general.texi 45 KB

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  1. \input texinfo @c -*- texinfo -*-
  2. @settitle General Documentation
  3. @titlepage
  4. @sp 7
  5. @center @titlefont{General Documentation}
  6. @sp 3
  7. @end titlepage
  8. @chapter external libraries
  9. FFmpeg can be hooked up with a number of external libraries to add support
  10. for more formats. None of them are used by default, their use has to be
  11. explicitly requested by passing the appropriate flags to @file{./configure}.
  12. @section OpenCORE AMR
  13. FFmpeg can make use of the OpenCORE libraries for AMR-NB
  14. decoding/encoding and AMR-WB decoding.
  15. Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
  16. installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
  17. @code{--enable-libopencore-amrwb} to configure to enable the libraries.
  18. Note that OpenCORE is under the Apache License 2.0 (see
  19. @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
  20. incompatible with the LGPL version 2.1 and GPL version 2. You have to
  21. upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
  22. GPL components, GPL version 3) to use it.
  23. @chapter Supported File Formats and Codecs
  24. You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
  25. @section File Formats
  26. FFmpeg supports the following file formats through the @code{libavformat}
  27. library:
  28. @multitable @columnfractions .4 .1 .1 .4
  29. @item Name @tab Encoding @tab Decoding @tab Comments
  30. @item 4xm @tab @tab X
  31. @tab 4X Technologies format, used in some games.
  32. @item 8088flex TMV @tab @tab X
  33. @item Adobe Filmstrip @tab X @tab X
  34. @item Audio IFF (AIFF) @tab X @tab X
  35. @item American Laser Games MM @tab @tab X
  36. @tab Multimedia format used in games like Mad Dog McCree.
  37. @item 3GPP AMR @tab X @tab X
  38. @item Apple HTTP Live Streaming @tab @tab X
  39. @item ASF @tab X @tab X
  40. @item AVI @tab X @tab X
  41. @item AVISynth @tab @tab X
  42. @item AVS @tab @tab X
  43. @tab Multimedia format used by the Creature Shock game.
  44. @item Beam Software SIFF @tab @tab X
  45. @tab Audio and video format used in some games by Beam Software.
  46. @item Bethesda Softworks VID @tab @tab X
  47. @tab Used in some games from Bethesda Softworks.
  48. @item Bink @tab @tab X
  49. @tab Multimedia format used by many games.
  50. @item Brute Force & Ignorance @tab @tab X
  51. @tab Used in the game Flash Traffic: City of Angels.
  52. @item Interplay C93 @tab @tab X
  53. @tab Used in the game Cyberia from Interplay.
  54. @item Delphine Software International CIN @tab @tab X
  55. @tab Multimedia format used by Delphine Software games.
  56. @item CD+G @tab @tab X
  57. @tab Video format used by CD+G karaoke disks
  58. @item Core Audio Format @tab @tab X
  59. @tab Apple Core Audio Format
  60. @item CRC testing format @tab X @tab
  61. @item Creative Voice @tab X @tab X
  62. @tab Created for the Sound Blaster Pro.
  63. @item CRYO APC @tab @tab X
  64. @tab Audio format used in some games by CRYO Interactive Entertainment.
  65. @item D-Cinema audio @tab X @tab X
  66. @item Deluxe Paint Animation @tab @tab X
  67. @item DV video @tab X @tab X
  68. @item DXA @tab @tab X
  69. @tab This format is used in the non-Windows version of the Feeble Files
  70. game and different game cutscenes repacked for use with ScummVM.
  71. @item Electronic Arts cdata @tab @tab X
  72. @item Electronic Arts Multimedia @tab @tab X
  73. @tab Used in various EA games; files have extensions like WVE and UV2.
  74. @item FFM (FFserver live feed) @tab X @tab X
  75. @item Flash (SWF) @tab X @tab X
  76. @item Flash 9 (AVM2) @tab X @tab X
  77. @tab Only embedded audio is decoded.
  78. @item FLI/FLC/FLX animation @tab @tab X
  79. @tab .fli/.flc files
  80. @item Flash Video (FLV) @tab @tab X
  81. @tab Macromedia Flash video files
  82. @item framecrc testing format @tab X @tab
  83. @item FunCom ISS @tab @tab X
  84. @tab Audio format used in various games from FunCom like The Longest Journey.
  85. @item GIF Animation @tab X @tab
  86. @item GXF @tab X @tab X
  87. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  88. playout servers.
  89. @item id Quake II CIN video @tab @tab X
  90. @item id RoQ @tab X @tab X
  91. @tab Used in Quake III, Jedi Knight 2, other computer games.
  92. @item IEC61937 encapsulation @tab X @tab X
  93. @item IFF @tab @tab X
  94. @tab Interchange File Format
  95. @item Interplay MVE @tab @tab X
  96. @tab Format used in various Interplay computer games.
  97. @item IV8 @tab @tab X
  98. @tab A format generated by IndigoVision 8000 video server.
  99. @item IVF (On2) @tab @tab X
  100. @tab A format used by libvpx
  101. @item LMLM4 @tab @tab X
  102. @tab Used by Linux Media Labs MPEG-4 PCI boards
  103. @item LXF @tab @tab X
  104. @tab VR native stream format, used by Leitch/Harris' video servers.
  105. @item Matroska @tab X @tab X
  106. @item Matroska audio @tab X @tab
  107. @item FFmpeg metadata @tab X @tab
  108. @tab Metadata in text format.
  109. @item MAXIS XA @tab @tab X
  110. @tab Used in Sim City 3000; file extension .xa.
  111. @item MD Studio @tab @tab X
  112. @item Mobotix .mxg @tab @tab X
  113. @item Monkey's Audio @tab @tab X
  114. @item Motion Pixels MVI @tab @tab X
  115. @item MOV/QuickTime/MP4 @tab X @tab X
  116. @tab 3GP, 3GP2, PSP, iPod variants supported
  117. @item MP2 @tab X @tab X
  118. @item MP3 @tab X @tab X
  119. @item MPEG-1 System @tab X @tab X
  120. @tab muxed audio and video, VCD format supported
  121. @item MPEG-PS (program stream) @tab X @tab X
  122. @tab also known as @code{VOB} file, SVCD and DVD format supported
  123. @item MPEG-TS (transport stream) @tab X @tab X
  124. @tab also known as DVB Transport Stream
  125. @item MPEG-4 @tab X @tab X
  126. @tab MPEG-4 is a variant of QuickTime.
  127. @item MIME multipart JPEG @tab X @tab
  128. @item MSN TCP webcam @tab @tab X
  129. @tab Used by MSN Messenger webcam streams.
  130. @item MTV @tab @tab X
  131. @item Musepack @tab @tab X
  132. @item Musepack SV8 @tab @tab X
  133. @item Material eXchange Format (MXF) @tab X @tab X
  134. @tab SMPTE 377M, used by D-Cinema, broadcast industry.
  135. @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
  136. @tab SMPTE 386M, D-10/IMX Mapping.
  137. @item NC camera feed @tab @tab X
  138. @tab NC (AVIP NC4600) camera streams
  139. @item NTT TwinVQ (VQF) @tab @tab X
  140. @tab Nippon Telegraph and Telephone Corporation TwinVQ.
  141. @item Nullsoft Streaming Video @tab @tab X
  142. @item NuppelVideo @tab @tab X
  143. @item NUT @tab X @tab X
  144. @tab NUT Open Container Format
  145. @item Ogg @tab X @tab X
  146. @item TechnoTrend PVA @tab @tab X
  147. @tab Used by TechnoTrend DVB PCI boards.
  148. @item QCP @tab @tab X
  149. @item raw ADTS (AAC) @tab X @tab X
  150. @item raw AC-3 @tab X @tab X
  151. @item raw Chinese AVS video @tab X @tab X
  152. @item raw CRI ADX @tab X @tab X
  153. @item raw Dirac @tab X @tab X
  154. @item raw DNxHD @tab X @tab X
  155. @item raw DTS @tab X @tab X
  156. @item raw E-AC-3 @tab X @tab X
  157. @item raw FLAC @tab X @tab X
  158. @item raw GSM @tab @tab X
  159. @item raw H.261 @tab X @tab X
  160. @item raw H.263 @tab X @tab X
  161. @item raw H.264 @tab X @tab X
  162. @item raw Ingenient MJPEG @tab @tab X
  163. @item raw MJPEG @tab X @tab X
  164. @item raw MLP @tab @tab X
  165. @item raw MPEG @tab @tab X
  166. @item raw MPEG-1 @tab @tab X
  167. @item raw MPEG-2 @tab @tab X
  168. @item raw MPEG-4 @tab X @tab X
  169. @item raw NULL @tab X @tab
  170. @item raw video @tab X @tab X
  171. @item raw id RoQ @tab X @tab
  172. @item raw Shorten @tab @tab X
  173. @item raw TrueHD @tab X @tab X
  174. @item raw VC-1 @tab @tab X
  175. @item raw PCM A-law @tab X @tab X
  176. @item raw PCM mu-law @tab X @tab X
  177. @item raw PCM signed 8 bit @tab X @tab X
  178. @item raw PCM signed 16 bit big-endian @tab X @tab X
  179. @item raw PCM signed 16 bit little-endian @tab X @tab X
  180. @item raw PCM signed 24 bit big-endian @tab X @tab X
  181. @item raw PCM signed 24 bit little-endian @tab X @tab X
  182. @item raw PCM signed 32 bit big-endian @tab X @tab X
  183. @item raw PCM signed 32 bit little-endian @tab X @tab X
  184. @item raw PCM unsigned 8 bit @tab X @tab X
  185. @item raw PCM unsigned 16 bit big-endian @tab X @tab X
  186. @item raw PCM unsigned 16 bit little-endian @tab X @tab X
  187. @item raw PCM unsigned 24 bit big-endian @tab X @tab X
  188. @item raw PCM unsigned 24 bit little-endian @tab X @tab X
  189. @item raw PCM unsigned 32 bit big-endian @tab X @tab X
  190. @item raw PCM unsigned 32 bit little-endian @tab X @tab X
  191. @item raw PCM floating-point 32 bit big-endian @tab X @tab X
  192. @item raw PCM floating-point 32 bit little-endian @tab X @tab X
  193. @item raw PCM floating-point 64 bit big-endian @tab X @tab X
  194. @item raw PCM floating-point 64 bit little-endian @tab X @tab X
  195. @item RDT @tab @tab X
  196. @item REDCODE R3D @tab @tab X
  197. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  198. @item RealMedia @tab X @tab X
  199. @item Redirector @tab @tab X
  200. @item Renderware TeXture Dictionary @tab @tab X
  201. @item RL2 @tab @tab X
  202. @tab Audio and video format used in some games by Entertainment Software Partners.
  203. @item RPL/ARMovie @tab @tab X
  204. @item Lego Mindstorms RSO @tab X @tab X
  205. @item RTMP @tab X @tab X
  206. @tab Output is performed by publishing stream to RTMP server
  207. @item RTP @tab X @tab X
  208. @item RTSP @tab X @tab X
  209. @item SAP @tab X @tab X
  210. @item SDP @tab @tab X
  211. @item Sega FILM/CPK @tab @tab X
  212. @tab Used in many Sega Saturn console games.
  213. @item Sierra SOL @tab @tab X
  214. @tab .sol files used in Sierra Online games.
  215. @item Sierra VMD @tab @tab X
  216. @tab Used in Sierra CD-ROM games.
  217. @item Smacker @tab @tab X
  218. @tab Multimedia format used by many games.
  219. @item Sony OpenMG (OMA) @tab @tab X
  220. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  221. @item Sony PlayStation STR @tab @tab X
  222. @item Sony Wave64 (W64) @tab @tab X
  223. @item SoX native format @tab X @tab X
  224. @item SUN AU format @tab X @tab X
  225. @item Text files @tab @tab X
  226. @item THP @tab @tab X
  227. @tab Used on the Nintendo GameCube.
  228. @item Tiertex Limited SEQ @tab @tab X
  229. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  230. @item True Audio @tab @tab X
  231. @item VC-1 test bitstream @tab X @tab X
  232. @item WAV @tab X @tab X
  233. @item WavPack @tab @tab X
  234. @item WebM @tab X @tab X
  235. @item Windows Televison (WTV) @tab @tab X
  236. @item Wing Commander III movie @tab @tab X
  237. @tab Multimedia format used in Origin's Wing Commander III computer game.
  238. @item Westwood Studios audio @tab @tab X
  239. @tab Multimedia format used in Westwood Studios games.
  240. @item Westwood Studios VQA @tab @tab X
  241. @tab Multimedia format used in Westwood Studios games.
  242. @item YUV4MPEG pipe @tab X @tab X
  243. @item Psygnosis YOP @tab @tab X
  244. @end multitable
  245. @code{X} means that encoding (resp. decoding) is supported.
  246. @section Image Formats
  247. FFmpeg can read and write images for each frame of a video sequence. The
  248. following image formats are supported:
  249. @multitable @columnfractions .4 .1 .1 .4
  250. @item Name @tab Encoding @tab Decoding @tab Comments
  251. @item .Y.U.V @tab X @tab X
  252. @tab one raw file per component
  253. @item animated GIF @tab X @tab X
  254. @tab Only uncompressed GIFs are generated.
  255. @item BMP @tab X @tab X
  256. @tab Microsoft BMP image
  257. @item DPX @tab @tab X
  258. @tab Digital Picture Exchange
  259. @item JPEG @tab X @tab X
  260. @tab Progressive JPEG is not supported.
  261. @item JPEG 2000 @tab @tab E
  262. @tab decoding supported through external library libopenjpeg
  263. @item JPEG-LS @tab X @tab X
  264. @item LJPEG @tab X @tab
  265. @tab Lossless JPEG
  266. @item PAM @tab X @tab X
  267. @tab PAM is a PNM extension with alpha support.
  268. @item PBM @tab X @tab X
  269. @tab Portable BitMap image
  270. @item PCX @tab X @tab X
  271. @tab PC Paintbrush
  272. @item PGM @tab X @tab X
  273. @tab Portable GrayMap image
  274. @item PGMYUV @tab X @tab X
  275. @tab PGM with U and V components in YUV 4:2:0
  276. @item PIC @tab @tab X
  277. @tab Pictor/PC Paint
  278. @item PNG @tab X @tab X
  279. @tab 2/4 bpp not supported yet
  280. @item PPM @tab X @tab X
  281. @tab Portable PixelMap image
  282. @item PTX @tab @tab X
  283. @tab V.Flash PTX format
  284. @item SGI @tab X @tab X
  285. @tab SGI RGB image format
  286. @item Sun Rasterfile @tab @tab X
  287. @tab Sun RAS image format
  288. @item TIFF @tab X @tab X
  289. @tab YUV, JPEG and some extension is not supported yet.
  290. @item Truevision Targa @tab X @tab X
  291. @tab Targa (.TGA) image format
  292. @end multitable
  293. @code{X} means that encoding (resp. decoding) is supported.
  294. @code{E} means that support is provided through an external library.
  295. @section Video Codecs
  296. @multitable @columnfractions .4 .1 .1 .4
  297. @item Name @tab Encoding @tab Decoding @tab Comments
  298. @item 4X Movie @tab @tab X
  299. @tab Used in certain computer games.
  300. @item 8088flex TMV @tab @tab X
  301. @item 8SVX exponential @tab @tab X
  302. @item 8SVX fibonacci @tab @tab X
  303. @item A64 multicolor @tab X @tab
  304. @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
  305. @item American Laser Games MM @tab @tab X
  306. @tab Used in games like Mad Dog McCree.
  307. @item AMV Video @tab @tab X
  308. @tab Used in Chinese MP3 players.
  309. @item ANSI/ASCII art @tab @tab X
  310. @item Apple MJPEG-B @tab @tab X
  311. @item Apple QuickDraw @tab @tab X
  312. @tab fourcc: qdrw
  313. @item Asus v1 @tab X @tab X
  314. @tab fourcc: ASV1
  315. @item Asus v2 @tab X @tab X
  316. @tab fourcc: ASV2
  317. @item ATI VCR1 @tab @tab X
  318. @tab fourcc: VCR1
  319. @item ATI VCR2 @tab @tab X
  320. @tab fourcc: VCR2
  321. @item Auravision Aura @tab @tab X
  322. @item Auravision Aura 2 @tab @tab X
  323. @item Autodesk Animator Flic video @tab @tab X
  324. @item Autodesk RLE @tab @tab X
  325. @tab fourcc: AASC
  326. @item AVS (Audio Video Standard) video @tab @tab X
  327. @tab Video encoding used by the Creature Shock game.
  328. @item Beam Software VB @tab @tab X
  329. @item Bethesda VID video @tab @tab X
  330. @tab Used in some games from Bethesda Softworks.
  331. @item Bink Video @tab @tab X
  332. @tab Support for version 'b' is missing.
  333. @item Brute Force & Ignorance @tab @tab X
  334. @tab Used in the game Flash Traffic: City of Angels.
  335. @item C93 video @tab @tab X
  336. @tab Codec used in Cyberia game.
  337. @item CamStudio @tab @tab X
  338. @tab fourcc: CSCD
  339. @item CD+G @tab @tab X
  340. @tab Video codec for CD+G karaoke disks
  341. @item Chinese AVS video @tab E @tab X
  342. @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
  343. @item Delphine Software International CIN video @tab @tab X
  344. @tab Codec used in Delphine Software International games.
  345. @item Cinepak @tab @tab X
  346. @item Cirrus Logic AccuPak @tab @tab X
  347. @tab fourcc: CLJR
  348. @item Creative YUV (CYUV) @tab @tab X
  349. @item Dirac @tab E @tab E
  350. @tab supported through external libdirac/libschroedinger libraries
  351. @item Deluxe Paint Animation @tab @tab X
  352. @item DNxHD @tab X @tab X
  353. @tab aka SMPTE VC3
  354. @item Duck TrueMotion 1.0 @tab @tab X
  355. @tab fourcc: DUCK
  356. @item Duck TrueMotion 2.0 @tab @tab X
  357. @tab fourcc: TM20
  358. @item DV (Digital Video) @tab X @tab X
  359. @item Feeble Files/ScummVM DXA @tab @tab X
  360. @tab Codec originally used in Feeble Files game.
  361. @item Electronic Arts CMV video @tab @tab X
  362. @tab Used in NHL 95 game.
  363. @item Electronic Arts Madcow video @tab @tab X
  364. @item Electronic Arts TGV video @tab @tab X
  365. @item Electronic Arts TGQ video @tab @tab X
  366. @item Electronic Arts TQI video @tab @tab X
  367. @item Escape 124 @tab @tab X
  368. @item FFmpeg video codec #1 @tab X @tab X
  369. @tab experimental lossless codec (fourcc: FFV1)
  370. @item Flash Screen Video v1 @tab X @tab X
  371. @tab fourcc: FSV1
  372. @item Flash Video (FLV) @tab X @tab X
  373. @tab Sorenson H.263 used in Flash
  374. @item Fraps @tab @tab X
  375. @item H.261 @tab X @tab X
  376. @item H.263 / H.263-1996 @tab X @tab X
  377. @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
  378. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
  379. @tab encoding supported through external library libx264
  380. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
  381. @item HuffYUV @tab X @tab X
  382. @item HuffYUV FFmpeg variant @tab X @tab X
  383. @item IBM Ultimotion @tab @tab X
  384. @tab fourcc: ULTI
  385. @item id Cinematic video @tab @tab X
  386. @tab Used in Quake II.
  387. @item id RoQ video @tab X @tab X
  388. @tab Used in Quake III, Jedi Knight 2, other computer games.
  389. @item IFF ILBM @tab @tab X
  390. @tab IFF interlaved bitmap
  391. @item IFF ByteRun1 @tab @tab X
  392. @tab IFF run length encoded bitmap
  393. @item Intel H.263 @tab @tab X
  394. @item Intel Indeo 2 @tab @tab X
  395. @item Intel Indeo 3 @tab @tab X
  396. @item Intel Indeo 5 @tab @tab X
  397. @item Interplay C93 @tab @tab X
  398. @tab Used in the game Cyberia from Interplay.
  399. @item Interplay MVE video @tab @tab X
  400. @tab Used in Interplay .MVE files.
  401. @item Karl Morton's video codec @tab @tab X
  402. @tab Codec used in Worms games.
  403. @item Kega Game Video (KGV1) @tab @tab X
  404. @tab Kega emulator screen capture codec.
  405. @item LCL (LossLess Codec Library) MSZH @tab @tab X
  406. @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
  407. @item LOCO @tab @tab X
  408. @item lossless MJPEG @tab X @tab X
  409. @item Microsoft RLE @tab @tab X
  410. @item Microsoft Video 1 @tab @tab X
  411. @item Mimic @tab @tab X
  412. @tab Used in MSN Messenger Webcam streams.
  413. @item Miro VideoXL @tab @tab X
  414. @tab fourcc: VIXL
  415. @item MJPEG (Motion JPEG) @tab X @tab X
  416. @item Motion Pixels video @tab @tab X
  417. @item MPEG-1 video @tab X @tab X
  418. @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
  419. @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
  420. @item MPEG-2 video @tab X @tab X
  421. @item MPEG-4 part 2 @tab X @tab X
  422. @ libxvidcore can be used alternatively for encoding.
  423. @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
  424. @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
  425. @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
  426. @item Nintendo Gamecube THP video @tab @tab X
  427. @item NuppelVideo/RTjpeg @tab @tab X
  428. @tab Video encoding used in NuppelVideo files.
  429. @item On2 VP3 @tab @tab X
  430. @tab still experimental
  431. @item On2 VP5 @tab @tab X
  432. @tab fourcc: VP50
  433. @item On2 VP6 @tab @tab X
  434. @tab fourcc: VP60,VP61,VP62
  435. @item VP8 @tab E @tab X
  436. @tab fourcc: VP80, encoding supported through external library libvpx
  437. @item planar RGB @tab @tab X
  438. @tab fourcc: 8BPS
  439. @item Q-team QPEG @tab @tab X
  440. @tab fourccs: QPEG, Q1.0, Q1.1
  441. @item QuickTime 8BPS video @tab @tab X
  442. @item QuickTime Animation (RLE) video @tab X @tab X
  443. @tab fourcc: 'rle '
  444. @item QuickTime Graphics (SMC) @tab @tab X
  445. @tab fourcc: 'smc '
  446. @item QuickTime video (RPZA) @tab @tab X
  447. @tab fourcc: rpza
  448. @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
  449. @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
  450. @item Raw Video @tab X @tab X
  451. @item RealVideo 1.0 @tab X @tab X
  452. @item RealVideo 2.0 @tab X @tab X
  453. @item RealVideo 3.0 @tab @tab X
  454. @tab still far from ideal
  455. @item RealVideo 4.0 @tab @tab X
  456. @item Renderware TXD (TeXture Dictionary) @tab @tab X
  457. @tab Texture dictionaries used by the Renderware Engine.
  458. @item RL2 video @tab @tab X
  459. @tab used in some games by Entertainment Software Partners
  460. @item Sierra VMD video @tab @tab X
  461. @tab Used in Sierra VMD files.
  462. @item Smacker video @tab @tab X
  463. @tab Video encoding used in Smacker.
  464. @item SMPTE VC-1 @tab @tab X
  465. @item Snow @tab X @tab X
  466. @tab experimental wavelet codec (fourcc: SNOW)
  467. @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
  468. @item Sorenson Vector Quantizer 1 @tab X @tab X
  469. @tab fourcc: SVQ1
  470. @item Sorenson Vector Quantizer 3 @tab @tab X
  471. @tab fourcc: SVQ3
  472. @item Sunplus JPEG (SP5X) @tab @tab X
  473. @tab fourcc: SP5X
  474. @item TechSmith Screen Capture Codec @tab @tab X
  475. @tab fourcc: TSCC
  476. @item Theora @tab E @tab X
  477. @tab encoding supported through external library libtheora
  478. @item Tiertex Limited SEQ video @tab @tab X
  479. @tab Codec used in DOS CD-ROM FlashBack game.
  480. @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
  481. @item VMware Screen Codec / VMware Video @tab @tab X
  482. @tab Codec used in videos captured by VMware.
  483. @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
  484. @item Windows Media Video 7 @tab X @tab X
  485. @item Windows Media Video 8 @tab X @tab X
  486. @item Windows Media Video 9 @tab @tab X
  487. @tab not completely working
  488. @item Wing Commander III / Xan @tab @tab X
  489. @tab Used in Wing Commander III .MVE files.
  490. @item Winnov WNV1 @tab @tab X
  491. @item WMV7 @tab X @tab X
  492. @item YAMAHA SMAF @tab X @tab X
  493. @item Psygnosis YOP Video @tab @tab X
  494. @item ZLIB @tab X @tab X
  495. @tab part of LCL, encoder experimental
  496. @item Zip Motion Blocks Video @tab X @tab X
  497. @tab Encoder works only in PAL8.
  498. @end multitable
  499. @code{X} means that encoding (resp. decoding) is supported.
  500. @code{E} means that support is provided through an external library.
  501. @section Audio Codecs
  502. @multitable @columnfractions .4 .1 .1 .4
  503. @item Name @tab Encoding @tab Decoding @tab Comments
  504. @item 8SVX audio @tab @tab X
  505. @item AAC @tab E @tab X
  506. @tab encoding supported through external library libfaac
  507. @item AC-3 @tab IX @tab X
  508. @item ADPCM 4X Movie @tab @tab X
  509. @item ADPCM CDROM XA @tab @tab X
  510. @item ADPCM Creative Technology @tab @tab X
  511. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  512. @item ADPCM Electronic Arts @tab @tab X
  513. @tab Used in various EA titles.
  514. @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
  515. @tab Used in Sim City 3000.
  516. @item ADPCM Electronic Arts R1 @tab @tab X
  517. @item ADPCM Electronic Arts R2 @tab @tab X
  518. @item ADPCM Electronic Arts R3 @tab @tab X
  519. @item ADPCM Electronic Arts XAS @tab @tab X
  520. @item ADPCM G.722 @tab X @tab X
  521. @item ADPCM G.726 @tab X @tab X
  522. @item ADPCM IMA AMV @tab @tab X
  523. @tab Used in AMV files
  524. @item ADPCM IMA Electronic Arts EACS @tab @tab X
  525. @item ADPCM IMA Electronic Arts SEAD @tab @tab X
  526. @item ADPCM IMA Funcom @tab @tab X
  527. @item ADPCM IMA QuickTime @tab X @tab X
  528. @item ADPCM IMA Loki SDL MJPEG @tab @tab X
  529. @item ADPCM IMA WAV @tab X @tab X
  530. @item ADPCM IMA Westwood @tab @tab X
  531. @item ADPCM ISS IMA @tab @tab X
  532. @tab Used in FunCom games.
  533. @item ADPCM IMA Duck DK3 @tab @tab X
  534. @tab Used in some Sega Saturn console games.
  535. @item ADPCM IMA Duck DK4 @tab @tab X
  536. @tab Used in some Sega Saturn console games.
  537. @item ADPCM Microsoft @tab X @tab X
  538. @item ADPCM MS IMA @tab X @tab X
  539. @item ADPCM Nintendo Gamecube THP @tab @tab X
  540. @item ADPCM QT IMA @tab X @tab X
  541. @item ADPCM SEGA CRI ADX @tab X @tab X
  542. @tab Used in Sega Dreamcast games.
  543. @item ADPCM Shockwave Flash @tab X @tab X
  544. @item ADPCM SMJPEG IMA @tab @tab X
  545. @tab Used in certain Loki game ports.
  546. @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
  547. @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
  548. @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
  549. @item ADPCM Westwood Studios IMA @tab @tab X
  550. @tab Used in Westwood Studios games like Command and Conquer.
  551. @item ADPCM Yamaha @tab X @tab X
  552. @item AMR-NB @tab E @tab X
  553. @tab encoding supported through external library libopencore-amrnb
  554. @item AMR-WB @tab @tab X
  555. @item Apple lossless audio @tab X @tab X
  556. @tab QuickTime fourcc 'alac'
  557. @item Atrac 1 @tab @tab X
  558. @item Atrac 3 @tab @tab X
  559. @item Bink Audio @tab @tab X
  560. @tab Used in Bink and Smacker files in many games.
  561. @item Delphine Software International CIN audio @tab @tab X
  562. @tab Codec used in Delphine Software International games.
  563. @item COOK @tab @tab X
  564. @tab All versions except 5.1 are supported.
  565. @item DCA (DTS Coherent Acoustics) @tab @tab X
  566. @item DPCM id RoQ @tab X @tab X
  567. @tab Used in Quake III, Jedi Knight 2, other computer games.
  568. @item DPCM Interplay @tab @tab X
  569. @tab Used in various Interplay computer games.
  570. @item DPCM Sierra Online @tab @tab X
  571. @tab Used in Sierra Online game audio files.
  572. @item DPCM Sol @tab @tab X
  573. @item DPCM Xan @tab @tab X
  574. @tab Used in Origin's Wing Commander IV AVI files.
  575. @item DSP Group TrueSpeech @tab @tab X
  576. @item DV audio @tab @tab X
  577. @item Enhanced AC-3 @tab @tab X
  578. @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
  579. @item GSM @tab E @tab X
  580. @tab encoding supported through external library libgsm
  581. @item GSM Microsoft variant @tab E @tab X
  582. @tab encoding supported through external library libgsm
  583. @item IMC (Intel Music Coder) @tab @tab X
  584. @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
  585. @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
  586. @item MLP (Meridian Lossless Packing) @tab @tab X
  587. @tab Used in DVD-Audio discs.
  588. @item Monkey's Audio @tab @tab X
  589. @tab Only versions 3.97-3.99 are supported.
  590. @item MP1 (MPEG audio layer 1) @tab @tab IX
  591. @item MP2 (MPEG audio layer 2) @tab IX @tab IX
  592. @item MP3 (MPEG audio layer 3) @tab E @tab IX
  593. @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
  594. @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
  595. @item Musepack SV7 @tab @tab X
  596. @item Musepack SV8 @tab @tab X
  597. @item Nellymoser Asao @tab X @tab X
  598. @item PCM A-law @tab X @tab X
  599. @item PCM mu-law @tab X @tab X
  600. @item PCM 16-bit little-endian planar @tab @tab X
  601. @item PCM 32-bit floating point big-endian @tab X @tab X
  602. @item PCM 32-bit floating point little-endian @tab X @tab X
  603. @item PCM 64-bit floating point big-endian @tab X @tab X
  604. @item PCM 64-bit floating point little-endian @tab X @tab X
  605. @item PCM D-Cinema audio signed 24-bit @tab X @tab X
  606. @item PCM signed 8-bit @tab X @tab X
  607. @item PCM signed 16-bit big-endian @tab X @tab X
  608. @item PCM signed 16-bit little-endian @tab X @tab X
  609. @item PCM signed 24-bit big-endian @tab X @tab X
  610. @item PCM signed 24-bit little-endian @tab X @tab X
  611. @item PCM signed 32-bit big-endian @tab X @tab X
  612. @item PCM signed 32-bit little-endian @tab X @tab X
  613. @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
  614. @item PCM unsigned 8-bit @tab X @tab X
  615. @item PCM unsigned 16-bit big-endian @tab X @tab X
  616. @item PCM unsigned 16-bit little-endian @tab X @tab X
  617. @item PCM unsigned 24-bit big-endian @tab X @tab X
  618. @item PCM unsigned 24-bit little-endian @tab X @tab X
  619. @item PCM unsigned 32-bit big-endian @tab X @tab X
  620. @item PCM unsigned 32-bit little-endian @tab X @tab X
  621. @item PCM Zork @tab X @tab X
  622. @item QCELP / PureVoice @tab @tab X
  623. @item QDesign Music Codec 2 @tab @tab X
  624. @tab There are still some distortions.
  625. @item RealAudio 1.0 (14.4K) @tab X @tab X
  626. @tab Real 14400 bit/s codec
  627. @item RealAudio 2.0 (28.8K) @tab @tab X
  628. @tab Real 28800 bit/s codec
  629. @item RealAudio 3.0 (dnet) @tab IX @tab X
  630. @tab Real low bitrate AC-3 codec
  631. @item RealAudio SIPR / ACELP.NET @tab @tab X
  632. @item Shorten @tab @tab X
  633. @item Sierra VMD audio @tab @tab X
  634. @tab Used in Sierra VMD files.
  635. @item Smacker audio @tab @tab X
  636. @item Sonic @tab X @tab X
  637. @tab experimental codec
  638. @item Sonic lossless @tab X @tab X
  639. @tab experimental codec
  640. @item Speex @tab @tab E
  641. @tab supported through external library libspeex
  642. @item True Audio (TTA) @tab @tab X
  643. @item TrueHD @tab @tab X
  644. @tab Used in HD-DVD and Blu-Ray discs.
  645. @item TwinVQ (VQF flavor) @tab @tab X
  646. @item Vorbis @tab E @tab X
  647. @tab A native but very primitive encoder exists.
  648. @item WavPack @tab @tab X
  649. @item Westwood Audio (SND1) @tab @tab X
  650. @item Windows Media Audio 1 @tab X @tab X
  651. @item Windows Media Audio 2 @tab X @tab X
  652. @item Windows Media Audio Pro @tab @tab X
  653. @item Windows Media Audio Voice @tab @tab X
  654. @end multitable
  655. @code{X} means that encoding (resp. decoding) is supported.
  656. @code{E} means that support is provided through an external library.
  657. @code{I} means that an integer-only version is available, too (ensures high
  658. performance on systems without hardware floating point support).
  659. @section Subtitle Formats
  660. @multitable @columnfractions .4 .1 .1 .1 .1
  661. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
  662. @item SSA/ASS @tab X @tab X
  663. @item DVB @tab X @tab X @tab X @tab X
  664. @item DVD @tab X @tab X @tab X @tab X
  665. @item PGS @tab @tab @tab @tab X
  666. @item SubRip (SRT) @tab X @tab X
  667. @item XSUB @tab @tab @tab X @tab X
  668. @end multitable
  669. @code{X} means that the feature is supported.
  670. @section Network Protocols
  671. @multitable @columnfractions .4 .1
  672. @item Name @tab Support
  673. @item file @tab X
  674. @item Gopher @tab X
  675. @item HTTP @tab X
  676. @item MMS @tab X
  677. @item pipe @tab X
  678. @item RTP @tab X
  679. @item TCP @tab X
  680. @item UDP @tab X
  681. @end multitable
  682. @code{X} means that the protocol is supported.
  683. @section Input/Output Devices
  684. @multitable @columnfractions .4 .1 .1
  685. @item Name @tab Input @tab Output
  686. @item ALSA @tab X @tab X
  687. @item BKTR @tab X @tab
  688. @item DV1394 @tab X @tab
  689. @item JACK @tab X @tab
  690. @item LIBDC1394 @tab X @tab
  691. @item OSS @tab X @tab X
  692. @item Video4Linux @tab X @tab
  693. @item Video4Linux2 @tab X @tab
  694. @item VfW capture @tab X @tab
  695. @item X11 grabbing @tab X @tab
  696. @end multitable
  697. @code{X} means that input/output is supported.
  698. @chapter Platform Specific information
  699. @section DOS
  700. Using a cross-compiler is preferred for various reasons.
  701. @subsection DJGPP
  702. FFmpeg cannot be compiled because of broken system headers, add
  703. @code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
  704. workaround.
  705. @section OS/2
  706. For information about compiling FFmpeg on OS/2 see
  707. @url{http://www.edm2.com/index.php/FFmpeg}.
  708. @section Unix-like
  709. Some parts of FFmpeg cannot be built with version 2.15 of the GNU
  710. assembler which is still provided by a few AMD64 distributions. To
  711. make sure your compiler really uses the required version of gas
  712. after a binutils upgrade, run:
  713. @example
  714. $(gcc -print-prog-name=as) --version
  715. @end example
  716. If not, then you should install a different compiler that has no
  717. hard-coded path to gas. In the worst case pass @code{--disable-asm}
  718. to configure.
  719. @subsection BSD
  720. BSD make will not build FFmpeg, you need to install and use GNU Make
  721. (@file{gmake}).
  722. @subsubsection FreeBSD
  723. FreeBSD will not compile out-of-the-box due to broken system headers.
  724. Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
  725. around the problem. This may have unexpected sideeffects, so use it at
  726. your own risk. If you care about FreeBSD, please make an attempt at
  727. getting the system headers fixed.
  728. @subsection (Open)Solaris
  729. GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
  730. standard Solaris Make will not work. When building with a non-c99 front-end
  731. (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
  732. or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
  733. since the libc is not c99-compliant by default. The probes performed by
  734. configure may raise an exception leading to the death of configure itself
  735. due to a bug in the system shell. Simply invoke a different shell such as
  736. bash directly to work around this:
  737. @example
  738. bash ./configure
  739. @end example
  740. @subsection Darwin (MacOS X, iPhone)
  741. MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
  742. @url{http://github.com/yuvi/gas-preprocessor} to build the optimized
  743. assembler functions. Just download the Perl script and put it somewhere
  744. in your PATH, FFmpeg's configure will pick it up automatically.
  745. @section Windows
  746. To get help and instructions for building FFmpeg under Windows, check out
  747. the FFmpeg Windows Help Forum at
  748. @url{http://ffmpeg.arrozcru.org/}.
  749. @subsection Native Windows compilation
  750. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  751. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  752. You can find detailed installation
  753. instructions in the download section and the FAQ.
  754. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  755. installer provides. It also requires coreutils to be installed and many other
  756. packages updated to the latest version. The minimum version for some packages
  757. are listed below:
  758. @itemize
  759. @item bash 3.1
  760. @item msys-make 3.81-2 (note: not mingw32-make)
  761. @item w32api 3.13
  762. @item mingw-runtime 3.15
  763. @end itemize
  764. FFmpeg automatically passes @code{-fno-common} to the compiler to work around
  765. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  766. Within the MSYS shell, configure and make with:
  767. @example
  768. ./configure --enable-memalign-hack
  769. make
  770. make install
  771. @end example
  772. This will install @file{ffmpeg.exe} along with many other development files
  773. to @file{/usr/local}. You may specify another install path using the
  774. @code{--prefix} option in @file{configure}.
  775. Notes:
  776. @itemize
  777. @item Building natively using MSYS can be sped up by disabling implicit rules
  778. in the Makefile by calling @code{make -r} instead of plain @code{make}. This
  779. speed up is close to non-existent for normal one-off builds and is only
  780. noticeable when running make for a second time (for example in
  781. @code{make install}).
  782. @item In order to compile FFplay, you must have the MinGW development library
  783. of SDL. Get it from @url{http://www.libsdl.org}.
  784. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  785. where SDL was installed. Verify that @file{sdl-config} can be launched from
  786. the MSYS command line.
  787. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  788. you can build libavutil, libavcodec and libavformat as DLLs.
  789. @end itemize
  790. @subsection Microsoft Visual C++ compatibility
  791. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  792. want to use the libav* libraries in your own applications, you can still
  793. compile those applications using MSVC++. But the libav* libraries you link
  794. to @emph{must} be built with MinGW. However, you will not be able to debug
  795. inside the libav* libraries, since MSVC++ does not recognize the debug
  796. symbols generated by GCC.
  797. We strongly recommend you to move over from MSVC++ to MinGW tools.
  798. This description of how to use the FFmpeg libraries with MSVC++ is based on
  799. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  800. you might have to modify the procedures slightly.
  801. @subsubsection Using static libraries
  802. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  803. @enumerate
  804. @item Create a new console application ("File / New / Project") and then
  805. select "Win32 Console Application". On the appropriate page of the
  806. Application Wizard, uncheck the "Precompiled headers" option.
  807. @item Write the source code for your application, or, for testing, just
  808. copy the code from an existing sample application into the source file
  809. that MSVC++ has already created for you. For example, you can copy
  810. @file{libavformat/output-example.c} from the FFmpeg distribution.
  811. @item Open the "Project / Properties" dialog box. In the "Configuration"
  812. combo box, select "All Configurations" so that the changes you make will
  813. affect both debug and release builds. In the tree view on the left hand
  814. side, select "C/C++ / General", then edit the "Additional Include
  815. Directories" setting to contain the path where the FFmpeg includes were
  816. installed (i.e. @file{c:\msys\1.0\local\include}).
  817. Do not add MinGW's include directory here, or the include files will
  818. conflict with MSVC's.
  819. @item Still in the "Project / Properties" dialog box, select
  820. "Linker / General" from the tree view and edit the
  821. "Additional Library Directories" setting to contain the @file{lib}
  822. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  823. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  824. and the directory where MinGW's GCC libs are installed
  825. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  826. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  827. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  828. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  829. to the end of "Additional Dependencies".
  830. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  831. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  832. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  833. the "Configuration" combo box and make sure that "Runtime Library" is
  834. set to "Multi-threaded DLL".
  835. @item Click "OK" to close the "Project / Properties" dialog box.
  836. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  837. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  838. and install it in MSVC++'s include directory
  839. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  840. @item MSVC++ also does not understand the @code{inline} keyword used by
  841. FFmpeg, so you must add this line before @code{#include}ing libav*:
  842. @example
  843. #define inline _inline
  844. @end example
  845. @item Build your application, everything should work.
  846. @end enumerate
  847. @subsubsection Using shared libraries
  848. This is how to create DLL and LIB files that are compatible with MSVC++:
  849. @enumerate
  850. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  851. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  852. The standard location for @file{vcvars32.bat} is
  853. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  854. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  855. If this corresponds to your setup, add the following line as the first line
  856. of @file{msys.bat}:
  857. @example
  858. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  859. @end example
  860. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  861. and run @file{c:\msys\1.0\msys.bat} from there.
  862. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  863. from @file{Microsoft (R) Library Manager}, this means your environment
  864. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  865. is on the path and will be used by FFmpeg to create
  866. MSVC++-compatible import libraries.
  867. @item Build FFmpeg with
  868. @example
  869. ./configure --enable-shared --enable-memalign-hack
  870. make
  871. make install
  872. @end example
  873. Your install path (@file{/usr/local/} by default) should now have the
  874. necessary DLL and LIB files under the @file{bin} directory.
  875. @end enumerate
  876. To use those files with MSVC++, do the same as you would do with
  877. the static libraries, as described above. But in Step 4,
  878. you should only need to add the directory where the LIB files are installed
  879. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  880. installed in the @file{bin} directory. And instead of adding the static
  881. libraries (@file{libxxx.a} files) you should add the MSVC import libraries
  882. (@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
  883. @file{avutil.lib}). Note that you should not use the GCC import
  884. libraries (@file{libxxx.dll.a} files), as these will give you undefined
  885. reference errors. There should be no need for @file{libmingwex.a},
  886. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  887. statically linked into the DLLs. The @file{bin} directory contains a bunch
  888. of DLL files, but the ones that are actually used to run your application
  889. are the ones with a major version number in their filenames
  890. (i.e. @file{avcodec-51.dll}).
  891. FFmpeg headers do not declare global data for Windows DLLs through the usual
  892. dllexport/dllimport interface. Such data will be exported properly while
  893. building, but to use them in your MSVC++ code you will have to edit the
  894. appropriate headers and mark the data as dllimport. For example, in
  895. libavutil/pixdesc.h you should have:
  896. @example
  897. extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
  898. @end example
  899. @subsection Cross compilation for Windows with Linux
  900. You must use the MinGW cross compilation tools available at
  901. @url{http://www.mingw.org/}.
  902. Then configure FFmpeg with the following options:
  903. @example
  904. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  905. @end example
  906. (you can change the cross-prefix according to the prefix chosen for the
  907. MinGW tools).
  908. Then you can easily test FFmpeg with Wine
  909. (@url{http://www.winehq.com/}).
  910. @subsection Compilation under Cygwin
  911. Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
  912. llrint() in its C library.
  913. Install your Cygwin with all the "Base" packages, plus the
  914. following "Devel" ones:
  915. @example
  916. binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
  917. @end example
  918. And the following "Utils" one:
  919. @example
  920. diffutils
  921. @end example
  922. Then run
  923. @example
  924. ./configure --enable-static --disable-shared
  925. @end example
  926. to make a static build.
  927. The current @code{gcc4-core} package is buggy and needs this flag to build
  928. shared libraries:
  929. @example
  930. ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
  931. @end example
  932. If you want to build FFmpeg with additional libraries, download Cygwin
  933. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  934. @example
  935. libogg-devel, libvorbis-devel
  936. @end example
  937. These library packages are only available from Cygwin Ports
  938. (@url{http://sourceware.org/cygwinports/}) :
  939. @example
  940. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
  941. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  942. libxvidcore-devel
  943. @end example
  944. The recommendation for libnut and x264 is to build them from source by
  945. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  946. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  947. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  948. @subsection Crosscompilation for Windows under Cygwin
  949. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  950. Just install your Cygwin as explained before, plus these additional
  951. "Devel" packages:
  952. @example
  953. gcc-mingw-core, mingw-runtime, mingw-zlib
  954. @end example
  955. and add some special flags to your configure invocation.
  956. For a static build run
  957. @example
  958. ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  959. @end example
  960. and for a build with shared libraries
  961. @example
  962. ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  963. @end example
  964. @bye