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765c344060
to simplify usage on Windows. patch by Fredrik Orderud fredrik - . - orderud - @ - idi - . - ntnu - . - no Originally committed as revision 4736 to svn://svn.ffmpeg.org/ffmpeg/trunk
1326 lines
44 KiB
Plaintext
1326 lines
44 KiB
Plaintext
\input texinfo @c -*- texinfo -*-
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@settitle FFmpeg Documentation
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@titlepage
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@sp 7
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@center @titlefont{FFmpeg Documentation}
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@sp 3
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@end titlepage
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@chapter Introduction
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FFmpeg is a very fast video and audio converter. It can also grab from
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a live audio/video source.
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The command line interface is designed to be intuitive, in the sense
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that FFmpeg tries to figure out all parameters that can possibly be
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derived automatically. You usually only have to specify the target
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bitrate you want.
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FFmpeg can also convert from any sample rate to any other, and resize
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video on the fly with a high quality polyphase filter.
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@chapter Quick Start
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@c man begin EXAMPLES
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@section Video and Audio grabbing
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FFmpeg can use a video4linux compatible video source and any Open Sound
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System audio source:
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@example
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ffmpeg /tmp/out.mpg
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@end example
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Note that you must activate the right video source and channel before
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launching FFmpeg with any TV viewer such as xawtv
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(@url{http://bytesex.org/xawtv/}) by Gerd Knorr. You also
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have to set the audio recording levels correctly with a
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standard mixer.
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@section Video and Audio file format conversion
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* FFmpeg can use any supported file format and protocol as input:
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Examples:
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* You can use YUV files as input:
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@example
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ffmpeg -i /tmp/test%d.Y /tmp/out.mpg
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@end example
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It will use the files:
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@example
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/tmp/test0.Y, /tmp/test0.U, /tmp/test0.V,
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/tmp/test1.Y, /tmp/test1.U, /tmp/test1.V, etc...
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@end example
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The Y files use twice the resolution of the U and V files. They are
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raw files, without header. They can be generated by all decent video
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decoders. You must specify the size of the image with the @option{-s} option
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if FFmpeg cannot guess it.
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* You can input from a raw YUV420P file:
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@example
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ffmpeg -i /tmp/test.yuv /tmp/out.avi
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@end example
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test.yuv is a file containing raw YUV planar data. Each frame is composed
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of the Y plane followed by the U and V planes at half vertical and
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horizontal resolution.
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* You can output to a raw YUV420P file:
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@example
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ffmpeg -i mydivx.avi hugefile.yuv
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@end example
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* You can set several input files and output files:
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@example
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ffmpeg -i /tmp/a.wav -s 640x480 -i /tmp/a.yuv /tmp/a.mpg
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@end example
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Converts the audio file a.wav and the raw YUV video file a.yuv
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to MPEG file a.mpg.
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* You can also do audio and video conversions at the same time:
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@example
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ffmpeg -i /tmp/a.wav -ar 22050 /tmp/a.mp2
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@end example
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Converts a.wav to MPEG audio at 22050Hz sample rate.
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* You can encode to several formats at the same time and define a
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mapping from input stream to output streams:
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@example
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ffmpeg -i /tmp/a.wav -ab 64 /tmp/a.mp2 -ab 128 /tmp/b.mp2 -map 0:0 -map 0:0
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@end example
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Converts a.wav to a.mp2 at 64 kbits and to b.mp2 at 128 kbits. '-map
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file:index' specifies which input stream is used for each output
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stream, in the order of the definition of output streams.
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* You can transcode decrypted VOBs
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@example
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ffmpeg -i snatch_1.vob -f avi -vcodec mpeg4 -b 800 -g 300 -bf 2 -acodec mp3 -ab 128 snatch.avi
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@end example
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This is a typical DVD ripping example; the input is a VOB file, the
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output an AVI file with MPEG-4 video and MP3 audio. Note that in this
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command we use B-frames so the MPEG-4 stream is DivX5 compatible, and
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GOP size is 300 which means one intra frame every 10 seconds for 29.97fps
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input video. Furthermore, the audio stream is MP3-encoded so you need
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to enable LAME support by passing @code{--enable-mp3lame} to configure.
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The mapping is particularly useful for DVD transcoding
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to get the desired audio language.
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NOTE: To see the supported input formats, use @code{ffmpeg -formats}.
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@c man end
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@chapter Invocation
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@section Syntax
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The generic syntax is:
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@example
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@c man begin SYNOPSIS
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ffmpeg [[infile options][@option{-i} @var{infile}]]... @{[outfile options] @var{outfile}@}...
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@c man end
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@end example
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@c man begin DESCRIPTION
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If no input file is given, audio/video grabbing is done.
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As a general rule, options are applied to the next specified
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file. For example, if you give the @option{-b 64} option, it sets the video
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bitrate of the next file. The format option may be needed for raw input
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files.
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By default, FFmpeg tries to convert as losslessly as possible: It
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uses the same audio and video parameters for the outputs as the one
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specified for the inputs.
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@c man end
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@c man begin OPTIONS
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@section Main options
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@table @option
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@item -L
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Show license.
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@item -h
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Show help.
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@item -formats
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Show available formats, codecs, protocols, ...
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@item -f fmt
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Force format.
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@item -i filename
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input filename
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@item -y
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Overwrite output files.
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@item -t duration
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Set the recording time in seconds.
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@code{hh:mm:ss[.xxx]} syntax is also supported.
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@item -ss position
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Seek to given time position in seconds.
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@code{hh:mm:ss[.xxx]} syntax is also supported.
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@item -title string
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Set the title.
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@item -author string
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Set the author.
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@item -copyright string
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Set the copyright.
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@item -comment string
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Set the comment.
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@item -target type
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Specify target file type ("vcd", "svcd", "dvd", "dv", "pal-vcd",
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"ntsc-svcd", ... ). All the format options (bitrate, codecs,
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buffer sizes) are then set automatically. You can just type:
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@example
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ffmpeg -i myfile.avi -target vcd /tmp/vcd.mpg
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@end example
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Nevertheless you can specify additional options as long as you know
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they do not conflict with the standard, as in:
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@example
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ffmpeg -i myfile.avi -target vcd -bf 2 /tmp/vcd.mpg
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@end example
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@item -hq
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Activate high quality settings.
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@item -itsoffset offset
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Set the input time offset in seconds.
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@code{[-]hh:mm:ss[.xxx]} syntax is also supported.
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This option affects all the input files that follow it.
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The offset is added to the timestamps of the input files.
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Specifying a positive offset means that the corresponding
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streams are delayed by 'offset' seconds.
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@end table
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@section Video Options
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@table @option
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@item -b bitrate
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Set the video bitrate in kbit/s (default = 200 kb/s).
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@item -r fps
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Set frame rate (default = 25).
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@item -s size
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Set frame size. The format is @samp{wxh} (default = 160x128).
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The following abbreviations are recognized:
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@table @samp
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@item sqcif
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128x96
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@item qcif
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176x144
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@item cif
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352x288
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@item 4cif
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704x576
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@end table
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@item -aspect aspect
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Set aspect ratio (4:3, 16:9 or 1.3333, 1.7777).
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@item -croptop size
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Set top crop band size (in pixels).
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@item -cropbottom size
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Set bottom crop band size (in pixels).
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@item -cropleft size
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Set left crop band size (in pixels).
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@item -cropright size
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Set right crop band size (in pixels).
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@item -padtop size
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Set top pad band size (in pixels).
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@item -padbottom size
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Set bottom pad band size (in pixels).
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@item -padleft size
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Set left pad band size (in pixels).
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@item -padright size
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Set right pad band size (in pixels).
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@item -padcolor (hex color)
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Set color of padded bands. The value for padcolor is expressed
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as a six digit hexadecimal number where the first two digits
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represent red, the middle two digits green and last two digits
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blue (default = 000000 (black)).
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@item -vn
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Disable video recording.
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@item -bt tolerance
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Set video bitrate tolerance (in kbit/s).
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@item -maxrate bitrate
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Set max video bitrate tolerance (in kbit/s).
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@item -minrate bitrate
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Set min video bitrate tolerance (in kbit/s).
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@item -bufsize size
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Set rate control buffer size (in kbit).
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@item -vcodec codec
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Force video codec to @var{codec}. Use the @code{copy} special value to
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tell that the raw codec data must be copied as is.
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@item -sameq
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Use same video quality as source (implies VBR).
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@item -pass n
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Select the pass number (1 or 2). It is useful to do two pass
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encoding. The statistics of the video are recorded in the first
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pass and the video is generated at the exact requested bitrate
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in the second pass.
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@item -passlogfile file
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Set two pass logfile name to @var{file}.
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@end table
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@section Advanced Video Options
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@table @option
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@item -g gop_size
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Set the group of pictures size.
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@item -intra
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Use only intra frames.
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@item -qscale q
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Use fixed video quantiser scale (VBR).
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@item -qmin q
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minimum video quantiser scale (VBR)
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@item -qmax q
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maximum video quantiser scale (VBR)
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@item -qdiff q
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maximum difference between the quantiser scales (VBR)
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@item -qblur blur
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video quantiser scale blur (VBR)
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@item -qcomp compression
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video quantiser scale compression (VBR)
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@item -rc_init_cplx complexity
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initial complexity for single pass encoding
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@item -b_qfactor factor
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qp factor between P- and B-frames
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@item -i_qfactor factor
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qp factor between P- and I-frames
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@item -b_qoffset offset
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qp offset between P- and B-frames
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@item -i_qoffset offset
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qp offset between P- and I-frames
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@item -rc_eq equation
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Set rate control equation (@pxref{FFmpeg formula
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evaluator}) (default = @code{tex^qComp}).
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@item -rc_override override
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rate control override for specific intervals
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@item -me method
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Set motion estimation method to @var{method}.
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Available methods are (from lowest to best quality):
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@table @samp
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@item zero
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Try just the (0, 0) vector.
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@item phods
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@item log
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@item x1
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@item epzs
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(default method)
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@item full
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exhaustive search (slow and marginally better than epzs)
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@end table
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@item -dct_algo algo
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Set DCT algorithm to @var{algo}. Available values are:
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@table @samp
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@item 0
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FF_DCT_AUTO (default)
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@item 1
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FF_DCT_FASTINT
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@item 2
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FF_DCT_INT
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@item 3
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FF_DCT_MMX
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@item 4
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FF_DCT_MLIB
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@item 5
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FF_DCT_ALTIVEC
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@end table
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@item -idct_algo algo
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Set IDCT algorithm to @var{algo}. Available values are:
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@table @samp
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@item 0
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FF_IDCT_AUTO (default)
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@item 1
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FF_IDCT_INT
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@item 2
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FF_IDCT_SIMPLE
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@item 3
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FF_IDCT_SIMPLEMMX
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@item 4
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FF_IDCT_LIBMPEG2MMX
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@item 5
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FF_IDCT_PS2
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@item 6
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FF_IDCT_MLIB
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@item 7
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FF_IDCT_ARM
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@item 8
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FF_IDCT_ALTIVEC
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@item 9
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FF_IDCT_SH4
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@item 10
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FF_IDCT_SIMPLEARM
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@end table
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@item -er n
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Set error resilience to @var{n}.
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@table @samp
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@item 1
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FF_ER_CAREFUL (default)
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@item 2
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FF_ER_COMPLIANT
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@item 3
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FF_ER_AGGRESSIVE
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@item 4
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FF_ER_VERY_AGGRESSIVE
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@end table
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@item -ec bit_mask
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Set error concealment to @var{bit_mask}. @var{bit_mask} is a bit mask of
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the following values:
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@table @samp
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@item 1
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FF_EC_GUESS_MVS (default = enabled)
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@item 2
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FF_EC_DEBLOCK (default = enabled)
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@end table
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@item -bf frames
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Use 'frames' B-frames (supported for MPEG-1, MPEG-2 and MPEG-4).
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@item -mbd mode
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macroblock decision
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@table @samp
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@item 0
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FF_MB_DECISION_SIMPLE: Use mb_cmp (cannot change it yet in FFmpeg).
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@item 1
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FF_MB_DECISION_BITS: Choose the one which needs the fewest bits.
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@item 2
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FF_MB_DECISION_RD: rate distortion
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@end table
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@item -4mv
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Use four motion vector by macroblock (MPEG-4 only).
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@item -part
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Use data partitioning (MPEG-4 only).
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@item -bug param
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Work around encoder bugs that are not auto-detected.
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@item -strict strictness
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How strictly to follow the standards.
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@item -aic
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Enable Advanced intra coding (h263+).
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@item -umv
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Enable Unlimited Motion Vector (h263+)
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@item -deinterlace
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Deinterlace pictures.
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@item -interlace
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Force interlacing support in encoder (MPEG-2 and MPEG-4 only).
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Use this option if your input file is interlaced and you want
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to keep the interlaced format for minimum losses.
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The alternative is to deinterlace the input stream with
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@option{-deinterlace}, but deinterlacing introduces losses.
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@item -psnr
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Calculate PSNR of compressed frames.
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@item -vstats
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Dump video coding statistics to @file{vstats_HHMMSS.log}.
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@item -vhook module
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Insert video processing @var{module}. @var{module} contains the module
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name and its parameters separated by spaces.
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@end table
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@section Audio Options
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@table @option
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@item -ar freq
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Set the audio sampling frequency (default = 44100 Hz).
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@item -ab bitrate
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Set the audio bitrate in kbit/s (default = 64).
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@item -ac channels
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Set the number of audio channels (default = 1).
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@item -an
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Disable audio recording.
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@item -acodec codec
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Force audio codec to @var{codec}. Use the @code{copy} special value to
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specify that the raw codec data must be copied as is.
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@end table
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@section Audio/Video grab options
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@table @option
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@item -vd device
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sEt video grab device (e.g. @file{/dev/video0}).
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@item -vc channel
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Set video grab channel (DV1394 only).
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@item -tvstd standard
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Set television standard (NTSC, PAL (SECAM)).
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@item -dv1394
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Set DV1394 grab.
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@item -ad device
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Set audio device (e.g. @file{/dev/dsp}).
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@end table
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@section Advanced options
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@table @option
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@item -map file:stream
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Set input stream mapping.
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@item -debug
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Print specific debug info.
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@item -benchmark
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Add timings for benchmarking.
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@item -hex
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Dump each input packet.
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@item -bitexact
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Only use bit exact algorithms (for codec testing).
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@item -ps size
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Set packet size in bits.
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@item -re
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Read input at native frame rate. Mainly used to simulate a grab device.
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@item -loop
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Loop over the input stream. Currently it works only for image
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streams. This option is used for automatic FFserver testing.
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@item -loop_output number_of_times
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Repeatedly loop output for formats that support looping such as animated GIF
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(0 will loop the output infinitely).
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@end table
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@node FFmpeg formula evaluator
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@section FFmpeg formula evaluator
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When evaluating a rate control string, FFmpeg uses an internal formula
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evaluator.
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The following binary operators are available: @code{+}, @code{-},
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@code{*}, @code{/}, @code{^}.
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The following unary operators are available: @code{+}, @code{-},
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@code{(...)}.
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The following functions are available:
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@table @var
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@item sinh(x)
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@item cosh(x)
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@item tanh(x)
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@item sin(x)
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@item cos(x)
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@item tan(x)
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@item exp(x)
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@item log(x)
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@item squish(x)
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@item gauss(x)
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@item abs(x)
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@item max(x, y)
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@item min(x, y)
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@item gt(x, y)
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@item lt(x, y)
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@item eq(x, y)
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@item bits2qp(bits)
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@item qp2bits(qp)
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@end table
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The following constants are available:
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@table @var
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@item PI
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@item E
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@item iTex
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@item pTex
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@item tex
|
|
@item mv
|
|
@item fCode
|
|
@item iCount
|
|
@item mcVar
|
|
@item var
|
|
@item isI
|
|
@item isP
|
|
@item isB
|
|
@item avgQP
|
|
@item qComp
|
|
@item avgIITex
|
|
@item avgPITex
|
|
@item avgPPTex
|
|
@item avgBPTex
|
|
@item avgTex
|
|
@end table
|
|
|
|
@c man end
|
|
|
|
@ignore
|
|
|
|
@setfilename ffmpeg
|
|
@settitle FFmpeg video converter
|
|
|
|
@c man begin SEEALSO
|
|
ffserver(1), ffplay(1) and the HTML documentation of @file{ffmpeg}.
|
|
@c man end
|
|
|
|
@c man begin AUTHOR
|
|
Fabrice Bellard
|
|
@c man end
|
|
|
|
@end ignore
|
|
|
|
@section Protocols
|
|
|
|
The filename can be @file{-} to read from standard input or to write
|
|
to standard output.
|
|
|
|
FFmpeg also handles many protocols specified with an URL syntax.
|
|
|
|
Use 'ffmpeg -formats' to see a list of the supported protocols.
|
|
|
|
The protocol @code{http:} is currently used only to communicate with
|
|
FFserver (see the FFserver documentation). When FFmpeg will be a
|
|
video player it will also be used for streaming :-)
|
|
|
|
@chapter Tips
|
|
|
|
@itemize
|
|
@item For streaming at very low bitrate application, use a low frame rate
|
|
and a small GOP size. This is especially true for RealVideo where
|
|
the Linux player does not seem to be very fast, so it can miss
|
|
frames. An example is:
|
|
|
|
@example
|
|
ffmpeg -g 3 -r 3 -t 10 -b 50 -s qcif -f rv10 /tmp/b.rm
|
|
@end example
|
|
|
|
@item The parameter 'q' which is displayed while encoding is the current
|
|
quantizer. The value 1 indicates that a very good quality could
|
|
be achieved. The value 31 indicates the worst quality. If q=31 appears
|
|
too often, it means that the encoder cannot compress enough to meet
|
|
your bitrate. You must either increase the bitrate, decrease the
|
|
frame rate or decrease the frame size.
|
|
|
|
@item If your computer is not fast enough, you can speed up the
|
|
compression at the expense of the compression ratio. You can use
|
|
'-me zero' to speed up motion estimation, and '-intra' to disable
|
|
motion estimation completely (you have only I-frames, which means it
|
|
is about as good as JPEG compression).
|
|
|
|
@item To have very low audio bitrates, reduce the sampling frequency
|
|
(down to 22050 kHz for MPEG audio, 22050 or 11025 for AC3).
|
|
|
|
@item To have a constant quality (but a variable bitrate), use the option
|
|
'-qscale n' when 'n' is between 1 (excellent quality) and 31 (worst
|
|
quality).
|
|
|
|
@item When converting video files, you can use the '-sameq' option which
|
|
uses the same quality factor in the encoder as in the decoder.
|
|
It allows almost lossless encoding.
|
|
|
|
@end itemize
|
|
|
|
@chapter Supported File Formats and Codecs
|
|
|
|
You can use the @code{-formats} option to have an exhaustive list.
|
|
|
|
@section File Formats
|
|
|
|
FFmpeg supports the following file formats through the @code{libavformat}
|
|
library:
|
|
|
|
@multitable @columnfractions .4 .1 .1 .4
|
|
@item Supported File Format @tab Encoding @tab Decoding @tab Comments
|
|
@item MPEG audio @tab X @tab X
|
|
@item MPEG-1 systems @tab X @tab X
|
|
@tab muxed audio and video
|
|
@item MPEG-2 PS @tab X @tab X
|
|
@tab also known as @code{VOB} file
|
|
@item MPEG-2 TS @tab @tab X
|
|
@tab also known as DVB Transport Stream
|
|
@item ASF@tab X @tab X
|
|
@item AVI@tab X @tab X
|
|
@item WAV@tab X @tab X
|
|
@item Macromedia Flash@tab X @tab X
|
|
@tab Only embedded audio is decoded.
|
|
@item FLV @tab X @tab X
|
|
@tab Macromedia Flash video files
|
|
@item Real Audio and Video @tab X @tab X
|
|
@item Raw AC3 @tab X @tab X
|
|
@item Raw MJPEG @tab X @tab X
|
|
@item Raw MPEG video @tab X @tab X
|
|
@item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X
|
|
@item Raw CRI ADX audio @tab X @tab X
|
|
@item Raw Shorten audio @tab @tab X
|
|
@item SUN AU format @tab X @tab X
|
|
@item NUT @tab X @tab X @tab NUT Open Container Format
|
|
@item QuickTime @tab X @tab X
|
|
@item MPEG-4 @tab X @tab X
|
|
@tab MPEG-4 is a variant of QuickTime.
|
|
@item Raw MPEG4 video @tab X @tab X
|
|
@item DV @tab X @tab X
|
|
@item 4xm @tab @tab X
|
|
@tab 4X Technologies format, used in some games.
|
|
@item Playstation STR @tab @tab X
|
|
@item Id RoQ @tab @tab X
|
|
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
|
@item Interplay MVE @tab @tab X
|
|
@tab Format used in various Interplay computer games.
|
|
@item WC3 Movie @tab @tab X
|
|
@tab Multimedia format used in Origin's Wing Commander III computer game.
|
|
@item Sega FILM/CPK @tab @tab X
|
|
@tab Used in many Sega Saturn console games.
|
|
@item Westwood Studios VQA/AUD @tab @tab X
|
|
@tab Multimedia formats used in Westwood Studios games.
|
|
@item Id Cinematic (.cin) @tab @tab X
|
|
@tab Used in Quake II.
|
|
@item FLIC format @tab @tab X
|
|
@tab .fli/.flc files
|
|
@item Sierra VMD @tab @tab X
|
|
@tab Used in Sierra CD-ROM games.
|
|
@item Sierra Online @tab @tab X
|
|
@tab .sol files used in Sierra Online games.
|
|
@item Matroska @tab @tab X
|
|
@item Electronic Arts Multimedia @tab @tab X
|
|
@tab Used in various EA games; files have extensions like WVE and UV2.
|
|
@item Nullsoft Video (NSV) format @tab @tab X
|
|
@end multitable
|
|
|
|
@code{X} means that encoding (resp. decoding) is supported.
|
|
|
|
@section Image Formats
|
|
|
|
FFmpeg can read and write images for each frame of a video sequence. The
|
|
following image formats are supported:
|
|
|
|
@multitable @columnfractions .4 .1 .1 .4
|
|
@item Supported Image Format @tab Encoding @tab Decoding @tab Comments
|
|
@item PGM, PPM @tab X @tab X
|
|
@item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support.
|
|
@item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
|
|
@item JPEG @tab X @tab X @tab Progressive JPEG is not supported.
|
|
@item .Y.U.V @tab X @tab X @tab one raw file per component
|
|
@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
|
|
@item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet.
|
|
@item SGI @tab X @tab X @tab SGI RGB image format
|
|
@end multitable
|
|
|
|
@code{X} means that encoding (resp. decoding) is supported.
|
|
|
|
@section Video Codecs
|
|
|
|
@multitable @columnfractions .4 .1 .1 .4
|
|
@item Supported Codec @tab Encoding @tab Decoding @tab Comments
|
|
@item MPEG-1 video @tab X @tab X
|
|
@item MPEG-2 video @tab X @tab X
|
|
@item MPEG-4 @tab X @tab X @tab also known as DivX4/5
|
|
@item MSMPEG4 V1 @tab X @tab X
|
|
@item MSMPEG4 V2 @tab X @tab X
|
|
@item MSMPEG4 V3 @tab X @tab X @tab also known as DivX3
|
|
@item WMV7 @tab X @tab X
|
|
@item WMV8 @tab X @tab X @tab not completely working
|
|
@item H.261 @tab X @tab X
|
|
@item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0
|
|
@item H.264 @tab @tab X
|
|
@item MJPEG @tab X @tab X
|
|
@item lossless MJPEG @tab X @tab X
|
|
@item Apple MJPEG-B @tab @tab X
|
|
@item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X
|
|
@item DV @tab X @tab X
|
|
@item HuffYUV @tab X @tab X
|
|
@item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1)
|
|
@item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW)
|
|
@item Asus v1 @tab X @tab X @tab fourcc: ASV1
|
|
@item Asus v2 @tab X @tab X @tab fourcc: ASV2
|
|
@item Creative YUV @tab @tab X @tab fourcc: CYUV
|
|
@item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1
|
|
@item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3
|
|
@item On2 VP3 @tab @tab X @tab still experimental
|
|
@item Theora @tab @tab X @tab still experimental
|
|
@item Intel Indeo 3 @tab @tab X
|
|
@item FLV @tab X @tab X @tab Sorenson H.263 used in Flash
|
|
@item ATI VCR1 @tab @tab X @tab fourcc: VCR1
|
|
@item ATI VCR2 @tab @tab X @tab fourcc: VCR2
|
|
@item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR
|
|
@item 4X Video @tab @tab X @tab Used in certain computer games.
|
|
@item Sony Playstation MDEC @tab @tab X
|
|
@item Id RoQ @tab @tab X @tab Used in Quake III, Jedi Knight 2, other computer games.
|
|
@item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files.
|
|
@item Interplay Video @tab @tab X @tab Used in Interplay .MVE files.
|
|
@item Apple Animation @tab @tab X @tab fourcc: 'rle '
|
|
@item Apple Graphics @tab @tab X @tab fourcc: 'smc '
|
|
@item Apple Video @tab @tab X @tab fourcc: rpza
|
|
@item Apple QuickDraw @tab @tab X @tab fourcc: qdrw
|
|
@item Cinepak @tab @tab X
|
|
@item Microsoft RLE @tab @tab X
|
|
@item Microsoft Video-1 @tab @tab X
|
|
@item Westwood VQA @tab @tab X
|
|
@item Id Cinematic Video @tab @tab X @tab Used in Quake II.
|
|
@item Planar RGB @tab @tab X @tab fourcc: 8BPS
|
|
@item FLIC video @tab @tab X
|
|
@item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK
|
|
@item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20
|
|
@item VMD Video @tab @tab X @tab Used in Sierra VMD files.
|
|
@item MSZH @tab @tab X @tab Part of LCL
|
|
@item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental
|
|
@item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC
|
|
@item IBM Ultimotion @tab @tab X @tab fourcc: ULTI
|
|
@item Miro VideoXL @tab @tab X @tab fourcc: VIXL
|
|
@item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1
|
|
@item LOCO @tab @tab X @tab
|
|
@item Winnov WNV1 @tab @tab X @tab
|
|
@item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC
|
|
@item Fraps FPS1 @tab @tab X @tab
|
|
@end multitable
|
|
|
|
@code{X} means that encoding (resp. decoding) is supported.
|
|
|
|
See @url{http://www.mplayerhq.hu/~michael/codec-features.html} to
|
|
get a precise comparison of the FFmpeg MPEG-4 codec compared to
|
|
other implementations.
|
|
|
|
@section Audio Codecs
|
|
|
|
@multitable @columnfractions .4 .1 .1 .1 .7
|
|
@item Supported Codec @tab Encoding @tab Decoding @tab Comments
|
|
@item MPEG audio layer 2 @tab IX @tab IX
|
|
@item MPEG audio layer 1/3 @tab IX @tab IX
|
|
@tab MP3 encoding is supported through the external library LAME.
|
|
@item AC3 @tab IX @tab IX
|
|
@tab liba52 is used internally for decoding.
|
|
@item Vorbis @tab X @tab X
|
|
@tab Supported through the external library libvorbis.
|
|
@item WMA V1/V2 @tab @tab X
|
|
@item AAC @tab X @tab X
|
|
@tab Supported through the external library libfaac/libfaad.
|
|
@item Microsoft ADPCM @tab X @tab X
|
|
@item MS IMA ADPCM @tab X @tab X
|
|
@item QT IMA ADPCM @tab @tab X
|
|
@item 4X IMA ADPCM @tab @tab X
|
|
@item G.726 ADPCM @tab X @tab X
|
|
@item Duck DK3 IMA ADPCM @tab @tab X
|
|
@tab Used in some Sega Saturn console games.
|
|
@item Duck DK4 IMA ADPCM @tab @tab X
|
|
@tab Used in some Sega Saturn console games.
|
|
@item Westwood Studios IMA ADPCM @tab @tab X
|
|
@tab Used in Westwood Studios games like Command and Conquer.
|
|
@item SMJPEG IMA ADPCM @tab @tab X
|
|
@tab Used in certain Loki game ports.
|
|
@item CD-ROM XA ADPCM @tab @tab X
|
|
@item CRI ADX ADPCM @tab X @tab X
|
|
@tab Used in Sega Dreamcast games.
|
|
@item Electronic Arts ADPCM @tab @tab X
|
|
@tab Used in various EA titles.
|
|
@item Creative ADPCM @tab @tab X
|
|
@item RA144 @tab @tab X
|
|
@tab Real 14400 bit/s codec
|
|
@item RA288 @tab @tab X
|
|
@tab Real 28800 bit/s codec
|
|
@item RADnet @tab X @tab IX
|
|
@tab Real low bitrate AC3 codec, liba52 is used for decoding.
|
|
@item AMR-NB @tab X @tab X
|
|
@tab Supported through an external library.
|
|
@item AMR-WB @tab X @tab X
|
|
@tab Supported through an external library.
|
|
@item DV audio @tab @tab X
|
|
@item Id RoQ DPCM @tab @tab X
|
|
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
|
@item Interplay MVE DPCM @tab @tab X
|
|
@tab Used in various Interplay computer games.
|
|
@item Xan DPCM @tab @tab X
|
|
@tab Used in Origin's Wing Commander IV AVI files.
|
|
@item Sierra Online DPCM @tab @tab X
|
|
@tab Used in Sierra Online game audio files.
|
|
@item Apple MACE 3 @tab @tab X
|
|
@item Apple MACE 6 @tab @tab X
|
|
@item FLAC lossless audio @tab @tab X
|
|
@item Shorten lossless audio @tab @tab X
|
|
@item Apple lossless audio @tab @tab X
|
|
@tab QuickTime fourcc 'alac'
|
|
@item FFmpeg Sonic @tab X @tab X
|
|
@tab experimental lossy/lossless codec
|
|
@item Qdesign QDM2 @tab @tab X
|
|
@tab there are still some distortions
|
|
@item Real COOK @tab @tab X
|
|
@tab All versions except 5.1 are supported
|
|
@end multitable
|
|
|
|
@code{X} means that encoding (resp. decoding) is supported.
|
|
|
|
@code{I} means that an integer-only version is available, too (ensures high
|
|
performance on systems without hardware floating point support).
|
|
|
|
@chapter Platform Specific information
|
|
|
|
@section Linux
|
|
|
|
FFmpeg should be compiled with at least GCC 2.95.3. GCC 3.2 is the
|
|
preferred compiler now for FFmpeg. All future optimizations will depend on
|
|
features only found in GCC 3.2.
|
|
|
|
@section BSD
|
|
|
|
@section Windows
|
|
|
|
@subsection Native Windows compilation
|
|
|
|
@itemize
|
|
@item Install the current versions of MSYS and MinGW from
|
|
@url{http://www.mingw.org/}. You can find detailed installation
|
|
instructions in the download section and the FAQ.
|
|
|
|
@item If you want to test the FFplay, also download
|
|
the MinGW development library of SDL 1.2.x
|
|
(@file{SDL-devel-1.2.x-mingw32.tar.gz}) from
|
|
@url{http://www.libsdl.org}. Unpack it in a temporary directory, and
|
|
unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool
|
|
directory. Edit the @file{sdl-config} script so that it gives the
|
|
correct SDL directory when invoked.
|
|
|
|
@item Extract the current version of FFmpeg.
|
|
|
|
@item Start the MSYS shell (file @file{msys.bat}).
|
|
|
|
@item Change to the FFmpeg directory and follow
|
|
the instructions of how to compile FFmpeg (file
|
|
@file{INSTALL}). Usually, launching @file{./configure} and @file{make}
|
|
suffices. If you have problems using SDL, verify that
|
|
@file{sdl-config} can be launched from the MSYS command line.
|
|
|
|
@item You can install FFmpeg in @file{Program Files/FFmpeg} by typing
|
|
@file{make install}. Don't forget to copy @file{SDL.dll} to the place
|
|
you launch @file{ffplay} from.
|
|
|
|
@end itemize
|
|
|
|
Notes:
|
|
@itemize
|
|
|
|
@item The target @file{make wininstaller} can be used to create a
|
|
Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
|
|
must be copied to the FFmpeg directory in order to build the
|
|
installer.
|
|
|
|
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
|
|
you can build @file{avcodec.dll} and @file{avformat.dll}. With
|
|
@code{make install} you install the FFmpeg DLLs and the associated
|
|
headers in @file{Program Files/FFmpeg}.
|
|
|
|
@item Visual C++ compatibility: If you used @code{./configure --enable-shared}
|
|
when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual
|
|
C++ @code{lib} tool to build @code{avcodec.lib} and
|
|
@code{avformat.lib}. With these libraries you can link your Visual C++
|
|
code directly with the FFmpeg DLLs (see below).
|
|
|
|
@end itemize
|
|
|
|
@subsection Visual C++ compatibility
|
|
|
|
FFmpeg will not compile under Visual C++ -- and it has too many
|
|
dependencies on the GCC compiler to make a port viable. However,
|
|
if you want to use the FFmpeg libraries in your own applications,
|
|
you can still compile those applications using Visual C++. An
|
|
important restriction to this is that you have to use the
|
|
dynamically linked versions of the FFmpeg libraries (i.e. the
|
|
DLLs), and you have to make sure that Visual-C++-compatible
|
|
import libraries are created during the FFmpeg build process.
|
|
|
|
This description of how to use the FFmpeg libraries with Visual C++ is
|
|
based on Visual C++ 2005 Express Edition Beta 2. If you have a different
|
|
version, you might have to modify the procedures slightly.
|
|
|
|
Here are the step-by-step instructions for building the FFmpeg libraries
|
|
so they can be used with Visual C++:
|
|
|
|
@enumerate
|
|
|
|
@item Install Visual C++ (if you haven't done so already).
|
|
|
|
@item Install MinGW and MSYS as described above.
|
|
|
|
@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}:
|
|
|
|
@code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"}
|
|
|
|
@item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}.
|
|
If you get a help message with the command line options of @code{link.exe},
|
|
this means your environment variables are set up correctly, the
|
|
Microsoft linker is on the path and will be used by FFmpeg to
|
|
create Visual-C++-compatible import libraries.
|
|
|
|
@item Extract the current version of FFmpeg and change to the FFmpeg directory.
|
|
|
|
@item Type the command
|
|
@code{./configure --enable-shared --enable-memalign-hack} to configure and,
|
|
if that didn't produce any errors, type @code{make} to build FFmpeg.
|
|
|
|
@item The subdirectories @file{libavformat}, @file{libavcodec}, and
|
|
@file{libavutil} should now contain the files @file{avformat.dll},
|
|
@file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib},
|
|
@file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three
|
|
DLLs to your System32 directory (typically @file{C:\Windows\System32}).
|
|
|
|
@end enumerate
|
|
|
|
And here is how to use these libraries with Visual C++:
|
|
|
|
@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 Visual C++ has already created for you. (Note that your source
|
|
filehas to have a @code{.cpp} extension; otherwise, Visual C++ won't
|
|
compile the FFmpeg headers correctly because in C mode, it doesn't
|
|
recognize the @code{inline} keyword.) For example, you can copy
|
|
@file{output_example.c} from the FFmpeg distribution (but you will
|
|
have to make minor modifications so the code will compile under
|
|
C++, see below).
|
|
|
|
@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 complete paths to the
|
|
@file{libavformat}, @file{libavcodec}, and @file{libavutil}
|
|
subdirectories of your FFmpeg directory. Note that the directories have
|
|
to be separated using semicolons. Now select "Linker / General" from the
|
|
tree view and edit the "Additional Library Directories" setting to
|
|
contain the same three directories.
|
|
|
|
@item Still in the "Project / Properties" dialog box, select "Linker / Input"
|
|
from the tree view, then add the files @file{avformat.lib},
|
|
@file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional
|
|
Dependencies". Note that the names of the libraries have to be separated
|
|
using spaces.
|
|
|
|
@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 and build
|
|
the application. Hopefully, it should compile and run cleanly. If you
|
|
used @file{output_example.c} as your sample application, you will get a
|
|
few compiler errors, but they are easy to fix. The first type of error
|
|
occurs because Visual C++ doesn't allow an @code{int} to be converted to
|
|
an @code{enum} without a cast. To solve the problem, insert the required
|
|
casts (this error occurs once for a @code{CodecID} and once for a
|
|
@code{CodecType}). The second type of error occurs because C++ requires
|
|
the return value of @code{malloc} to be cast to the exact type of the
|
|
pointer it is being assigned to. Visual C++ will complain that, for
|
|
example, @code{(void *)} is being assigned to @code{(uint8_t *)} without
|
|
an explicit cast. So insert an explicit cast in these places to silence
|
|
the compiler. The third type of error occurs because the @code{snprintf}
|
|
library function is called @code{_snprintf} under Visual C++. So just
|
|
add an underscore to fix the problem. With these changes,
|
|
@file{output_example.c} should compile under Visual C++, and the
|
|
resulting executable should produce valid video files.
|
|
|
|
@end enumerate
|
|
|
|
@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 --enable-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/}).
|
|
|
|
@section Mac OS X
|
|
|
|
@section BeOS
|
|
|
|
The configure script should guess the configuration itself.
|
|
Networking support is currently not finished.
|
|
errno issues fixed by Andrew Bachmann.
|
|
|
|
Old stuff:
|
|
|
|
François Revol - revol at free dot fr - April 2002
|
|
|
|
The configure script should guess the configuration itself,
|
|
however I still didn't test building on the net_server version of BeOS.
|
|
|
|
FFserver is broken (needs poll() implementation).
|
|
|
|
There are still issues with errno codes, which are negative in BeOS, and
|
|
that FFmpeg negates when returning. This ends up turning errors into
|
|
valid results, then crashes.
|
|
(To be fixed)
|
|
|
|
@chapter Developers Guide
|
|
|
|
@section API
|
|
@itemize
|
|
@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 won't
|
|
accept patches to remove their use unless they absolutely don't 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 don't 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 TAB character should not be used.
|
|
The presentation is the one specified by 'indent -i4 -kr'.
|
|
|
|
Main priority in FFmpeg is simplicity and small code size (=less
|
|
bugs).
|
|
|
|
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's 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.
|
|
|
|
@node CVS Policy
|
|
@section CVS Policy
|
|
|
|
@enumerate
|
|
@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 don't 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.
|
|
@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 don't.). 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 (don't
|
|
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 CVS 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
|
|
Do NOT commit to code actively maintained by others without permission. Send
|
|
a patch to ffmpeg-devel instead.
|
|
@item
|
|
Subscribe to the ffmpeg-cvslog mailing list. The diffs of all CVS 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
|
|
Revert a commit ONLY in case of a big blunder like committing something not
|
|
intended to be committed or committing a wrong file, the wrong version of a
|
|
patch, CVS policy violation or broken code and you are going to recommit the
|
|
right thing immediately.
|
|
|
|
Never revert changes made a long time ago or buggy code. Fix it in the
|
|
normal way instead.
|
|
@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.
|
|
@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.
|
|
|
|
@subsection Renaming/moving files or content of files
|
|
You CANNOT do that. Post a request for such a change to the mailing list
|
|
Do NOT remove & readd a file - it will kill the changelog!!!!
|
|
|
|
@section Submitting patches
|
|
|
|
First, (@pxref{Coding Rules}) above if you didn't yet.
|
|
|
|
When you submit your patch, try to send a unified diff (diff '-up'
|
|
option). I cannot read other diffs :-)
|
|
|
|
Also please do not submit patches which contain several unrelated changes.
|
|
Split them into individual self-contained patches; this makes reviewing
|
|
them much easier.
|
|
|
|
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 won't be trashed during
|
|
transmission) to the ffmpeg-devel mailing list, see
|
|
@url{http://www1.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()')
|
|
|
|
We reply to all submitted patches and either apply or reject with some
|
|
explanation why, but sometimes we are quite busy so it can take a week or two.
|
|
|
|
@section Regression tests
|
|
|
|
Before submitting a patch (or committing to CVS), 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
|