annotate DOCS/tech/codec-devel.txt @ 37182:1c64016edce3

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1 A Guide To Developing MPlayer Codecs
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2 by Mike Melanson (melanson at pcisys dot net)
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3 updated to libmpcodecs arch by A'rpi
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4
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5 SEE ALSO: libmpcodecs.txt !!!
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6
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7 NOTE: If you want to implement a new native codec, please add it to
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8 libavcodec. libmpcodecs is considered mostly deprecated, except for wrappers
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9 around external libraries and codecs requiring binary support.
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10
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11 Introduction
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12 ------------
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13 I've developed a number of open source decoders for the MPlayer project,
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14 for both audio and video data. As such, I feel I'm qualified to document a
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15 few notes about developing new codecs for the codebase.
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16
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17 As always, the best way to learn how to incorporate a new codec is to
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18 study a bunch of existing code. This document is supplementary material to
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19 the code, meant to give some tips, pointers, and a general roadmap.
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20
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21 A note about terminology: "Codec" stands for coder/decoder (or
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22 compressor/decompressor, if you prefer). The term refers to a module that
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23 can both encode and decode data. However, this document focuses primarily
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24 on incorporating decoders. Still, the terms "decoder" and "codec" are
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25 often used interchangeably.
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26
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27 Necessary Materials
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28 -------------------
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29 So you've decided that you want to implement a new decoder for
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30 MPlayer. There are a few things you will need:
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31
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32 - Knowledge of the codec to be implemented: You will need to know the data
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33 format of the chunks that MPlayer will pass to you. You will need to know
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34 how to take apart the data structures inside. You will need to know the
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35 algorithmic operations that need to be performed on the data in order to
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36 reconstruct the original media.
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37
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38 - Sample media: Preferably, lots of it. You will need media encoded in
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39 your data format and stored in a media file format that MPlayer knows how
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40 to parse (these include AVI, ASF, MOV, RM, VIVO, among others). If the
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41 encoded data is stored in a media file format that MPlayer doesn't
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42 understand, then you will either need to somehow convert the format to a
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43 media file format that the program does understand, or write your own
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44 MPlayer file demuxer that can handle the data. Writing a file demuxer
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45 is beyond the scope of this document.
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46 Try to obtain media that stresses all possible modes of a
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47 decoder. If an audio codec is known to work with both mono and stereo
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48 data, search for sample media of both types. If a video codec is known to
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49 work at 7 different bit depths, then, as painful as it may be, do what you
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50 can to obtain sample media encoded for each of the 7 bit depths.
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51
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52 - Latest Subversion snapshot: It's always useful to develop code for the very
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53 latest development version of MPlayer. Be sure to update your local Subversion
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54 copy often.
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55
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56 - General programming knowledge, working Linux development environment: I
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57 would hope that these items would go without saying, but you never know.
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58
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59 Typical Development Cycle
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60 -------------------------
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61 1) Set up basic infrastructure
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62 First things first, there's a big song and dance to go through in order to
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63 let the MPlayer program know that you have a new codec to incorporate.
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64
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65 First, modify your local copy of codecs.conf. It may be system-shared or
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66 in your home directory. Add a new entry for your codec. If it's an open
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67 source codec, it would be a good idea to place the new entry with the rest
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68 of the open source codecs. When you're confident that you have the entry
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69 right, be sure to add it to etc/codecs.conf in your workspace. See the
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70 file codecs.conf.txt for a detailed description of the format of this
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71 file. Create a new audiocodec or videocodec block with the proper info,
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72 FOURCCs/format numbers, output formats, and a unique driver name. Remember
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73 the driver name.
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74
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75 Next, create a new source file which contains the main decoding function
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76 that MPlayer will call to decode data. Eventually, you may have multiple
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77 files which comprise your decoder, but let's start simple here.
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78 For audio codecs, see ad_sample.c skeleton. For video, choose one of the
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79 existing vd_*.c files which you think is close to your codec in behaviour.
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80
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81 Next, modify the Makefile so that it will compile your new source file.
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82 Also, add your codec to the array in ad.c (for audio) or vd.c (for video).
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83
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84 Next, compile the project and see if you have everything correct so far.
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85
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86 Next, you want to make sure that the encoded data is making it to your
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87 decoding function in the first place. This may sound like a trivial
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88 exercise, but there are a lot of things that can go wrong (and I've
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89 watched most of them go wrong in my experience). At the beginning of your
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90 skeleton decoder function, enter the following code:
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91 int i;
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92 for (i = 0; i < 16; i++)
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93 printf ("%02X ", input[i]);
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94 printf ("\n");
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95 When you compile and run MPlayer, your decoder function will print the
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96 first 16 bytes of each data chunk that it receives. Open the sample media
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97 in a hex editor and reconcile what you see on the screen with what
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98 you find in the file. If the decoder is printing the first 16 bytes of
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99 each block, that's a good sign that you're ready to move on to step
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100 2. Otherwise, you need to figure out why the data isn't getting to your
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101 decoder. Is your decoder even being invoked? If not, why not?
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102
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103 2) Develop the decoder
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104 Go for it. Remember to make it work, first, then make it work fast. Some
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105 specific tips:
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106
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107 What output formats should you support in your decoder? Whatever makes
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108 sense. YUV output is always preferable over RGB output. Generally, if a
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109 codec uses a YUV data as its source data, you will be able to decode a
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110 frame of YUV data. If a codec takes RGB data as its input, as many older
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111 video codecs do, then there's no point in supporting YUV output; just
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112 output as many RGB formats as possible.
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113
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114 The most preferred output format for video data is YV12. This is because
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115 MPlayer supports a multitude of hardware devices that can display, scale,
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116 and filter this type of data directly. MPlayer also has a bunch of
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117 optimized conversion functions that can convert YV12 data to any other
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118 type of output data.
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119
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120 If you do take the RGB output route, you should be aware that MPlayer
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121 actually orders packed RGB data as BGR. If you're decoding into a BGR24
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122 buffer, the output will look like:
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123 B G R B G R B G R B ...
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124 If you're decoding into a BGR32 buffer, there will need to be an
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125 additional (unused) byte after each BGR triplet:
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126 B G R - B G R - B G ...
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127
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128 Make liberal use of sanity checks. Start by including the file mp_msg.h at
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129 the start of your decoder. Then you can use the mp_msg() function as you
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130 would a normal printf() statement. Whenever your decoder notices a strange
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131 bit of data or an odd condition, print a message such as:
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132 mp_msg(MSGT_DECVIDEO, MSGL_WARN, "Odd data encountered: %d\n", data);
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133 Obviously, you should make the message a little more
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134 descriptive, for your benefit. MSGL_WARN is a good message level for this
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135 type of information. Look in mp_msg.h for all of the error levels. You can
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136 even make MPlayer bail out completely by using MSGL_FATAL, but that should
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137 never be necessary at the data decoder level.
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138
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139 What conditions should trigger a warning? Anything, and I mean *anything*
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140 out of the ordinary. Many chunks of compressed video data contain headers
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141 with data such as width, height, and chunk size. Reconcile these fields
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142 with the parameters passed into the decoding function (if you set it up to
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143 take those parameters). Such data should match up. If it doesn't, issue a
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144 warning and make an executive decision in the code about which data to
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145 believe (personally, I always lend more weight to the data that was passed
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146 into the decoder function, than the data that comes from the container file's
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147 header). If there's supposed to be a magic number embedded in, or computed
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148 from, the chunk's header, issue a warning if it isn't correct.
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149
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150 Whenever you're about the index into a memory array with an index that
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151 could theoretically be out of range, then test that the index is in range,
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152 no matter how tedious it seems. Accessing outside of your memory range is,
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153 after all, the number 1 cause of segmentation faults. Never trust that all
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154 the data passed to you will be correct. If an array index suddenly winds
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155 up out of range, it's probably best to issue a warning about it and bail
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156 out of the decoder (but not the whole application).
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157
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158 Writing all of these warning statements may seem insipid, but consider
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159 that if you don't do it when you start writing your decoder, you'll
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160 probably end up doing it later on when your decoder isn't working properly
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161 and you need to figure out why (believe me, I know).
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162
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163 3) Debug and test the decoder
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164 If you're extremely lucky, the decoder will work the first time. If you're
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165 very lucky, it will work after you've reviewed your code a few times and
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166 corrected a few obvious programming mistakes. Realistically, you will
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167 write the decoder, review it many times and fix many obvious and subtle
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168 programming errors, and still have to go through an elaborate debug
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169 process in order to get the decoder to a minimally functional state.
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170
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171 Big hint: Ask for all warnings. You know, the -Wall option in
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172 gcc? It's very useful to develop your codec while running in debug
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173 mode. In order to compile MPlayer with debug support (which includes -Wall
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174 for all gcc operations), use the --enable-debug option when configuring
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175 the project. Pay attention to all warnings and make it a goal to get
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176 rid of every single one. I'll never forget when the compiler warned me
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177 that there was no point in clamping a signed 16-bit variable within a
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178 signed 16-bit range (the calculation to be clamped was supposed to be
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179 stored in a signed 32-bit variable and then stored in the signed 16-bit
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180 variable). I sat stunned for a moment, feeling like I had just dodged a
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181 bullet as I knew that would have taken me hours to debug that kind of
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182 mistake.
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183
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184 4) Contribute decoder to codebase
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185 Create a patch with the "diff -u" format and email it to the MPlayer
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186 development team for approval. You will likely need to diff the following
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187 files:
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188 - Makefile
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189 - etc/codecs.conf
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190 - ad.c or vd.c
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191 Of course, you will need to include your newly-created file(s):
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192 vd_<name>.c -OR- ad_<name>.c. If you contribute enough decoders, the
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193 development team may even grant you write privileges to the Subversion
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194 repository.
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195
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196 5) Wait for bug reports to start rolling in
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197 You may think you're finished when you release the codec and if you're
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198 extremely lucky, you will be right. However, it's more likely that people
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199 will start throwing all kinds of oddball media at your decoder that it
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200 never counted on. Cheer up; take comfort in knowing that people are
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201 testing your code and attempting to use it as a real world
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202 application. Download the problem media that people upload to the MPlayer
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203 FTP site and get back to work, implementing fixed code that addresses the
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204 issues. Contribute more patches and encourage people to hammer on your
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205 decoder even more. This is how you make your decoder rock-solid.
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206
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207 EOF