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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section AMR
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AMR comes in two different flavors, wideband and narrowband. FFmpeg can make
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use of the AMR wideband (floating-point mode) and the AMR narrowband
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(floating-point mode) reference decoders and encoders.
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Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libamr-nb} and/or
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@code{--enable-libamr-wb} to configure to enable the libraries.
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Note that libamr is copyrighted without any sort of license grant. This means
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that you can use it if you legally obtained it but you are not allowed to
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redistribute it in any way. @strong{Any FFmpeg binaries with libamr support
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you create are non-free and unredistributable!}
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} option to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item ADTS AAC audio            @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVM2 (Flash 9)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Bethsoft VID              @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item BFI                       @tab   @tab X
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    @tab Brute Force & Ignorance, used in Flash Traffic: City of Angels.
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@item C93                       @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item CIN                       @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item Creative VOC              @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item DV                        @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FLIC                      @tab   @tab X
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    @tab .fli/.flc files
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@item FLV                       @tab X @tab X
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    @tab Macromedia Flash video files
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Cinematic              @tab   @tab X
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    @tab Used in Quake II.
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item MAXIS EA XA               @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime             @tab X @tab X
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@item MPEG audio                @tab X @tab X
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@item MPEG-1 systems            @tab X @tab X
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    @tab muxed audio and video
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@item MPEG-2 PS                 @tab X @tab X
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    @tab also known as @code{VOB} file
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@item MPEG-2 TS                 @tab   @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MXF                       @tab X @tab X
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    @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Nullsoft Video            @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item OMA                       @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item PlayStation STR           @tab   @tab X
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@item PVA                       @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item raw AC-3                  @tab X @tab X
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@item raw CRI ADX audio         @tab X @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MPEG video            @tab X @tab X
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@item raw MPEG-4 video          @tab X @tab X
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@item raw PCM 8/16/32 bits, 32/64-bit floating point, mu-law/A-law @tab X  @tab  X
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@item raw Shorten audio         @tab    @tab  X
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@item RealMedia                 @tab X @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item SEQ                       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item Sierra Online             @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item SIFF                      @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item SUN AU format             @tab X @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item WAV                       @tab X @tab X
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@item WC3 Movie                 @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios VQA/AUD  @tab   @tab X
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    @tab Multimedia formats used in Westwood Studios games.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X @tab one raw file per component
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@item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated.
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@item JPEG         @tab X @tab X @tab Progressive JPEG is not supported.
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@item PAM          @tab X @tab X @tab PAM is a PNM extension with alpha support.
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@item PCX          @tab   @tab X @tab PC Paintbrush
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@item PGM, PPM     @tab X @tab X
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@item PGMYUV       @tab X @tab X @tab PGM with U and V components in YUV 4:2:0
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@item PNG          @tab X @tab X @tab 2/4 bpp not supported yet
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@item PTX          @tab   @tab X @tab V.Flash PTX format
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@item RAS          @tab   @tab X @tab Sun Rasterfile
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@item SGI          @tab X @tab X @tab SGI RGB image format
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@item Targa        @tab   @tab X @tab Targa (.TGA) image format
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@item TIFF         @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Video               @tab     @tab  X
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    @tab Used in certain computer games.
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@item American Laser Games Video  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV                    @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item Apple Animation        @tab  X  @tab  X
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    @tab fourcc: 'rle '
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@item Apple Graphics         @tab     @tab  X
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    @tab fourcc: 'smc '
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Apple Video            @tab     @tab  X
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    @tab fourcc: rpza
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVID DNxHD             @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item AVS video              @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Bethsoft VID           @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item Cin video              @tab     @tab  X
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    @tab Codec used in Delphine Software games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV           @tab     @tab  X
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    @tab fourcc: CYUV
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Duck TrueMotion v1     @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion v2     @tab     @tab  X
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    @tab fourcc: TM20
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@item DV                     @tab  X  @tab  X
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@item DXA Video              @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV    @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts TGV    @tab     @tab  X
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@item FFmpeg Video 1         @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video     @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item FLIC video             @tab     @tab  X
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@item FLV                    @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps FPS1             @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263(+)               @tab  X  @tab  X
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    @tab also known as RealVideo 1.0
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@item H.264                  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item HuffYUV                @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ                 @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Indeo 3          @tab     @tab  X
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@item Interplay Video        @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item JPEG-LS                @tab  X  @tab  X
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    @tab fourcc: MJLS, lossless and near-lossless is supported.
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@item KMVC                   @tab     @tab  X
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    @tab Codec used in Worms games.
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video-1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG                  @tab  X  @tab  X
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@item Motion Pixels Video    @tab     @tab  X
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@item MPEG-1                 @tab  X  @tab  X
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@item MPEG-2                 @tab  X  @tab  X
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@item MPEG-4                 @tab  X  @tab  X
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@item MSMPEG4 V1             @tab  X  @tab  X
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@item MSMPEG4 V2             @tab  X  @tab  X
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@item MSMPEG4 V3             @tab  X  @tab  X
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@item MSZH                   @tab     @tab  X
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    @tab Part of LCL
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item QPEG                   @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item RealVideo 1.0          @tab  X  @tab  X
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@item RealVideo 2.0          @tab  X  @tab  X
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@item Renderware TXD         @tab     @tab  X
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    @tab Texture dictionaries used by the Renderware Engine.
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@item RTjpeg                 @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item Smacker video          @tab     @tab  X
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    @tab Video encoding used in Smacker.
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@item Snow                   @tab  X  @tab  X
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    @tab experimental wavelet codec (fourcc: SNOW)
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@item Sony PlayStation MDEC  @tab     @tab  X
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@item Sorenson Video 1       @tab  X  @tab  X
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    @tab fourcc: SVQ1
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@item Sorenson Video 3       @tab     @tab  X
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    @tab fourcc: SVQ3
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@item Sunplus MJPEG          @tab     @tab  X
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    @tab fourcc: SP5X
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@item TechSmith Camtasia     @tab     @tab  X
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    @tab fourcc: TSCC
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@item Theora                 @tab  E  @tab  X
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    @tab encoding supported through external library libtheora
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@item THP                    @tab     @tab  X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Seq video      @tab     @tab  X
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    @tab Codec used in DOS CD-ROM FlashBack game.
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@item VC-1                   @tab     @tab  X
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@item VMD Video              @tab     @tab  X
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    @tab Used in Sierra VMD files.
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@item VMware Video           @tab     @tab  X
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    @tab Codec used in videos captured by VMware.
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@item Westwood VQA           @tab     @tab  X
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@item Winnov WNV1            @tab     @tab  X
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@item WMV7                   @tab  X  @tab  X
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@item WMV8                   @tab  X  @tab  X
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@item WMV9                   @tab     @tab  X
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    @tab not completely working
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@item Xan/WC3                @tab     @tab  X
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    @tab Used in Wing Commander III .MVE files.
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@item ZLIB                   @tab  X  @tab  X
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    @tab part of LCL, encoder experimental
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@item ZMBV                   @tab   X @tab  X
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    @tab Encoder works only in PAL8.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Audio Codecs
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@multitable @columnfractions .4 .1 .1 .1 .7
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X IMA ADPCM           @tab     @tab  X
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@item 8SVX audio             @tab     @tab  X
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@item AAC                    @tab  E  @tab  X
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    @tab encoding supported through external library libfaac
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@item AC-3                   @tab IX  @tab IX
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@item AMR-NB                 @tab  E  @tab  E
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    @tab supported through external library libamrnb
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@item AMR-WB                 @tab  E  @tab  E
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    @tab supported through external library libamrwb
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@item AMV IMA ADPCM          @tab     @tab  X
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    @tab Used in AMV files
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@item Apple lossless audio   @tab  X  @tab  X
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    @tab QuickTime fourcc 'alac'
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@item Apple MACE 3           @tab     @tab  X
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@item Apple MACE 6           @tab     @tab  X
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@item ATRAC 3                @tab     @tab  X
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@item CD-ROM XA ADPCM        @tab     @tab  X
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@item Cin audio              @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Creative ADPCM         @tab     @tab  X
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    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
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@item CRI ADX ADPCM          @tab  X  @tab  X
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    @tab Used in Sega Dreamcast games.
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@item DSP Group TrueSpeech   @tab     @tab  X
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@item DTS Coherent Audio     @tab     @tab  X
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@item Duck DK3 IMA ADPCM     @tab     @tab  X
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    @tab Used in some Sega Saturn console games.
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@item Duck DK4 IMA ADPCM     @tab     @tab  X
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    @tab Used in some Sega Saturn console games.
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@item DV audio               @tab     @tab  X
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@item Electronic Arts ADPCM  @tab     @tab  X
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    @tab Used in various EA titles.
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@item Enhanced AC-3          @tab     @tab  X
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@item FLAC lossless audio    @tab IX  @tab  X
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@item G.726  ADPCM           @tab  X  @tab  X
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@item GSM                    @tab  E  @tab  E
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    @tab supported through external library libgsm
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@item GSM_MS                 @tab  E  @tab  E
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    @tab supported through external library libgsm
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@item id RoQ DPCM            @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item Intel Music Coder      @tab     @tab  X
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@item Interplay MVE DPCM     @tab     @tab  X
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    @tab Used in various Interplay computer games.
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@item MAXIS EA ADPCM         @tab     @tab  X
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    @tab Used in Sim City 3000.
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@item Microsoft ADPCM        @tab  X  @tab  X
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@item MLP/TrueHD             @tab     @tab  X
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    @tab Used in DVD-Audio and Blu-Ray discs.
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@item Monkey's Audio         @tab     @tab  X
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    @tab Only versions 3.97-3.99 are supported.
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@item MPEG audio layer 1/3   @tab  E  @tab IX
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    @tab MP3 encoding supported through external library LAME
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@item MPEG audio layer 2     @tab IX  @tab IX
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@item MS IMA ADPCM           @tab  X  @tab  X
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@item Musepack               @tab     @tab  X
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    @tab SV7 and SV8 are supported.
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@item Nellymoser ASAO        @tab  X  @tab  X
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@item Qdesign QDM2           @tab     @tab  X
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    @tab There are still some distortions.
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@item QT IMA ADPCM           @tab  X  @tab  X
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@item RA144                  @tab     @tab  X
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    @tab Real 14400 bit/s codec
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@item RA288                  @tab     @tab  X
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    @tab Real 28800 bit/s codec
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@item RADnet                 @tab IX  @tab IX
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    @tab Real low bitrate AC-3 codec
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@item Real COOK              @tab     @tab  X
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    @tab All versions except 5.1 are supported.
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@item Shorten                @tab     @tab  X
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@item Sierra Online DPCM     @tab     @tab  X
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    @tab Used in Sierra Online game audio files.
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@item Smacker audio          @tab     @tab  X
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@item SMJPEG IMA ADPCM       @tab     @tab  X
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    @tab Used in certain Loki game ports.
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@item Sonic                  @tab  X  @tab  X
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    @tab experimental codec
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@item Sonic lossless         @tab  X  @tab  X
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    @tab experimental codec
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@item Speex                  @tab     @tab  E
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    @tab supported through external library libspeex
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@item THP ADPCM              @tab     @tab  X
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    @tab Used on the Nintendo GameCube.
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@item True Audio (TTA)       @tab     @tab  X
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@item Vorbis                 @tab  X  @tab  X
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@item WavPack                @tab     @tab  X
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@item Westwood Studios IMA ADPCM @tab     @tab  X
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    @tab Used in Westwood Studios games like Command and Conquer.
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@item WMA v1/v2              @tab  X  @tab  X
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@item Xan DPCM               @tab     @tab  X
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    @tab Used in Origin's Wing Commander IV AVI files.
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@code{I} means that an integer-only version is available, too (ensures high
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performance on systems without hardware floating point support).
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@chapter Platform Specific information
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@section BSD
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BSD make will not build FFmpeg, you need to install and use GNU Make
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(@file{gmake}).
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@section Windows
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To get help and instructions for building FFmpeg under Windows, check out
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the FFmpeg Windows Help Forum at
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@url{http://ffmpeg.arrozcru.org/}.
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@subsection Native Windows compilation
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FFmpeg can be built to run natively on Windows using the MinGW tools. Install
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the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
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You can find detailed installation
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instructions in the download section and the FAQ.
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FFmpeg does not build out-of-the-box with the packages the automated MinGW
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installer provides. It also requires coreutils to be installed and many other
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packages updated to the latest version. The minimum version for some packages
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are listed below:
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@itemize
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@item bash 3.1
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@item msys-make 3.81-2 (note: not mingw32-make)
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@item w32api 3.12
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@item mingw-runtime 3.15
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@end itemize
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You will also need to pass @code{-fno-common} to the compiler to work around
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a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
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Within the MSYS shell, configure and make with:
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@example
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./configure --enable-memalign-hack --extra-cflags=-fno-common
479
make
480
make install
481
@end example
482

    
483
This will install @file{ffmpeg.exe} along with many other development files
484
to @file{/usr/local}. You may specify another install path using the
485
@code{--prefix} option in @file{configure}.
486

    
487
Notes:
488

    
489
@itemize
490

    
491
@item In order to compile vhooks, you must have a POSIX-compliant libdl in
492
your MinGW system. Get dlfcn-win32 from
493
@url{http://code.google.com/p/dlfcn-win32}.
494

    
495
@item In order to compile FFplay, you must have the MinGW development library
496
of SDL. Get it from @url{http://www.libsdl.org}.
497
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
498
where SDL was installed. Verify that @file{sdl-config} can be launched from
499
the MSYS command line.
500

    
501
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
502
you can build libavutil, libavcodec and libavformat as DLLs.
503

    
504
@end itemize
505

    
506
@subsection Microsoft Visual C++ compatibility
507

    
508
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
509
want to use the libav* libraries in your own applications, you can still
510
compile those applications using MSVC++. But the libav* libraries you link
511
to @emph{must} be built with MinGW. However, you will not be able to debug
512
inside the libav* libraries, since MSVC++ does not recognize the debug
513
symbols generated by GCC.
514
We strongly recommend you to move over from MSVC++ to MinGW tools.
515

    
516
This description of how to use the FFmpeg libraries with MSVC++ is based on
517
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
518
you might have to modify the procedures slightly.
519

    
520
@subsubsection Using static libraries
521

    
522
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
523

    
524
@enumerate
525

    
526
@item Create a new console application ("File / New / Project") and then
527
select "Win32 Console Application". On the appropriate page of the
528
Application Wizard, uncheck the "Precompiled headers" option.
529

    
530
@item Write the source code for your application, or, for testing, just
531
copy the code from an existing sample application into the source file
532
that MSVC++ has already created for you. For example, you can copy
533
@file{output_example.c} from the FFmpeg distribution.
534

    
535
@item Open the "Project / Properties" dialog box. In the "Configuration"
536
combo box, select "All Configurations" so that the changes you make will
537
affect both debug and release builds. In the tree view on the left hand
538
side, select "C/C++ / General", then edit the "Additional Include
539
Directories" setting to contain the path where the FFmpeg includes were
540
installed (i.e. @file{c:\msys\1.0\local\include}).
541
Do not add MinGW's include directory here, or the include files will
542
conflict with MSVC's.
543

    
544
@item Still in the "Project / Properties" dialog box, select
545
"Linker / General" from the tree view and edit the
546
"Additional Library Directories" setting to contain the @file{lib}
547
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
548
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
549
and the directory where MinGW's GCC libs are installed
550
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
551
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
552
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
553
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
554
to the end of "Additional Dependencies".
555

    
556
@item Now, select "C/C++ / Code Generation" from the tree view. Select
557
"Debug" in the "Configuration" combo box. Make sure that "Runtime
558
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
559
the "Configuration" combo box and make sure that "Runtime Library" is
560
set to "Multi-threaded DLL".
561

    
562
@item Click "OK" to close the "Project / Properties" dialog box.
563

    
564
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
565
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
566
and install it in MSVC++'s include directory
567
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
568

    
569
@item MSVC++ also does not understand the @code{inline} keyword used by
570
FFmpeg, so you must add this line before @code{#include}ing libav*:
571
@example
572
#define inline _inline
573
@end example
574

    
575
@item Build your application, everything should work.
576

    
577
@end enumerate
578

    
579
@subsubsection Using shared libraries
580

    
581
This is how to create DLL and LIB files that are compatible with MSVC++:
582

    
583
@enumerate
584

    
585
@item Add a call to @file{vcvars32.bat} (which sets up the environment
586
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
587
The standard location for @file{vcvars32.bat} is
588
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
589
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
590
If this corresponds to your setup, add the following line as the first line
591
of @file{msys.bat}:
592

    
593
@example
594
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
595
@end example
596

    
597
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
598
and run @file{c:\msys\1.0\msys.bat} from there.
599

    
600
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
601
from @file{Microsoft (R) Library Manager}, this means your environment
602
variables are set up correctly, the @file{Microsoft (R) Library Manager}
603
is on the path and will be used by FFmpeg to create
604
MSVC++-compatible import libraries.
605

    
606
@item Build FFmpeg with
607

    
608
@example
609
./configure --enable-shared --enable-memalign-hack
610
make
611
make install
612
@end example
613

    
614
Your install path (@file{/usr/local/} by default) should now have the
615
necessary DLL and LIB files under the @file{bin} directory.
616

    
617
@end enumerate
618

    
619
To use those files with MSVC++, do the same as you would do with
620
the static libraries, as described above. But in Step 4,
621
you should only need to add the directory where the LIB files are installed
622
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
623
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
624
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
625
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
626
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
627
statically linked into the DLLs. The @file{bin} directory contains a bunch
628
of DLL files, but the ones that are actually used to run your application
629
are the ones with a major version number in their filenames
630
(i.e. @file{avcodec-51.dll}).
631

    
632
@subsection Cross compilation for Windows with Linux
633

    
634
You must use the MinGW cross compilation tools available at
635
@url{http://www.mingw.org/}.
636

    
637
Then configure FFmpeg with the following options:
638
@example
639
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
640
@end example
641
(you can change the cross-prefix according to the prefix chosen for the
642
MinGW tools).
643

    
644
Then you can easily test FFmpeg with Wine
645
(@url{http://www.winehq.com/}).
646

    
647
@subsection Compilation under Cygwin
648

    
649
The main issue with Cygwin is that newlib, its C library, does not
650
contain llrint().  However, it is possible to leverage the
651
implementation in MinGW.
652

    
653
Just install your Cygwin with all the "Base" packages, plus the
654
following "Devel" ones:
655
@example
656
binutils, gcc-core, make, subversion, mingw-runtime
657
@end example
658

    
659
Do not install binutils-20060709-1 (they are buggy on shared builds);
660
use binutils-20050610-1 instead.
661

    
662
Then create a small library that just contains llrint():
663

    
664
@example
665
ar x /usr/lib/mingw/libmingwex.a llrint.o
666
ar cq /usr/local/lib/libllrint.a llrint.o
667
@end example
668

    
669
Then run
670

    
671
@example
672
./configure --enable-static --disable-shared  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
673
@end example
674

    
675
to make a static build or
676

    
677
@example
678
./configure --enable-shared --disable-static  --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'
679
@end example
680

    
681
to build shared libraries.
682

    
683
If you want to build FFmpeg with additional libraries, download Cygwin
684
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository
685
and/or SDL, xvid, faac, faad2 packages from Cygwin Ports,
686
(@url{http://cygwinports.dotsrc.org/}).
687

    
688
@subsection Crosscompilation for Windows under Cygwin
689

    
690
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
691

    
692
Just install your Cygwin as explained before, plus these additional
693
"Devel" packages:
694
@example
695
gcc-mingw-core, mingw-runtime, mingw-zlib
696
@end example
697

    
698
and add some special flags to your configure invocation.
699

    
700
For a static build run
701
@example
702
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
703
@end example
704

    
705
and for a build with shared libraries
706
@example
707
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
708
@end example
709

    
710
@section BeOS
711

    
712
BeOS support is broken in mysterious ways.
713

    
714
@section OS/2
715

    
716
For information about compiling FFmpeg on OS/2 see
717
@url{http://www.edm2.com/index.php/FFmpeg}.
718

    
719
@chapter Developers Guide
720

    
721
@section API
722
@itemize @bullet
723
@item libavcodec is the library containing the codecs (both encoding and
724
decoding). Look at @file{libavcodec/apiexample.c} to see how to use it.
725

    
726
@item libavformat is the library containing the file format handling (mux and
727
demux code for several formats). Look at @file{ffplay.c} to use it in a
728
player. See @file{output_example.c} to use it to generate audio or video
729
streams.
730

    
731
@end itemize
732

    
733
@section Integrating libavcodec or libavformat in your program
734

    
735
You can integrate all the source code of the libraries to link them
736
statically to avoid any version problem. All you need is to provide a
737
'config.mak' and a 'config.h' in the parent directory. See the defines
738
generated by ./configure to understand what is needed.
739

    
740
You can use libavcodec or libavformat in your commercial program, but
741
@emph{any patch you make must be published}. The best way to proceed is
742
to send your patches to the FFmpeg mailing list.
743

    
744
@node Coding Rules
745
@section Coding Rules
746

    
747
FFmpeg is programmed in the ISO C90 language with a few additional
748
features from ISO C99, namely:
749
@itemize @bullet
750
@item
751
the @samp{inline} keyword;
752
@item
753
@samp{//} comments;
754
@item
755
designated struct initializers (@samp{struct s x = @{ .i = 17 @};})
756
@item
757
compound literals (@samp{x = (struct s) @{ 17, 23 @};})
758
@end itemize
759

    
760
These features are supported by all compilers we care about, so we will not
761
accept patches to remove their use unless they absolutely do not impair
762
clarity and performance.
763

    
764
All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also
765
compiles with several other compilers, such as the Compaq ccc compiler
766
or Sun Studio 9, and we would like to keep it that way unless it would
767
be exceedingly involved. To ensure compatibility, please do not use any
768
additional C99 features or GCC extensions. Especially watch out for:
769
@itemize @bullet
770
@item
771
mixing statements and declarations;
772
@item
773
@samp{long long} (use @samp{int64_t} instead);
774
@item
775
@samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar;
776
@item
777
GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}).
778
@end itemize
779

    
780
Indent size is 4.
781
The presentation is the one specified by 'indent -i4 -kr -nut'.
782
The TAB character is forbidden outside of Makefiles as is any
783
form of trailing whitespace. Commits containing either will be
784
rejected by the Subversion repository.
785

    
786
The main priority in FFmpeg is simplicity and small code size in order to
787
minimize the bug count.
788

    
789
Comments: Use the JavaDoc/Doxygen
790
format (see examples below) so that code documentation
791
can be generated automatically. All nontrivial functions should have a comment
792
above them explaining what the function does, even if it is just one sentence.
793
All structures and their member variables should be documented, too.
794
@example
795
/**
796
 * @@file mpeg.c
797
 * MPEG codec.
798
 * @@author ...
799
 */
800

    
801
/**
802
 * Summary sentence.
803
 * more text ...
804
 * ...
805
 */
806
typedef struct Foobar@{
807
    int var1; /**< var1 description */
808
    int var2; ///< var2 description
809
    /** var3 description */
810
    int var3;
811
@} Foobar;
812

    
813
/**
814
 * Summary sentence.
815
 * more text ...
816
 * ...
817
 * @@param my_parameter description of my_parameter
818
 * @@return return value description
819
 */
820
int myfunc(int my_parameter)
821
...
822
@end example
823

    
824
fprintf and printf are forbidden in libavformat and libavcodec,
825
please use av_log() instead.
826

    
827
Casts should be used only when necessary. Unneeded parentheses
828
should also be avoided if they don't make the code easier to understand.
829

    
830
@section Development Policy
831

    
832
@enumerate
833
@item
834
   Contributions should be licensed under the LGPL 2.1, including an
835
   "or any later version" clause, or the MIT license.  GPL 2 including
836
   an "or any later version" clause is also acceptable, but LGPL is
837
   preferred.
838
@item
839
   You must not commit code which breaks FFmpeg! (Meaning unfinished but
840
   enabled code which breaks compilation or compiles but does not work or
841
   breaks the regression tests)
842
   You can commit unfinished stuff (for testing etc), but it must be disabled
843
   (#ifdef etc) by default so it does not interfere with other developers'
844
   work.
845
@item
846
   You do not have to over-test things. If it works for you, and you think it
847
   should work for others, then commit. If your code has problems
848
   (portability, triggers compiler bugs, unusual environment etc) they will be
849
   reported and eventually fixed.
850
@item
851
   Do not commit unrelated changes together, split them into self-contained
852
   pieces. Also do not forget that if part B depends on part A, but A does not
853
   depend on B, then A can and should be committed first and separate from B.
854
   Keeping changes well split into self-contained parts makes reviewing and
855
   understanding them on the commit log mailing list easier. This also helps
856
   in case of debugging later on.
857
   Also if you have doubts about splitting or not splitting, do not hesitate to
858
   ask/discuss it on the developer mailing list.
859
@item
860
   Do not change behavior of the program (renaming options etc) without
861
   first discussing it on the ffmpeg-devel mailing list. Do not remove
862
   functionality from the code. Just improve!
863

    
864
   Note: Redundant code can be removed.
865
@item
866
   Do not commit changes to the build system (Makefiles, configure script)
867
   which change behavior, defaults etc, without asking first. The same
868
   applies to compiler warning fixes, trivial looking fixes and to code
869
   maintained by other developers. We usually have a reason for doing things
870
   the way we do. Send your changes as patches to the ffmpeg-devel mailing
871
   list, and if the code maintainers say OK, you may commit. This does not
872
   apply to files you wrote and/or maintain.
873
@item
874
   We refuse source indentation and other cosmetic changes if they are mixed
875
   with functional changes, such commits will be rejected and removed. Every
876
   developer has his own indentation style, you should not change it. Of course
877
   if you (re)write something, you can use your own style, even though we would
878
   prefer if the indentation throughout FFmpeg was consistent (Many projects
879
   force a given indentation style - we do not.). If you really need to make
880
   indentation changes (try to avoid this), separate them strictly from real
881
   changes.
882

    
883
   NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code,
884
   then either do NOT change the indentation of the inner part within (do not
885
   move it to the right)! or do so in a separate commit
886
@item
887
   Always fill out the commit log message. Describe in a few lines what you
888
   changed and why. You can refer to mailing list postings if you fix a
889
   particular bug. Comments such as "fixed!" or "Changed it." are unacceptable.
890
@item
891
   If you apply a patch by someone else, include the name and email address in
892
   the log message. Since the ffmpeg-cvslog mailing list is publicly
893
   archived you should add some SPAM protection to the email address. Send an
894
   answer to ffmpeg-devel (or wherever you got the patch from) saying that
895
   you applied the patch.
896
@item
897
   When applying patches that have been discussed (at length) on the mailing
898
   list, reference the thread in the log message.
899
@item
900
    Do NOT commit to code actively maintained by others without permission.
901
    Send a patch to ffmpeg-devel instead. If no one answers within a reasonable
902
    timeframe (12h for build failures and security fixes, 3 days small changes,
903
    1 week for big patches) then commit your patch if you think it is OK.
904
    Also note, the maintainer can simply ask for more time to review!
905
@item
906
    Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits
907
    are sent there and reviewed by all the other developers. Bugs and possible
908
    improvements or general questions regarding commits are discussed there. We
909
    expect you to react if problems with your code are uncovered.
910
@item
911
    Update the documentation if you change behavior or add features. If you are
912
    unsure how best to do this, send a patch to ffmpeg-devel, the documentation
913
    maintainer(s) will review and commit your stuff.
914
@item
915
    Try to keep important discussions and requests (also) on the public
916
    developer mailing list, so that all developers can benefit from them.
917
@item
918
    Never write to unallocated memory, never write over the end of arrays,
919
    always check values read from some untrusted source before using them
920
    as array index or other risky things.
921
@item
922
    Remember to check if you need to bump versions for the specific libav
923
    parts (libavutil, libavcodec, libavformat) you are changing. You need
924
    to change the version integer.
925
    Incrementing the first component means no backward compatibility to
926
    previous versions (e.g. removal of a function from the public API).
927
    Incrementing the second component means backward compatible change
928
    (e.g. addition of a function to the public API or extension of an
929
    existing data structure).
930
    Incrementing the third component means a noteworthy binary compatible
931
    change (e.g. encoder bug fix that matters for the decoder).
932
@item
933
    Compiler warnings indicate potential bugs or code with bad style. If a type of
934
    warning always points to correct and clean code, that warning should
935
    be disabled, not the code changed.
936
    Thus the remaining warnings can either be bugs or correct code.
937
    If it is a bug, the bug has to be fixed. If it is not, the code should
938
    be changed to not generate a warning unless that causes a slowdown
939
    or obfuscates the code.
940
@item
941
    If you add a new file, give it a proper license header. Do not copy and
942
    paste it from a random place, use an existing file as template.
943
@end enumerate
944

    
945
We think our rules are not too hard. If you have comments, contact us.
946

    
947
Note, these rules are mostly borrowed from the MPlayer project.
948

    
949
@section Submitting patches
950

    
951
First, (@pxref{Coding Rules}) above if you did not yet.
952

    
953
When you submit your patch, try to send a unified diff (diff '-up'
954
option). We cannot read other diffs :-)
955

    
956
Also please do not submit a patch which contains several unrelated changes.
957
Split it into separate, self-contained pieces. This does not mean splitting
958
file by file. Instead, make the patch as small as possible while still
959
keeping it as a logical unit that contains an individual change, even
960
if it spans multiple files. This makes reviewing your patches much easier
961
for us and greatly increases your chances of getting your patch applied.
962

    
963
Run the regression tests before submitting a patch so that you can
964
verify that there are no big problems.
965

    
966
Patches should be posted as base64 encoded attachments (or any other
967
encoding which ensures that the patch will not be trashed during
968
transmission) to the ffmpeg-devel mailing list, see
969
@url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel}
970

    
971
It also helps quite a bit if you tell us what the patch does (for example
972
'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant
973
and has no lrint()')
974

    
975
Also please if you send several patches, send each patch as a separate mail,
976
do not attach several unrelated patches to the same mail.
977

    
978
@section New codecs or formats checklist
979

    
980
@enumerate
981
@item
982
    Did you use av_cold for codec initialization and close functions?
983
@item
984
    Did you add a long_name under NULL_IF_CONFIG_SMALL to the AVCodec or
985
    AVInputFormat/AVOutputFormat struct?
986
@item
987
    Did you bump the minor version number in @file{avcodec.h} or
988
    @file{avformat.h}?
989
@item
990
    Did you register it in @file{allcodecs.c} or @file{allformats.c}?
991
@item
992
    Did you add the CodecID to @file{avcodec.h}?
993
@item
994
    If it has a fourcc, did you add it to @file{libavformat/riff.c},
995
    even if it is only a decoder?
996
@item
997
    Did you add a rule to compile the appropriate files in the Makefile?
998
    Remember to do this even if you're just adding a format to a file that is
999
    already being compiled by some other rule, like a raw demuxer.
1000
@item
1001
    Did you add an entry to the table of supported formats or codecs in the
1002
    documentation?
1003
@item
1004
    Did you add an entry in the Changelog?
1005
@item
1006
    If it depends on a parser or a library, did you add that dependency in
1007
    configure?
1008
@item
1009
    Did you "svn add" the appropriate files before commiting?
1010
@end enumerate
1011

    
1012
@section patch submission checklist
1013

    
1014
@enumerate
1015
@item
1016
    Do the regression tests pass with the patch applied?
1017
@item
1018
    Is the patch a unified diff?
1019
@item
1020
    Is the patch against latest FFmpeg SVN?
1021
@item
1022
    Are you subscribed to ffmpeg-dev?
1023
    (the list is subscribers only due to spam)
1024
@item
1025
    Have you checked that the changes are minimal, so that the same cannot be
1026
    achieved with a smaller patch and/or simpler final code?
1027
@item
1028
    If the change is to speed critical code, did you benchmark it?
1029
@item
1030
    If you did any benchmarks, did you provide them in the mail?
1031
@item
1032
    Have you checked that the patch does not introduce buffer overflows or
1033
    other security issues?
1034
@item
1035
    If you add a new demuxer or decoder, have you checked that it does not
1036
    crash with damaged input (see tools/trasher)?
1037
@item
1038
    Is the patch created from the root of the source tree, so it can be
1039
    applied with @code{patch -p0}?
1040
@item
1041
    Does the patch not mix functional and cosmetic changes?
1042
@item
1043
    Did you add tabs or trailing whitespace to the code? Both are forbidden.
1044
@item
1045
    Is the patch attached to the email you send?
1046
@item
1047
    Is the mime type of the patch correct? It should be text/x-diff or
1048
    text/x-patch or at least text/plain and not application/octet-stream.
1049
@item
1050
    If the patch fixes a bug, did you provide a verbose analysis of the bug?
1051
@item
1052
    If the patch fixes a bug, did you provide enough information, including
1053
    a sample, so the bug can be reproduced and the fix can be verified?
1054
    Note please do not attach samples >100k to mails but rather provide a
1055
    URL, you can upload to ftp://upload.mplayerhq.hu
1056
@item
1057
    Did you provide a verbose summary about what the patch does change?
1058
@item
1059
    Did you provide a verbose explanation why it changes things like it does?
1060
@item
1061
    Did you provide a verbose summary of the user visible advantages and
1062
    disadvantages if the patch is applied?
1063
@item
1064
    Did you provide an example so we can verify the new feature added by the
1065
    patch easily?
1066
@item
1067
    If you added a new file, did you insert a license header? It should be
1068
    taken from FFmpeg, not randomly copied and pasted from somewhere else.
1069
@item
1070
    You should maintain alphabetical order in alphabetically ordered lists as
1071
    long as doing so does not break API/ABI compatibility.
1072
@item
1073
    Lines with similar content should be aligned vertically when doing so
1074
    improves readability.
1075
@item
1076
    Did you provide a suggestion for a clear commit log message?
1077
@item
1078
    Did you test your decoder or demuxer against damaged data? If no, see
1079
    tools/trasher and the noise bitstream filter. Your decoder or demuxer
1080
    should not crash or end in a (near) infinite loop when fed damaged data.
1081
@end enumerate
1082

    
1083
@section Patch review process
1084

    
1085
All patches posted to ffmpeg-devel will be reviewed, unless they contain a
1086
clear note that the patch is not for SVN.
1087
Reviews and comments will be posted as replies to the patch on the
1088
mailing list. The patch submitter then has to take care of every comment,
1089
that can be by resubmitting a changed patch or by discussion. Resubmitted
1090
patches will themselves be reviewed like any other patch. If at some point
1091
a patch passes review with no comments then it is approved, that can for
1092
simple and small patches happen immediately while large patches will generally
1093
have to be changed and reviewed many times before they are approved.
1094
After a patch is approved it will be committed to the repository.
1095

    
1096
We will review all submitted patches, but sometimes we are quite busy so
1097
especially for large patches this can take several weeks.
1098

    
1099
When resubmitting patches, please do not make any significant changes
1100
not related to the comments received during review. Such patches will
1101
be rejected. Instead, submit  significant changes or new features as
1102
separate patches.
1103

    
1104
@section Regression tests
1105

    
1106
Before submitting a patch (or committing to the repository), you should at least
1107
test that you did not break anything.
1108

    
1109
The regression tests build a synthetic video stream and a synthetic
1110
audio stream. These are then encoded and decoded with all codecs or
1111
formats. The CRC (or MD5) of each generated file is recorded in a
1112
result file. A 'diff' is launched to compare the reference results and
1113
the result file.
1114

    
1115
The regression tests then go on to test the FFserver code with a
1116
limited set of streams. It is important that this step runs correctly
1117
as well.
1118

    
1119
Run 'make test' to test all the codecs and formats.
1120

    
1121
Run 'make fulltest' to test all the codecs, formats and FFserver.
1122

    
1123
[Of course, some patches may change the results of the regression tests. In
1124
this case, the reference results of the regression tests shall be modified
1125
accordingly].
1126

    
1127
@bye