/discuss it on the developer mailing list. |
|
@item |
|
Do not change behavior of the program (renaming options etc) without |
|
first discussing it on the ffmpeg-devel mailing list. Do not remove |
|
functionality from the code. Just improve! |
|
|
|
Note: Redundant code can be removed. |
|
@item |
|
Do not commit changes to the build system (Makefiles, configure script) |
|
which change behavior, defaults etc, without asking first. The same |
|
applies to compiler warning fixes, trivial looking fixes and to code |
|
maintained by other developers. We usually have a reason for doing things |
|
the way we do. Send your changes as patches to the ffmpeg-devel mailing |
|
list, and if the code maintainers say OK, you may commit. This does not |
|
apply to files you wrote and/or maintain. |
|
@item |
|
We refuse source indentation and other cosmetic changes if they are mixed |
|
with functional changes, such commits will be rejected and removed. Every |
|
developer has his own indentation style, you should not change it. Of course |
|
if you (re)write something, you can use your own style, even though we would |
|
prefer if the indentation throughout FFmpeg was consistent (Many projects |
|
force a given indentation style - we do not.). If you really need to make |
|
indentation changes (try to avoid this), separate them strictly from real |
|
changes. |
|
|
|
NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, |
|
then either do NOT change the indentation of the inner part within (do not |
|
move it to the right)! or do so in a separate commit |
|
@item |
|
Always fill out the commit log message. Describe in a few lines what you |
|
changed and why. You can refer to mailing list postings if you fix a |
|
particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. |
|
@item |
|
If you apply a patch by someone else, include the name and email address in |
|
the log message. Since the ffmpeg-cvslog mailing list is publicly |
|
archived you should add some SPAM protection to the email address. Send an |
|
answer to ffmpeg-devel (or wherever you got the patch from) saying that |
|
you applied the patch. |
|
@item |
|
When applying patches that have been discussed (at length) on the mailing |
|
list, reference the thread in the log message. |
|
@item |
|
Do NOT commit to code actively maintained by others without permission. |
|
Send a patch to ffmpeg-devel instead. If no one answers within a reasonable |
|
timeframe (12h for build failures and security fixes, 3 days small changes, |
|
1 week for big patches) then commit your patch if you think it is OK. |
|
Also note, the maintainer can simply ask for more time to review! |
|
@item |
|
Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits |
|
are sent there and reviewed by all the other developers. Bugs and possible |
|
improvements or general questions regarding commits are discussed there. We |
|
expect you to react if problems with your code are uncovered. |
|
@item |
|
Update the documentation if you change behavior or add features. If you are |
|
unsure how best to do this, send a patch to ffmpeg-devel, the documentation |
|
maintainer(s) will review and commit your stuff. |
|
@item |
|
Try to keep important discussions and requests (also) on the public |
|
developer mailing list, so that all developers can benefit from them. |
|
@item |
|
Never write to unallocated memory, never write over the end of arrays, |
|
always check values read from some untrusted source before using them |
|
as array index or other risky things. |
|
@item |
|
Remember to check if you need to bump versions for the specific libav |
|
parts (libavutil, libavcodec, libavformat) you are changing. You need |
|
to change the version integer. |
|
Incrementing the first component means no backward compatibility to |
|
previous versions (e.g. removal of a function from the public API). |
|
Incrementing the second component means backward compatible change |
|
(e.g. addition of a function to the public API or extension of an |
|
existing data structure). |
|
Incrementing the third component means a noteworthy binary compatible |
|
change (e.g. encoder bug fix that matters for the decoder). |
|
@item |
|
Compiler warnings indicate potential bugs or code with bad style. If a type of |
|
warning always points to correct and clean code, that warning should |
|
be disabled, not the code changed. |
|
Thus the remaining warnings can either be bugs or correct code. |
|
If it is a bug, the bug has to be fixed. If it is not, the code should |
|
be changed to not generate a warning unless that causes a slowdown |
|
or obfuscates the code. |
|
@item |
|
If you add a new file, give it a proper license header. Do not copy and |
|
paste it from a random place, use an existing file as template. |
|
@end enumerate |
|
|
|
We think our rules are not too hard. If you have comments, contact us. |
|
|
|
Note, these rules are mostly borrowed from the MPlayer project. |
|
|
|
@section Submitting patches |
|
|
|
First, (@pxref{Coding Rules}) above if you did not yet. |
|
|
|
When you submit your patch, try to send a unified diff (diff '-up' |
|
option). We cannot read other diffs :-) |
|
|
|
Also please do not submit a patch which contains several unrelated changes. |
|
Split it into separate, self-contained pieces. This does not mean splitting |
|
file by file. Instead, make the patch as small as possible while still |
|
keeping it as a logical unit that contains an individual change, even |
|
if it spans multiple files. This makes reviewing your patches much easier |
|
for us and greatly increases your chances of getting your patch applied. |
|
|
|
Run the regression tests before submitting a patch so that you can |
|
verify that there are no big problems. |
|
|
|
Patches should be posted as base64 encoded attachments (or any other |
|
encoding which ensures that the patch will not be trashed during |
|
transmission) to the ffmpeg-devel mailing list, see |
|
@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} |
|
|
|
It also helps quite a bit if you tell us what the patch does (for example |
|
'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant |
|
and has no lrint()') |
|
|
|
Also please if you send several patches, send each patch as a separate mail, |
|
do not attach several unrelated patches to the same mail. |
|
|
|
@section New codecs or formats checklist |
|
|
|
@enumerate |
|
@item |
|
Did you use av_cold for codec initialization and close functions? |
|
@item |
|
Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or |
|
AVInputFormat/AVOutputFormat struct? |
|
@item |
|
Did you bump the minor version number in @file{avcodec.h} or |
|
@file{avformat.h}? |
|
@item |
|
Did you register it in @file{allcodecs.c} or @file{allformats.c}? |
|
@item |
|
Did you add the CodecID to @file{avcodec.h}? |
|
@item |
|
If it has a fourcc, did you add it to @file{libavformat/riff.c}, |
|
even if it is only a decoder? |
|
@item |
|
Did you add a rule to compile the appropriate files in the Makefile? |
|
Remember to do this even if you're just adding a format to a file that is |
|
already being compiled by some other rule, like a raw demuxer. |
|
@item |
|
Did you add an entry to the table of supported formats or codecs in the |
|
documentation? |
|
@item |
|
Did you add an entry in the Changelog? |
|
@item |
|
If it depends on a parser or a library, did you add that dependency in |
|
configure? |
|
@item |
|
Did you "svn add" the appropriate files before commiting? |
|
@end enumerate |
|
|
|
@section patch submission checklist |
|
|
|
@enumerate |
|
@item |
|
Do the regression tests pass with the patch applied? |
|
@item |
|
Does @code{make checkheaders} pass with the patch applied? |
|
@item |
|
Is the patch a unified diff? |
|
@item |
|
Is the patch against latest FFmpeg SVN? |
|
@item |
|
Are you subscribed to ffmpeg-dev? |
|
(the list is subscribers only due to spam) |
|
@item |
|
Have you checked that the changes are minimal, so that the same cannot be |
|
achieved with a smaller patch and/or simpler final code? |
|
@item |
|
If the change is to speed critical code, did you benchmark it? |
|
@item |
|
If you did any benchmarks, did you provide them in the mail? |
|
@item |
|
Have you checked that the patch does not introduce buffer overflows or |
|
other security issues? |
|
@item |
|
Did you test your decoder or demuxer against damaged data? If no, see |
|
tools/trasher and the noise bitstream filter. Your decoder or demuxer |
|
should not crash or end in a (near) infinite loop when fed damaged data. |
|
@item |
|
Is the patch created from the root of the source tree, so it can be |
|
applied with @code{patch -p0}? |
|
@item |
|
Does the patch not mix functional and cosmetic changes? |
|
@item |
|
Did you add tabs or trailing whitespace to the code? Both are forbidden. |
|
@item |
|
Is the patch attached to the email you send? |
|
@item |
|
Is the mime type of the patch correct? It should be text/x-diff or |
|
text/x-patch or at least text/plain and not application/octet-stream. |
|
@item |
|
If the patch fixes a bug, did you provide a verbose analysis of the bug? |
|
@item |
|
If the patch fixes a bug, did you provide enough information, including |
|
a sample, so the bug can be reproduced and the fix can be verified? |
|
Note please do not attach samples >100k to mails but rather provide a |
|
URL, you can upload to ftp://upload.mplayerhq.hu |
|
@item |
|
Did you provide a verbose summary about what the patch does change? |
|
@item |
|
Did you provide a verbose explanation why it changes things like it does? |
|
@item |
|
Did you provide a verbose summary of the user visible advantages and |
|
disadvantages if the patch is applied? |
|
@item |
|
Did you provide an example so we can verify the new feature added by the |
|
patch easily? |
|
@item |
|
If you added a new file, did you insert a license header? It should be |
|
taken from FFmpeg, not randomly copied and pasted from somewhere else. |
|
@item |
|
You should maintain alphabetical order in alphabetically ordered lists as |
|
long as doing so does not break API/ABI compatibility. |
|
@item |
|
Lines with similar content should be aligned vertically when doing so |
|
improves readability. |
|
@item |
|
Did you provide a suggestion for a clear commit log message? |
|
@end enumerate |
|
|
|
@section Patch review process |
|
|
|
All patches posted to ffmpeg-devel will be reviewed, unless they contain a |
|
clear note that the patch is not for SVN. |
|
Reviews and comments will be posted as replies to the patch on the |
|
mailing list. The patch submitter then has to take care of every comment, |
|
that can be by resubmitting a changed patch or by discussion. Resubmitted |
|
patches will themselves be reviewed like any other patch. If at some point |
|
a patch passes review with no comments then it is approved, that can for |
|
simple and small patches happen immediately while large patches will generally |
|
have to be changed and reviewed many times before they are approved. |
|
After a patch is approved it will be committed to the repository. |
|
|
|
We will review all submitted patches, but sometimes we are quite busy so |
|
especially for large patches this can take several weeks. |
|
|
|
When resubmitting patches, please do not make any significant changes |
|
not related to the comments received during review. Such patches will |
|
be rejected. Instead, submit significant changes or new features as |
|
separate patches. |
|
|
|
@section Regression tests |
|
|
|
Before submitting a patch (or committing to the repository), you should at least |
|
test that you did not break anything. |
|
|
|
The regression tests build a synthetic video stream and a synthetic |
|
audio stream. These are then encoded and decoded with all codecs or |
|
formats. The CRC (or MD5) of each generated file is recorded in a |
|
result file. A 'diff' is launched to compare the reference results and |
|
the result file. |
|
|
|
The regression tests then go on to test the FFserver code with a |
|
limited set of streams. It is important that this step runs correctly |
|
as well. |
|
|
|
Run 'make test' to test all the codecs and formats. |
|
|
|
Run 'make fulltest' to test all the codecs, formats and FFserver. |
|
|
|
[Of course, some patches may change the results of the regression tests. In |
|
this case, the reference results of the regression tests shall be modified |
|
accordingly]. |
|
|
|
@bye
|
|
|