[FFmpeg-cvslog] r19269 - in trunk: Makefile doc/developer.texi doc/general.texi
diego
subversion
Thu Jun 25 00:58:59 CEST 2009
Author: diego
Date: Thu Jun 25 00:58:58 2009
New Revision: 19269
Log:
Split developer documentation off from general documentation.
Added:
trunk/doc/developer.texi
- copied, changed from r19268, trunk/doc/general.texi
Modified:
trunk/Makefile
trunk/doc/general.texi
Modified: trunk/Makefile
==============================================================================
--- trunk/Makefile Thu Jun 25 00:35:11 2009 (r19268)
+++ trunk/Makefile Thu Jun 25 00:58:58 2009 (r19269)
@@ -76,7 +76,7 @@ cmdutils.o cmdutils.d: version.h
alltools: $(addsuffix $(EXESUF),$(addprefix tools/, cws2fws pktdumper qt-faststart trasher))
-documentation: $(addprefix doc/, ffmpeg-doc.html faq.html ffserver-doc.html \
+documentation: $(addprefix doc/, developer.html faq.html ffmpeg-doc.html ffserver-doc.html \
ffplay-doc.html general.html $(ALLMANPAGES))
doc/%.html: doc/%.texi
Copied and modified: trunk/doc/developer.texi (from r19268, trunk/doc/general.texi)
==============================================================================
--- trunk/doc/general.texi Thu Jun 25 00:35:11 2009 (r19268, copy source)
+++ trunk/doc/developer.texi Thu Jun 25 00:58:58 2009 (r19269)
@@ -1,988 +1,13 @@
\input texinfo @c -*- texinfo -*-
- at settitle General Documentation
+ at settitle Developer Documentation
@titlepage
@sp 7
- at center @titlefont{General Documentation}
+ at center @titlefont{Developer Documentation}
@sp 3
@end titlepage
- at chapter external libraries
-
-FFmpeg can be hooked up with a number of external libraries to add support
-for more formats. None of them are used by default, their use has to be
-explicitly requested by passing the appropriate flags to @file{./configure}.
-
- at section AMR
-
-AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
-use of the AMR wideband (floating-point mode) and the AMR narrowband
-(floating-point mode) reference decoders and encoders (libamr) as well as
-the OpenCORE libraries for AMR-NB decoding/encoding and AMR-WB decoding.
-
- at subsection OpenCORE
-
-Go to @url{http://gitorious.org/opencore-amr/} and follow the instructions for
-installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
- at code{--enable-libopencore-amrwb} to configure to enable the libraries.
-
-Note that OpenCORE is under the Apache License 2.0 (see
- at url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
-incompatible with the LGPL version 2.1 and GPL version 2. You have to
-upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
-GPL components, GPL version 3) to use it.
-
- at subsection libamr
-
-Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
-installing the libraries. Then pass @code{--enable-libamr-nb} and/or
- at code{--enable-libamr-wb} to configure to enable the libraries.
-
-Note that libamr is copyrighted without any sort of license grant. This means
-that you can use it if you legally obtained it but you are not allowed to
-redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
-you create are non-free and unredistributable!}
-
-
- at chapter Supported File Formats and Codecs
-
-You can use the @code{-formats} option to have an exhaustive list.
-
- at section File Formats
-
-FFmpeg supports the following file formats through the @code{libavformat}
-library:
-
- at multitable @columnfractions .4 .1 .1 .4
- at item Name @tab Encoding @tab Decoding @tab Comments
- at item 4xm @tab @tab X
- @tab 4X Technologies format, used in some games.
- at item 8088flex TMV @tab @tab X
- at item Audio IFF (AIFF) @tab X @tab X
- at item American Laser Games MM @tab @tab X
- @tab Multimedia format used in games like Mad Dog McCree.
- at item 3GPP AMR @tab X @tab X
- at item ASF @tab X @tab X
- at item AVI @tab X @tab X
- at item AVISynth @tab @tab X
- at item AVS @tab @tab X
- @tab Multimedia format used by the Creature Shock game.
- at item Beam Software SIFF @tab @tab X
- @tab Audio and video format used in some games by Beam Software.
- at item Bethesda Softworks VID @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- at item Brute Force & Ignorance @tab @tab X
- @tab Used in the game Flash Traffic: City of Angels.
- at item Interplay C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- at item Delphine Software International CIN @tab @tab X
- @tab Multimedia format used by Delphine Software games.
- at item CRC testing format @tab X @tab
- at item Creative Voice @tab X @tab X
- @tab Created for the Sound Blaster Pro.
- at item CRYO APC @tab @tab X
- @tab Audio format used in some games by CRYO Interactive Entertainment.
- at item D-Cinema audio @tab X @tab X
- at item DV video @tab X @tab X
- at item DXA @tab @tab X
- @tab This format is used in the non-Windows version of the Feeble Files
- game and different game cutscenes repacked for use with ScummVM.
- at item Electronic Arts cdata @tab @tab X
- at item Electronic Arts Multimedia @tab @tab X
- @tab Used in various EA games; files have extensions like WVE and UV2.
- at item FFM (FFserver live feed) @tab X @tab X
- at item Flash (SWF) @tab X @tab X
- at item Flash 9 (AVM2) @tab X @tab X
- @tab Only embedded audio is decoded.
- at item FLI/FLC/FLX animation @tab @tab X
- @tab .fli/.flc files
- at item Flash Video (FLV) @tab @tab X
- @tab Macromedia Flash video files
- at item framecrc testing format @tab X @tab
- at item FunCom ISS @tab @tab X
- @tab Audio format used in various games from FunCom like The Longest Journey.
- at item GIF Animation @tab X @tab
- at item GXF @tab X @tab X
- @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
- playout servers.
- at item id Quake II CIN video @tab @tab X
- at item id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- at item IFF @tab @tab X
- @tab Interchange File Format
- at item Interplay MVE @tab @tab X
- @tab Format used in various Interplay computer games.
- at item LMLM4 @tab @tab X
- @tab Used by Linux Media Labs MPEG-4 PCI boards
- at item Matroska @tab X @tab X
- at item Matroska audio @tab X @tab
- at item MAXIS XA @tab @tab X
- @tab Used in Sim City 3000; file extension .xa.
- at item Monkey's Audio @tab @tab X
- at item Motion Pixels MVI @tab @tab X
- at item MOV/QuickTime/MP4 @tab X @tab X
- @tab 3GP, 3GP2, PSP, iPod variants supported
- at item MP2 @tab X @tab X
- at item MP3 @tab X @tab X
- at item MPEG-1 System @tab X @tab X
- @tab muxed audio and video, VCD format supported
- at item MPEG-PS (program stream) @tab X @tab X
- @tab also known as @code{VOB} file, SVCD and DVD format supported
- at item MPEG-TS (transport stream) @tab X @tab X
- @tab also known as DVB Transport Stream
- at item MPEG-4 @tab X @tab X
- @tab MPEG-4 is a variant of QuickTime.
- at item MIME multipart JPEG @tab X @tab
- at item MSN TCP webcam @tab @tab X
- @tab Used by MSN Messenger webcam streams.
- at item MTV @tab @tab X
- at item Musepack @tab @tab X
- at item Musepack SV8 @tab @tab X
- at item Material eXchange Format (MXF) @tab X @tab X
- @tab SMPTE 377M, used by D-Cinema, broadcast industry.
- at item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
- @tab SMPTE 386M, D-10/IMX Mapping.
- at item NC camera feed @tab @tab X
- @tab NC (AVIP NC4600) camera streams
- at item NTT TwinVQ (VQF) @tab @tab X
- @tab Nippon Telegraph and Telephone Corporation TwinVQ.
- at item Nullsoft Streaming Video @tab @tab X
- at item NuppelVideo @tab @tab X
- at item NUT @tab X @tab X
- @tab NUT Open Container Format
- at item Ogg @tab X @tab X
- at item TechnoTrend PVA @tab @tab X
- @tab Used by TechnoTrend DVB PCI boards.
- at item QCP @tab @tab X
- at item raw ADTS (AAC) @tab X @tab X
- at item raw AC-3 @tab X @tab X
- at item raw Chinese AVS video @tab @tab X
- at item raw CRI ADX @tab X @tab X
- at item raw Dirac @tab X @tab X
- at item raw DNxHD @tab X @tab X
- at item raw DTS @tab X @tab X
- at item raw E-AC-3 @tab X @tab X
- at item raw FLAC @tab X @tab X
- at item raw GSM @tab @tab X
- at item raw H.261 @tab X @tab X
- at item raw H.263 @tab X @tab X
- at item raw H.264 @tab X @tab X
- at item raw Ingenient MJPEG @tab @tab X
- at item raw MJPEG @tab X @tab X
- at item raw MLP @tab @tab X
- at item raw MPEG @tab @tab X
- at item raw MPEG-1 @tab @tab X
- at item raw MPEG-2 @tab @tab X
- at item raw MPEG-4 @tab X @tab X
- at item raw NULL @tab X @tab
- at item raw video @tab X @tab X
- at item raw id RoQ @tab X @tab
- at item raw Shorten @tab @tab X
- at item raw TrueHD @tab X @tab X
- at item raw VC-1 @tab @tab X
- at item raw PCM A-law @tab X @tab X
- at item raw PCM mu-law @tab X @tab X
- at item raw PCM signed 8 bit @tab X @tab X
- at item raw PCM signed 16 bit big-endian @tab X @tab X
- at item raw PCM signed 16 bit little-endian @tab X @tab X
- at item raw PCM signed 24 bit big-endian @tab X @tab X
- at item raw PCM signed 24 bit little-endian @tab X @tab X
- at item raw PCM signed 32 bit big-endian @tab X @tab X
- at item raw PCM signed 32 bit little-endian @tab X @tab X
- at item raw PCM unsigned 8 bit @tab X @tab X
- at item raw PCM unsigned 16 bit big-endian @tab X @tab X
- at item raw PCM unsigned 16 bit little-endian @tab X @tab X
- at item raw PCM unsigned 24 bit big-endian @tab X @tab X
- at item raw PCM unsigned 24 bit little-endian @tab X @tab X
- at item raw PCM unsigned 32 bit big-endian @tab X @tab X
- at item raw PCM unsigned 32 bit little-endian @tab X @tab X
- at item raw PCM floating-point 32 bit big-endian @tab X @tab X
- at item raw PCM floating-point 32 bit little-endian @tab X @tab X
- at item raw PCM floating-point 64 bit big-endian @tab X @tab X
- at item raw PCM floating-point 64 bit little-endian @tab X @tab X
- at item RDT @tab @tab X
- at item REDCODE R3D @tab @tab X
- @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
- at item RealMedia @tab X @tab X
- at item Redirector @tab @tab X
- at item Renderware TeXture Dictionary @tab @tab X
- at item RL2 @tab @tab X
- @tab Audio and video format used in some games by Entertainment Software Partners.
- at item RPL/ARMovie @tab @tab X
- at item RTP @tab @tab X
- at item RTSP @tab @tab X
- at item SDP @tab @tab X
- at item Sega FILM/CPK @tab @tab X
- @tab Used in many Sega Saturn console games.
- at item Sierra SOL @tab @tab X
- @tab .sol files used in Sierra Online games.
- at item Sierra VMD @tab @tab X
- @tab Used in Sierra CD-ROM games.
- at item Smacker @tab @tab X
- @tab Multimedia format used by many games.
- at item Sony OpenMG (OMA) @tab @tab X
- @tab Audio format used in Sony Sonic Stage and Sony Vegas.
- at item Sony PlayStation STR @tab @tab X
- at item SoX native format @tab X @tab X
- at item SUN AU format @tab X @tab X
- at item THP @tab @tab X
- @tab Used on the Nintendo GameCube.
- at item Tiertex Limited SEQ @tab @tab X
- @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
- at item True Audio @tab @tab X
- at item VC-1 test bitstream @tab X @tab X
- at item WAV @tab X @tab X
- at item WavPack @tab @tab X
- at item Wing Commander III movie @tab @tab X
- @tab Multimedia format used in Origin's Wing Commander III computer game.
- at item Westwood Studios audio @tab @tab X
- @tab Multimedia format used in Westwood Studios games.
- at item Westwood Studios VQA @tab @tab X
- @tab Multimedia format used in Westwood Studios games.
- at item YUV4MPEG pipe @tab X @tab X
- at end multitable
-
- at code{X} means that encoding (resp. decoding) is supported.
-
- at section Image Formats
-
-FFmpeg can read and write images for each frame of a video sequence. The
-following image formats are supported:
-
- at multitable @columnfractions .4 .1 .1 .4
- at item Name @tab Encoding @tab Decoding @tab Comments
- at item .Y.U.V @tab X @tab X
- @tab one raw file per component
- at item animated GIF @tab X @tab X
- @tab Only uncompressed GIFs are generated.
- at item BMP @tab X @tab X
- @tab Microsoft BMP image
- at item DPX @tab @tab X
- @tab Digital Picture Exchange
- at item JPEG @tab X @tab X
- @tab Progressive JPEG is not supported.
- at item JPEG 2000 @tab @tab E
- @tab decoding supported through external library libopenjpeg
- at item JPEG-LS @tab X @tab X
- at item LJPEG @tab X @tab
- @tab Lossless JPEG
- at item PAM @tab X @tab X
- @tab PAM is a PNM extension with alpha support.
- at item PBM @tab X @tab X
- @tab Portable BitMap image
- at item PCX @tab X @tab X
- @tab PC Paintbrush
- at item PGM @tab X @tab X
- @tab Portable GrayMap image
- at item PGMYUV @tab X @tab X
- @tab PGM with U and V components in YUV 4:2:0
- at item PNG @tab X @tab X
- @tab 2/4 bpp not supported yet
- at item PPM @tab X @tab X
- @tab Portable PixelMap image
- at item PTX @tab @tab X
- @tab V.Flash PTX format
- at item SGI @tab X @tab X
- @tab SGI RGB image format
- at item Sun Rasterfile @tab @tab X
- @tab Sun RAS image format
- at item TIFF @tab X @tab X
- @tab YUV, JPEG and some extension is not supported yet.
- at item Truevision Targa @tab X @tab X
- @tab Targa (.TGA) image format
- at end multitable
-
- at code{X} means that encoding (resp. decoding) is supported.
-
- at code{E} means that support is provided through an external library.
-
- at section Video Codecs
-
- at multitable @columnfractions .4 .1 .1 .4
- at item Name @tab Encoding @tab Decoding @tab Comments
- at item 4X Movie @tab @tab X
- @tab Used in certain computer games.
- at item 8088flex TMV @tab @tab X
- at item 8SVX exponential @tab @tab X
- at item 8SVX fibonacci @tab @tab X
- at item American Laser Games MM @tab @tab X
- @tab Used in games like Mad Dog McCree.
- at item AMV Video @tab @tab X
- @tab Used in Chinese MP3 players.
- at item Apple MJPEG-B @tab @tab X
- at item Apple QuickDraw @tab @tab X
- @tab fourcc: qdrw
- at item Asus v1 @tab X @tab X
- @tab fourcc: ASV1
- at item Asus v2 @tab X @tab X
- @tab fourcc: ASV2
- at item ATI VCR1 @tab @tab X
- @tab fourcc: VCR1
- at item ATI VCR2 @tab @tab X
- @tab fourcc: VCR2
- at item Autodesk Animator Flic video @tab @tab X
- at item Autodesk RLE @tab @tab X
- @tab fourcc: AASC
- at item AVS (Audio Video Standard) video @tab @tab X
- @tab Video encoding used by the Creature Shock game.
- at item Beam Software VB @tab @tab X
- at item Bethesda VID video @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- at item Brute Force & Ignorance @tab @tab X
- @tab Used in the game Flash Traffic: City of Angels.
- at item C93 video @tab @tab X
- @tab Codec used in Cyberia game.
- at item CamStudio @tab @tab X
- @tab fourcc: CSCD
- at item Chinese AVS video @tab @tab X
- @tab AVS1-P2, JiZhun profile
- at item Delphine Software International CIN video @tab @tab X
- @tab Codec used in Delphine Software International games.
- at item Cinepak @tab @tab X
- at item Cirrus Logic AccuPak @tab @tab X
- @tab fourcc: CLJR
- at item Creative YUV (CYUV) @tab @tab X
- at item Dirac @tab E @tab E
- @tab supported through external libdirac/libschroedinger libraries
- at item DNxHD @tab X @tab X
- @tab aka SMPTE VC3
- at item Duck TrueMotion 1.0 @tab @tab X
- @tab fourcc: DUCK
- at item Duck TrueMotion 2.0 @tab @tab X
- @tab fourcc: TM20
- at item DV (Digital Video) @tab X @tab X
- at item Feeble Files/ScummVM DXA @tab @tab X
- @tab Codec originally used in Feeble Files game.
- at item Electronic Arts CMV video @tab @tab X
- @tab Used in NHL 95 game.
- at item Electronic Arts Madcow video @tab @tab X
- at item Electronic Arts TGV video @tab @tab X
- at item Electronic Arts TGQ video @tab @tab X
- at item Electronic Arts TQI video @tab @tab X
- at item Escape 124 @tab @tab X
- at item FFmpeg codec #1 @tab X @tab X
- @tab experimental lossless codec (fourcc: FFV1)
- at item Flash Screen Video v1 @tab X @tab X
- @tab fourcc: FSV1
- at item Flash Video (FLV) @tab X @tab X
- @tab Sorenson H.263 used in Flash
- at item Fraps @tab @tab X
- at item H.261 @tab X @tab X
- at item H.263 / H.263-1996 @tab X @tab X
- at item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
- at item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
- @tab encoding supported through external library libx264
- at item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
- at item HuffYUV @tab X @tab X
- at item HuffYUV FFmpeg variant @tab X @tab X
- at item IBM Ultimotion @tab @tab X
- @tab fourcc: ULTI
- at item id Cinematic video @tab @tab X
- @tab Used in Quake II.
- at item id RoQ video @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- at item Intel H.263 @tab @tab X
- at item Intel Indeo 2 @tab @tab X
- at item Intel Indeo 3 @tab @tab X
- at item Interplay C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- at item Interplay MVE video @tab @tab X
- @tab Used in Interplay .MVE files.
- at item Karl Morton's video codec @tab @tab X
- @tab Codec used in Worms games.
- at item LCL (LossLess Codec Library) MSZH @tab @tab X
- at item LCL (LossLess Codec Library) ZLIB @tab E @tab E
- at item LOCO @tab @tab X
- at item lossless MJPEG @tab X @tab X
- at item Microsoft RLE @tab @tab X
- at item Microsoft Video 1 @tab @tab X
- at item Mimic @tab @tab X
- @tab Used in MSN Messenger Webcam streams.
- at item Miro VideoXL @tab @tab X
- @tab fourcc: VIXL
- at item MJPEG (Motion JPEG) @tab X @tab X
- at item Motion Pixels video @tab @tab X
- at item MPEG-1 video @tab X @tab X
- at item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
- at item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
- at item MPEG-2 video @tab X @tab X
- at item MPEG-4 part 2 @tab X @tab X
- @ libxvidcore can be used alternatively for encoding.
- at item MPEG-4 part 2 Microsoft variant version 1 @tab X @tab X
- at item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
- at item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
- at item Nintendo Gamecube THP video @tab @tab X
- at item NuppelVideo/RTjpeg @tab @tab X
- @tab Video encoding used in NuppelVideo files.
- at item On2 VP3 @tab @tab X
- @tab still experimental
- at item On2 VP5 @tab @tab X
- @tab fourcc: VP50
- at item On2 VP6 @tab @tab X
- @tab fourcc: VP60,VP61,VP62
- at item planar RGB @tab @tab X
- @tab fourcc: 8BPS
- at item Q-team QPEG @tab @tab X
- @tab fourccs: QPEG, Q1.0, Q1.1
- at item QuickTime 8BPS video @tab @tab X
- at item QuickTime Animation (RLE) video @tab X @tab X
- @tab fourcc: 'rle '
- at item QuickTime Graphics (SMC) @tab @tab X
- @tab fourcc: 'smc '
- at item QuickTime video (RPZA) @tab @tab X
- @tab fourcc: rpza
- at item Raw Video @tab X @tab X
- at item RealVideo 1.0 @tab X @tab X
- at item RealVideo 2.0 @tab X @tab X
- at item RealVideo 3.0 @tab @tab X
- @tab still far from ideal
- at item RealVideo 4.0 @tab @tab X
- at item Renderware TXD (TeXture Dictionary) @tab @tab X
- @tab Texture dictionaries used by the Renderware Engine.
- at item RL2 video @tab @tab X
- @tab used in some games by Entertainment Software Partners
- at item Sierra VMD video @tab @tab X
- @tab Used in Sierra VMD files.
- at item Smacker video @tab @tab X
- @tab Video encoding used in Smacker.
- at item SMPTE VC-1 @tab @tab X
- at item Snow @tab X @tab X
- @tab experimental wavelet codec (fourcc: SNOW)
- at item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
- at item Sorenson Vector Quantizer 1 @tab X @tab X
- @tab fourcc: SVQ1
- at item Sorenson Vector Quantizer 3 @tab @tab X
- @tab fourcc: SVQ3
- at item Sunplus JPEG (SP5X) @tab @tab X
- @tab fourcc: SP5X
- at item TechSmith Screen Capture Codec @tab @tab X
- @tab fourcc: TSCC
- at item Theora @tab E @tab X
- @tab encoding supported through external library libtheora
- at item Tiertex Limited SEQ video @tab @tab X
- @tab Codec used in DOS CD-ROM FlashBack game.
- at item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
- at item VMware Screen Codec / VMware Video @tab @tab X
- @tab Codec used in videos captured by VMware.
- at item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
- at item Windows Media Video 7 @tab X @tab X
- at item Windows Media Video 8 @tab X @tab X
- at item Windows Media Video 9 @tab @tab X
- @tab not completely working
- at item Wing Commander III / Xan @tab @tab X
- @tab Used in Wing Commander III .MVE files.
- at item Winnov WNV1 @tab @tab X
- at item WMV7 @tab X @tab X
- at item YAMAHA SMAF @tab X @tab X
- at item ZLIB @tab X @tab X
- @tab part of LCL, encoder experimental
- at item Zip Motion Blocks Video @tab X @tab X
- @tab Encoder works only in PAL8.
- at end multitable
-
- at code{X} means that encoding (resp. decoding) is supported.
-
- at code{E} means that support is provided through an external library.
-
- at section Audio Codecs
-
- at multitable @columnfractions .4 .1 .1 .4
- at item Name @tab Encoding @tab Decoding @tab Comments
- at item 8SVX audio @tab @tab X
- at item AAC @tab E @tab X
- @tab encoding supported through external library libfaac
- at item AC-3 @tab IX @tab X
- at item ADPCM 4X Movie @tab @tab X
- at item ADPCM CDROM XA @tab @tab X
- at item ADPCM Creative Technology @tab @tab X
- @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
- at item ADPCM Electronic Arts @tab @tab X
- @tab Used in various EA titles.
- at item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
- @tab Used in Sim City 3000.
- at item ADPCM Electronic Arts R1 @tab @tab X
- at item ADPCM Electronic Arts R2 @tab @tab X
- at item ADPCM Electronic Arts R3 @tab @tab X
- at item ADPCM Electronic Arts XAS @tab @tab X
- at item ADPCM G.726 @tab X @tab X
- at item ADPCM IMA AMV @tab @tab X
- @tab Used in AMV files
- at item ADPCM IMA Electronic Arts EACS @tab @tab X
- at item ADPCM IMA Electronic Arts SEAD @tab @tab X
- at item ADPCM IMA Funcom @tab @tab X
- at item ADPCM IMA QuickTime @tab X @tab X
- at item ADPCM IMA Loki SDL MJPEG @tab @tab X
- at item ADPCM IMA WAV @tab X @tab X
- at item ADPCM IMA Westwood @tab @tab X
- at item ADPCM ISS IMA @tab @tab X
- @tab Used in FunCom games.
- at item ADPCM IMA Duck DK3 @tab @tab X
- @tab Used in some Sega Saturn console games.
- at item ADPCM IMA Duck DK4 @tab @tab X
- @tab Used in some Sega Saturn console games.
- at item ADPCM Microsoft @tab X @tab X
- at item ADPCM MS IMA @tab X @tab X
- at item ADPCM Nintendo Gamecube THP @tab @tab X
- at item ADPCM QT IMA @tab X @tab X
- at item ADPCM SEGA CRI ADX @tab X @tab X
- @tab Used in Sega Dreamcast games.
- at item ADPCM Shockwave Flash @tab X @tab X
- at item ADPCM SMJPEG IMA @tab @tab X
- @tab Used in certain Loki game ports.
- at item ADPCM Sound Blaster Pro 2-bit @tab @tab X
- at item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
- at item ADPCM Sound Blaster Pro 4-bit @tab @tab X
- at item ADPCM Westwood Studios IMA @tab @tab X
- @tab Used in Westwood Studios games like Command and Conquer.
- at item ADPCM Yamaha @tab X @tab X
- at item AMR-NB @tab E @tab E
- @tab supported through external libraries libamrnb and libopencore-amrnb
- at item AMR-WB @tab E @tab E
- @tab decoding supported through external libraries libamrwb and libopencore-amrwb,
- encoding supported through external library libamrwb
- at item Apple lossless audio @tab X @tab X
- @tab QuickTime fourcc 'alac'
- at item Atrac 3 @tab @tab X
- at item Delphine Software International CIN audio @tab @tab X
- @tab Codec used in Delphine Software International games.
- at item COOK @tab @tab X
- @tab All versions except 5.1 are supported.
- at item DCA (DTS Coherent Acoustics) @tab @tab X
- at item DPCM id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- at item DPCM Interplay @tab @tab X
- @tab Used in various Interplay computer games.
- at item DPCM Sierra Online @tab @tab X
- @tab Used in Sierra Online game audio files.
- at item DPCM Sol @tab @tab X
- at item DPCM Xan @tab @tab X
- @tab Used in Origin's Wing Commander IV AVI files.
- at item DSP Group TrueSpeech @tab @tab X
- at item DV audio @tab @tab X
- at item Enhanced AC-3 @tab @tab X
- at item FLAC (Free Lossless Audio Codec) @tab X @tab IX
- at item G.729 @tab @tab X
- at item GSM @tab E @tab E
- @tab supported through external library libgsm
- at item GSM Microsoft variant @tab E @tab E
- @tab supported through external library libgsm
- at item IMC (Intel Music Coder) @tab @tab X
- at item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
- at item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
- at item MLP (Meridian Lossless Packing) @tab @tab X
- @tab Used in DVD-Audio discs.
- at item Monkey's Audio @tab @tab X
- @tab Only versions 3.97-3.99 are supported.
- at item MP1 (MPEG audio layer 1) @tab @tab IX
- at item MP2 (MPEG audio layer 2) @tab IX @tab IX
- at item MP3 (MPEG audio layer 3) @tab E @tab IX
- @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
- at item Musepack SV7 @tab @tab X
- at item Musepack SV8 @tab @tab X
- at item Nellymoser Asao @tab X @tab X
- at item PCM A-law @tab X @tab X
- at item PCM mu-law @tab X @tab X
- at item PCM 16-bit little-endian planar @tab @tab X
- at item PCM 32-bit floating point big-endian @tab X @tab X
- at item PCM 32-bit floating point little-endian @tab X @tab X
- at item PCM 64-bit floating point big-endian @tab X @tab X
- at item PCM 64-bit floating point little-endian @tab X @tab X
- at item PCM D-Cinema audio signed 24-bit @tab X @tab X
- at item PCM signed 8-bit @tab X @tab X
- at item PCM signed 16-bit big-endian @tab X @tab X
- at item PCM signed 16-bit little-endian @tab X @tab X
- at item PCM signed 24-bit big-endian @tab X @tab X
- at item PCM signed 24-bit little-endian @tab X @tab X
- at item PCM signed 32-bit big-endian @tab X @tab X
- at item PCM signed 32-bit little-endian @tab X @tab X
- at item PCM unsigned 8-bit @tab X @tab X
- at item PCM unsigned 16-bit big-endian @tab X @tab X
- at item PCM unsigned 16-bit little-endian @tab X @tab X
- at item PCM unsigned 24-bit big-endian @tab X @tab X
- at item PCM unsigned 24-bit little-endian @tab X @tab X
- at item PCM unsigned 32-bit big-endian @tab X @tab X
- at item PCM unsigned 32-bit little-endian @tab X @tab X
- at item PCM Zork @tab X @tab X
- at item QCELP / PureVoice @tab @tab X
- at item QDesign Music Codec 2 @tab @tab X
- @tab There are still some distortions.
- at item RealAudio 1.0 (14.4K) @tab @tab X
- @tab Real 14400 bit/s codec
- at item RealAudio 2.0 (28.8K) @tab @tab X
- @tab Real 28800 bit/s codec
- at item RealAudio 3.0 (dnet) @tab IX @tab X
- @tab Real low bitrate AC-3 codec
- at item Shorten @tab @tab X
- at item Sierra VMD audio @tab @tab X
- @tab Used in Sierra VMD files.
- at item Smacker audio @tab @tab X
- at item Sonic @tab X @tab X
- @tab experimental codec
- at item Sonic lossless @tab X @tab X
- @tab experimental codec
- at item Speex @tab @tab E
- @tab supported through external library libspeex
- at item True Audio (TTA) @tab @tab X
- at item TrueHD @tab @tab X
- @tab Used in HD-DVD and Blu-Ray discs.
- at item Vorbis @tab E @tab X
- @ A native but very primitive encoder exists.
- at item WavPack @tab @tab X
- at item Westwood Audio (SND1) @tab @tab X
- at item Windows Media Audio 1 @tab X @tab X
- at item Windows Media Audio 2 @tab X @tab X
- at end multitable
-
- at code{X} means that encoding (resp. decoding) is supported.
-
- at code{E} means that support is provided through an external library.
-
- at code{I} means that an integer-only version is available, too (ensures high
-performance on systems without hardware floating point support).
-
- at section Subtitle Formats
-
- at multitable @columnfractions .4 .1 .1 .1 .1
- at item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
- at item SSA/ASS @tab X @tab X
- at item DVB @tab X @tab X @tab X @tab X
- at item DVD @tab X @tab X @tab X @tab X
- at item XSUB @tab @tab @tab X @tab X
- at end multitable
-
- at code{X} means that the feature is supported.
-
- at section Network Protocols
-
- at multitable @columnfractions .4 .1
- at item Name @tab Support
- at item file @tab X
- at item Gopher @tab X
- at item HTTP @tab X
- at item pipe @tab X
- at item RTP @tab X
- at item TCP @tab X
- at item UDP @tab X
- at end multitable
-
- at code{X} means that the protocol is supported.
-
-
- at section Input/Output Devices
-
- at multitable @columnfractions .4 .1 .1
- at item Name @tab Input @tab Output
- at item ALSA @tab X @tab X
- at item BEOS audio @tab X @tab X
- at item BKTR @tab X @tab
- at item DV1394 @tab X @tab
- at item JACK @tab X @tab
- at item LIBDC1394 @tab X @tab
- at item OSS @tab X @tab X
- at item Video4Linux @tab X @tab
- at item Video4Linux2 @tab X @tab
- at item VfW capture @tab X @tab
- at item X11 grabbing @tab X @tab
- at end multitable
-
- at code{X} means that input/output is supported.
-
-
- at chapter Platform Specific information
-
- at section BSD
-
-BSD make will not build FFmpeg, you need to install and use GNU Make
-(@file{gmake}).
-
- at section Windows
-
-To get help and instructions for building FFmpeg under Windows, check out
-the FFmpeg Windows Help Forum at
- at url{http://ffmpeg.arrozcru.org/}.
-
- at subsection Native Windows compilation
-
-FFmpeg can be built to run natively on Windows using the MinGW tools. Install
-the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
-You can find detailed installation
-instructions in the download section and the FAQ.
-
-FFmpeg does not build out-of-the-box with the packages the automated MinGW
-installer provides. It also requires coreutils to be installed and many other
-packages updated to the latest version. The minimum version for some packages
-are listed below:
-
- at itemize
- at item bash 3.1
- at item msys-make 3.81-2 (note: not mingw32-make)
- at item w32api 3.13
- at item mingw-runtime 3.15
- at end itemize
-
-FFmpeg automatically passes @code{-fno-common} to the compiler to work around
-a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
-
-Within the MSYS shell, configure and make with:
-
- at example
-./configure --enable-memalign-hack --extra-cflags=-fno-common
-make
-make install
- at 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
- at code{--prefix} option in @file{configure}.
-
-Notes:
-
- at itemize
-
- at 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.
-
- at item By using @code{./configure --enable-shared} when configuring FFmpeg,
-you can build libavutil, libavcodec and libavformat as DLLs.
-
- at end itemize
-
- at 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.
-
- at subsubsection Using static libraries
-
-Assuming you have just built and installed FFmpeg in @file{/usr/local}.
-
- at enumerate
-
- at 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.
-
- at 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
- at file{libavformat/output-example.c} from the FFmpeg distribution.
-
- at 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.
-
- at 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},
- at file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
- at file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
-to the end of "Additional Dependencies".
-
- at 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".
-
- at item Click "OK" to close the "Project / Properties" dialog box.
-
- at 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}).
-
- at item MSVC++ also does not understand the @code{inline} keyword used by
-FFmpeg, so you must add this line before @code{#include}ing libav*:
- at example
-#define inline _inline
- at end example
-
- at item Build your application, everything should work.
-
- at end enumerate
-
- at subsubsection Using shared libraries
-
-This is how to create DLL and LIB files that are compatible with MSVC++:
-
- at enumerate
-
- at 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
- at 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}:
-
- at example
-call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
- at end example
-
-Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
-and run @file{c:\msys\1.0\msys.bat} from there.
-
- at 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.
-
- at item Build FFmpeg with
-
- at example
-./configure --enable-shared --enable-memalign-hack
-make
-make install
- at end example
-
-Your install path (@file{/usr/local/} by default) should now have the
-necessary DLL and LIB files under the @file{bin} directory.
-
- at 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
- at file{avutil.lib}. There should be no need for @file{libmingwex.a},
- at 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}).
-
- at subsection Cross compilation for Windows with Linux
-
-You must use the MinGW cross compilation tools available at
- at url{http://www.mingw.org/}.
-
-Then configure FFmpeg with the following options:
- at example
-./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
- at 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/}).
-
- at 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:
- at example
-binutils, gcc-core, make, subversion, mingw-runtime, diffutils
- at 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():
-
- at example
-ar x /usr/lib/mingw/libmingwex.a llrint.o
-ar cq /usr/local/lib/libllrint.a llrint.o
- at end example
-
-Then run
-
- at example
-./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
- at end example
-
-to make a static build or
-
- at example
-./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
- at 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:
- at example
-libogg-devel, libvorbis-devel
- at end example
-
-These library packages are only available from Cygwin Ports
-(@url{http://sourceware.org/cygwinports/}) :
-
- at example
-yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,
-libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
-libxvidcore-devel
- at end example
-
-The recommendation for libnut and x264 is to build them from source by
-yourself, as they evolve too quickly for Cygwin Ports to be up to date.
-
-Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
-of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
-
- at 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:
- at example
-gcc-mingw-core, mingw-runtime, mingw-zlib
- at end example
-
-and add some special flags to your configure invocation.
-
-For a static build run
- at example
-./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- at end example
-
-and for a build with shared libraries
- at example
-./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- at end example
-
- at section BeOS
-
-BeOS support is broken in mysterious ways.
-
- at section OS/2
-
-For information about compiling FFmpeg on OS/2 see
- at url{http://www.edm2.com/index.php/FFmpeg}.
-
@chapter Developers Guide
@section API
Modified: trunk/doc/general.texi
==============================================================================
--- trunk/doc/general.texi Thu Jun 25 00:35:11 2009 (r19268)
+++ trunk/doc/general.texi Thu Jun 25 00:58:58 2009 (r19269)
@@ -983,411 +983,4 @@ BeOS support is broken in mysterious way
For information about compiling FFmpeg on OS/2 see
@url{http://www.edm2.com/index.php/FFmpeg}.
- at chapter Developers Guide
-
- at section API
- at itemize @bullet
- at item libavcodec is the library containing the codecs (both encoding and
-decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
-
- at 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{libavformat/output-example.c} to use it to generate
-audio or video streams.
-
- at end itemize
-
- at 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
- at emph{any patch you make must be published}. The best way to proceed is
-to send your patches to the FFmpeg mailing list.
-
- at node Coding Rules
- at section Coding Rules
-
-FFmpeg is programmed in the ISO C90 language with a few additional
-features from ISO C99, namely:
- at itemize @bullet
- at item
-the @samp{inline} keyword;
- at item
- at samp{//} comments;
- at item
-designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
- at item
-compound literals (@samp{x = (struct s) @{ 17, 23 @};})
- at 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:
- at itemize @bullet
- at item
-mixing statements and declarations;
- at item
- at samp{long long} (use @samp{int64_t} instead);
- at item
- at samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
- at item
-GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
- at 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.
- at 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)
-...
- at 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.
-
- at section Development Policy
-
- at enumerate
- at 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.
- at 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.
- at 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.
- at 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.
- at 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.
- at 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.
- at 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
- at 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.
- at 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.
- at item
- When applying patches that have been discussed (at length) on the mailing
- list, reference the thread in the log message.
- at 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!
- at 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.
- at 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.
- at item
- Try to keep important discussions and requests (also) on the public
- developer mailing list, so that all developers can benefit from them.
- at 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.
- at 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).
- at 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.
- at 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.
- at 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.
-
- at 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
- at 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.
-
- at section New codecs or formats checklist
-
- at enumerate
- at item
- Did you use av_cold for codec initialization and close functions?
- at item
- Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
- AVInputFormat/AVOutputFormat struct?
- at item
- Did you bump the minor version number in @file{avcodec.h} or
- @file{avformat.h}?
- at item
- Did you register it in @file{allcodecs.c} or @file{allformats.c}?
- at item
- Did you add the CodecID to @file{avcodec.h}?
- at item
- If it has a fourcc, did you add it to @file{libavformat/riff.c},
- even if it is only a decoder?
- at 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.
- at item
- Did you add an entry to the table of supported formats or codecs in the
- documentation?
- at item
- Did you add an entry in the Changelog?
- at item
- If it depends on a parser or a library, did you add that dependency in
- configure?
- at item
- Did you "svn add" the appropriate files before commiting?
- at end enumerate
-
- at section patch submission checklist
-
- at enumerate
- at item
- Do the regression tests pass with the patch applied?
- at item
- Does @code{make checkheaders} pass with the patch applied?
- at item
- Is the patch a unified diff?
- at item
- Is the patch against latest FFmpeg SVN?
- at item
- Are you subscribed to ffmpeg-dev?
- (the list is subscribers only due to spam)
- at 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?
- at item
- If the change is to speed critical code, did you benchmark it?
- at item
- If you did any benchmarks, did you provide them in the mail?
- at item
- Have you checked that the patch does not introduce buffer overflows or
- other security issues?
- at 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.
- at item
- Is the patch created from the root of the source tree, so it can be
- applied with @code{patch -p0}?
- at item
- Does the patch not mix functional and cosmetic changes?
- at item
- Did you add tabs or trailing whitespace to the code? Both are forbidden.
- at item
- Is the patch attached to the email you send?
- at 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.
- at item
- If the patch fixes a bug, did you provide a verbose analysis of the bug?
- at item
- If the patch fixes a bug, did you provide enough information, including
- a sample, so the bug can be reproduced and the fix can be verified?
- Note please do not attach samples >100k to mails but rather provide a
- URL, you can upload to ftp://upload.ffmpeg.org
- at item
- Did you provide a verbose summary about what the patch does change?
- at item
- Did you provide a verbose explanation why it changes things like it does?
- at item
- Did you provide a verbose summary of the user visible advantages and
- disadvantages if the patch is applied?
- at item
- Did you provide an example so we can verify the new feature added by the
- patch easily?
- at 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.
- at item
- You should maintain alphabetical order in alphabetically ordered lists as
- long as doing so does not break API/ABI compatibility.
- at item
- Lines with similar content should be aligned vertically when doing so
- improves readability.
- at item
- Did you provide a suggestion for a clear commit log message?
- at end enumerate
-
- at 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.
-
- at 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
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