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- \input texinfo @c -*- texinfo -*-
- @settitle General Documentation
- @titlepage
- @sp 7
- @center @titlefont{General Documentation}
- @sp 3
- @end titlepage
- @chapter external libraries
- FFmpeg can be hooked up with a number of external libraries to add support
- for more formats. None of them are used by default, their use has to be
- explicitly requested by passing the appropriate flags to @file{./configure}.
- @section OpenCORE AMR
- FFmpeg can make use of the OpenCORE libraries for AMR-NB
- decoding/encoding and AMR-WB decoding.
- Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
- installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
- @code{--enable-libopencore-amrwb} to configure to enable the libraries.
- Note that OpenCORE is under the Apache License 2.0 (see
- @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
- incompatible with the LGPL version 2.1 and GPL version 2. You have to
- upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
- GPL components, GPL version 3) to use it.
- @chapter Supported File Formats and Codecs
- You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
- @section File Formats
- FFmpeg supports the following file formats through the @code{libavformat}
- library:
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item 4xm @tab @tab X
- @tab 4X Technologies format, used in some games.
- @item 8088flex TMV @tab @tab X
- @item Adobe Filmstrip @tab X @tab X
- @item Audio IFF (AIFF) @tab X @tab X
- @item American Laser Games MM @tab @tab X
- @tab Multimedia format used in games like Mad Dog McCree.
- @item 3GPP AMR @tab X @tab X
- @item Apple HTTP Live Streaming @tab @tab X
- @item ASF @tab X @tab X
- @item AVI @tab X @tab X
- @item AVISynth @tab @tab X
- @item AVS @tab @tab X
- @tab Multimedia format used by the Creature Shock game.
- @item Beam Software SIFF @tab @tab X
- @tab Audio and video format used in some games by Beam Software.
- @item Bethesda Softworks VID @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- @item Bink @tab @tab X
- @tab Multimedia format used by many games.
- @item Brute Force & Ignorance @tab @tab X
- @tab Used in the game Flash Traffic: City of Angels.
- @item Interplay C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- @item Delphine Software International CIN @tab @tab X
- @tab Multimedia format used by Delphine Software games.
- @item CD+G @tab @tab X
- @tab Video format used by CD+G karaoke disks
- @item Core Audio Format @tab @tab X
- @tab Apple Core Audio Format
- @item CRC testing format @tab X @tab
- @item Creative Voice @tab X @tab X
- @tab Created for the Sound Blaster Pro.
- @item CRYO APC @tab @tab X
- @tab Audio format used in some games by CRYO Interactive Entertainment.
- @item D-Cinema audio @tab X @tab X
- @item Deluxe Paint Animation @tab @tab X
- @item DV video @tab X @tab X
- @item DXA @tab @tab X
- @tab This format is used in the non-Windows version of the Feeble Files
- game and different game cutscenes repacked for use with ScummVM.
- @item Electronic Arts cdata @tab @tab X
- @item Electronic Arts Multimedia @tab @tab X
- @tab Used in various EA games; files have extensions like WVE and UV2.
- @item FFM (FFserver live feed) @tab X @tab X
- @item Flash (SWF) @tab X @tab X
- @item Flash 9 (AVM2) @tab X @tab X
- @tab Only embedded audio is decoded.
- @item FLI/FLC/FLX animation @tab @tab X
- @tab .fli/.flc files
- @item Flash Video (FLV) @tab @tab X
- @tab Macromedia Flash video files
- @item framecrc testing format @tab X @tab
- @item FunCom ISS @tab @tab X
- @tab Audio format used in various games from FunCom like The Longest Journey.
- @item GIF Animation @tab X @tab
- @item GXF @tab X @tab X
- @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
- playout servers.
- @item id Quake II CIN video @tab @tab X
- @item id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item IEC61937 encapsulation @tab X @tab X
- @item IFF @tab @tab X
- @tab Interchange File Format
- @item Interplay MVE @tab @tab X
- @tab Format used in various Interplay computer games.
- @item IV8 @tab @tab X
- @tab A format generated by IndigoVision 8000 video server.
- @item IVF (On2) @tab X @tab X
- @tab A format used by libvpx
- @item LMLM4 @tab @tab X
- @tab Used by Linux Media Labs MPEG-4 PCI boards
- @item LXF @tab @tab X
- @tab VR native stream format, used by Leitch/Harris' video servers.
- @item Matroska @tab X @tab X
- @item Matroska audio @tab X @tab
- @item FFmpeg metadata @tab X @tab X
- @tab Metadata in text format.
- @item MAXIS XA @tab @tab X
- @tab Used in Sim City 3000; file extension .xa.
- @item MD Studio @tab @tab X
- @item Mobotix .mxg @tab @tab X
- @item Monkey's Audio @tab @tab X
- @item Motion Pixels MVI @tab @tab X
- @item MOV/QuickTime/MP4 @tab X @tab X
- @tab 3GP, 3GP2, PSP, iPod variants supported
- @item MP2 @tab X @tab X
- @item MP3 @tab X @tab X
- @item MPEG-1 System @tab X @tab X
- @tab muxed audio and video, VCD format supported
- @item MPEG-PS (program stream) @tab X @tab X
- @tab also known as @code{VOB} file, SVCD and DVD format supported
- @item MPEG-TS (transport stream) @tab X @tab X
- @tab also known as DVB Transport Stream
- @item MPEG-4 @tab X @tab X
- @tab MPEG-4 is a variant of QuickTime.
- @item MIME multipart JPEG @tab X @tab
- @item MSN TCP webcam @tab @tab X
- @tab Used by MSN Messenger webcam streams.
- @item MTV @tab @tab X
- @item Musepack @tab @tab X
- @item Musepack SV8 @tab @tab X
- @item Material eXchange Format (MXF) @tab X @tab X
- @tab SMPTE 377M, used by D-Cinema, broadcast industry.
- @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
- @tab SMPTE 386M, D-10/IMX Mapping.
- @item NC camera feed @tab @tab X
- @tab NC (AVIP NC4600) camera streams
- @item NTT TwinVQ (VQF) @tab @tab X
- @tab Nippon Telegraph and Telephone Corporation TwinVQ.
- @item Nullsoft Streaming Video @tab @tab X
- @item NuppelVideo @tab @tab X
- @item NUT @tab X @tab X
- @tab NUT Open Container Format
- @item Ogg @tab X @tab X
- @item TechnoTrend PVA @tab @tab X
- @tab Used by TechnoTrend DVB PCI boards.
- @item QCP @tab @tab X
- @item raw ADTS (AAC) @tab X @tab X
- @item raw AC-3 @tab X @tab X
- @item raw Chinese AVS video @tab X @tab X
- @item raw CRI ADX @tab X @tab X
- @item raw Dirac @tab X @tab X
- @item raw DNxHD @tab X @tab X
- @item raw DTS @tab X @tab X
- @item raw E-AC-3 @tab X @tab X
- @item raw FLAC @tab X @tab X
- @item raw GSM @tab @tab X
- @item raw H.261 @tab X @tab X
- @item raw H.263 @tab X @tab X
- @item raw H.264 @tab X @tab X
- @item raw Ingenient MJPEG @tab @tab X
- @item raw MJPEG @tab X @tab X
- @item raw MLP @tab @tab X
- @item raw MPEG @tab @tab X
- @item raw MPEG-1 @tab @tab X
- @item raw MPEG-2 @tab @tab X
- @item raw MPEG-4 @tab X @tab X
- @item raw NULL @tab X @tab
- @item raw video @tab X @tab X
- @item raw id RoQ @tab X @tab
- @item raw Shorten @tab @tab X
- @item raw TrueHD @tab X @tab X
- @item raw VC-1 @tab @tab X
- @item raw PCM A-law @tab X @tab X
- @item raw PCM mu-law @tab X @tab X
- @item raw PCM signed 8 bit @tab X @tab X
- @item raw PCM signed 16 bit big-endian @tab X @tab X
- @item raw PCM signed 16 bit little-endian @tab X @tab X
- @item raw PCM signed 24 bit big-endian @tab X @tab X
- @item raw PCM signed 24 bit little-endian @tab X @tab X
- @item raw PCM signed 32 bit big-endian @tab X @tab X
- @item raw PCM signed 32 bit little-endian @tab X @tab X
- @item raw PCM unsigned 8 bit @tab X @tab X
- @item raw PCM unsigned 16 bit big-endian @tab X @tab X
- @item raw PCM unsigned 16 bit little-endian @tab X @tab X
- @item raw PCM unsigned 24 bit big-endian @tab X @tab X
- @item raw PCM unsigned 24 bit little-endian @tab X @tab X
- @item raw PCM unsigned 32 bit big-endian @tab X @tab X
- @item raw PCM unsigned 32 bit little-endian @tab X @tab X
- @item raw PCM floating-point 32 bit big-endian @tab X @tab X
- @item raw PCM floating-point 32 bit little-endian @tab X @tab X
- @item raw PCM floating-point 64 bit big-endian @tab X @tab X
- @item raw PCM floating-point 64 bit little-endian @tab X @tab X
- @item RDT @tab @tab X
- @item REDCODE R3D @tab @tab X
- @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
- @item RealMedia @tab X @tab X
- @item Redirector @tab @tab X
- @item Renderware TeXture Dictionary @tab @tab X
- @item RL2 @tab @tab X
- @tab Audio and video format used in some games by Entertainment Software Partners.
- @item RPL/ARMovie @tab @tab X
- @item Lego Mindstorms RSO @tab X @tab X
- @item RTMP @tab X @tab X
- @tab Output is performed by publishing stream to RTMP server
- @item RTP @tab X @tab X
- @item RTSP @tab X @tab X
- @item SAP @tab X @tab X
- @item SDP @tab @tab X
- @item Sega FILM/CPK @tab @tab X
- @tab Used in many Sega Saturn console games.
- @item Sierra SOL @tab @tab X
- @tab .sol files used in Sierra Online games.
- @item Sierra VMD @tab @tab X
- @tab Used in Sierra CD-ROM games.
- @item Smacker @tab @tab X
- @tab Multimedia format used by many games.
- @item Sony OpenMG (OMA) @tab @tab X
- @tab Audio format used in Sony Sonic Stage and Sony Vegas.
- @item Sony PlayStation STR @tab @tab X
- @item Sony Wave64 (W64) @tab @tab X
- @item SoX native format @tab X @tab X
- @item SUN AU format @tab X @tab X
- @item Text files @tab @tab X
- @item THP @tab @tab X
- @tab Used on the Nintendo GameCube.
- @item Tiertex Limited SEQ @tab @tab X
- @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
- @item True Audio @tab @tab X
- @item VC-1 test bitstream @tab X @tab X
- @item WAV @tab X @tab X
- @item WavPack @tab @tab X
- @item WebM @tab X @tab X
- @item Windows Televison (WTV) @tab @tab X
- @item Wing Commander III movie @tab @tab X
- @tab Multimedia format used in Origin's Wing Commander III computer game.
- @item Westwood Studios audio @tab @tab X
- @tab Multimedia format used in Westwood Studios games.
- @item Westwood Studios VQA @tab @tab X
- @tab Multimedia format used in Westwood Studios games.
- @item YUV4MPEG pipe @tab X @tab X
- @item Psygnosis YOP @tab @tab X
- @end multitable
- @code{X} means that encoding (resp. decoding) is supported.
- @section Image Formats
- FFmpeg can read and write images for each frame of a video sequence. The
- following image formats are supported:
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item .Y.U.V @tab X @tab X
- @tab one raw file per component
- @item animated GIF @tab X @tab X
- @tab Only uncompressed GIFs are generated.
- @item BMP @tab X @tab X
- @tab Microsoft BMP image
- @item DPX @tab @tab X
- @tab Digital Picture Exchange
- @item JPEG @tab X @tab X
- @tab Progressive JPEG is not supported.
- @item JPEG 2000 @tab @tab E
- @tab decoding supported through external library libopenjpeg
- @item JPEG-LS @tab X @tab X
- @item LJPEG @tab X @tab
- @tab Lossless JPEG
- @item PAM @tab X @tab X
- @tab PAM is a PNM extension with alpha support.
- @item PBM @tab X @tab X
- @tab Portable BitMap image
- @item PCX @tab X @tab X
- @tab PC Paintbrush
- @item PGM @tab X @tab X
- @tab Portable GrayMap image
- @item PGMYUV @tab X @tab X
- @tab PGM with U and V components in YUV 4:2:0
- @item PIC @tab @tab X
- @tab Pictor/PC Paint
- @item PNG @tab X @tab X
- @tab 2/4 bpp not supported yet
- @item PPM @tab X @tab X
- @tab Portable PixelMap image
- @item PTX @tab @tab X
- @tab V.Flash PTX format
- @item SGI @tab X @tab X
- @tab SGI RGB image format
- @item Sun Rasterfile @tab @tab X
- @tab Sun RAS image format
- @item TIFF @tab X @tab X
- @tab YUV, JPEG and some extension is not supported yet.
- @item Truevision Targa @tab X @tab X
- @tab Targa (.TGA) image format
- @end multitable
- @code{X} means that encoding (resp. decoding) is supported.
- @code{E} means that support is provided through an external library.
- @section Video Codecs
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item 4X Movie @tab @tab X
- @tab Used in certain computer games.
- @item 8088flex TMV @tab @tab X
- @item 8SVX exponential @tab @tab X
- @item 8SVX fibonacci @tab @tab X
- @item A64 multicolor @tab X @tab
- @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
- @item American Laser Games MM @tab @tab X
- @tab Used in games like Mad Dog McCree.
- @item AMV Video @tab @tab X
- @tab Used in Chinese MP3 players.
- @item ANSI/ASCII art @tab @tab X
- @item Apple MJPEG-B @tab @tab X
- @item Apple QuickDraw @tab @tab X
- @tab fourcc: qdrw
- @item Asus v1 @tab X @tab X
- @tab fourcc: ASV1
- @item Asus v2 @tab X @tab X
- @tab fourcc: ASV2
- @item ATI VCR1 @tab @tab X
- @tab fourcc: VCR1
- @item ATI VCR2 @tab @tab X
- @tab fourcc: VCR2
- @item Auravision Aura @tab @tab X
- @item Auravision Aura 2 @tab @tab X
- @item Autodesk Animator Flic video @tab @tab X
- @item Autodesk RLE @tab @tab X
- @tab fourcc: AASC
- @item AVS (Audio Video Standard) video @tab @tab X
- @tab Video encoding used by the Creature Shock game.
- @item Beam Software VB @tab @tab X
- @item Bethesda VID video @tab @tab X
- @tab Used in some games from Bethesda Softworks.
- @item Bink Video @tab @tab X
- @tab Support for version 'b' is missing.
- @item Brute Force & Ignorance @tab @tab X
- @tab Used in the game Flash Traffic: City of Angels.
- @item C93 video @tab @tab X
- @tab Codec used in Cyberia game.
- @item CamStudio @tab @tab X
- @tab fourcc: CSCD
- @item CD+G @tab @tab X
- @tab Video codec for CD+G karaoke disks
- @item Chinese AVS video @tab E @tab X
- @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
- @item Delphine Software International CIN video @tab @tab X
- @tab Codec used in Delphine Software International games.
- @item Cinepak @tab @tab X
- @item Cirrus Logic AccuPak @tab @tab X
- @tab fourcc: CLJR
- @item Creative YUV (CYUV) @tab @tab X
- @item Dirac @tab E @tab E
- @tab supported through external libdirac/libschroedinger libraries
- @item Deluxe Paint Animation @tab @tab X
- @item DNxHD @tab X @tab X
- @tab aka SMPTE VC3
- @item Duck TrueMotion 1.0 @tab @tab X
- @tab fourcc: DUCK
- @item Duck TrueMotion 2.0 @tab @tab X
- @tab fourcc: TM20
- @item DV (Digital Video) @tab X @tab X
- @item Feeble Files/ScummVM DXA @tab @tab X
- @tab Codec originally used in Feeble Files game.
- @item Electronic Arts CMV video @tab @tab X
- @tab Used in NHL 95 game.
- @item Electronic Arts Madcow video @tab @tab X
- @item Electronic Arts TGV video @tab @tab X
- @item Electronic Arts TGQ video @tab @tab X
- @item Electronic Arts TQI video @tab @tab X
- @item Escape 124 @tab @tab X
- @item FFmpeg video codec #1 @tab X @tab X
- @tab experimental lossless codec (fourcc: FFV1)
- @item Flash Screen Video v1 @tab X @tab X
- @tab fourcc: FSV1
- @item Flash Video (FLV) @tab X @tab X
- @tab Sorenson H.263 used in Flash
- @item Fraps @tab @tab X
- @item H.261 @tab X @tab X
- @item H.263 / H.263-1996 @tab X @tab X
- @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
- @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
- @tab encoding supported through external library libx264
- @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
- @item HuffYUV @tab X @tab X
- @item HuffYUV FFmpeg variant @tab X @tab X
- @item IBM Ultimotion @tab @tab X
- @tab fourcc: ULTI
- @item id Cinematic video @tab @tab X
- @tab Used in Quake II.
- @item id RoQ video @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item IFF ILBM @tab @tab X
- @tab IFF interlaved bitmap
- @item IFF ByteRun1 @tab @tab X
- @tab IFF run length encoded bitmap
- @item Intel H.263 @tab @tab X
- @item Intel Indeo 2 @tab @tab X
- @item Intel Indeo 3 @tab @tab X
- @item Intel Indeo 5 @tab @tab X
- @item Interplay C93 @tab @tab X
- @tab Used in the game Cyberia from Interplay.
- @item Interplay MVE video @tab @tab X
- @tab Used in Interplay .MVE files.
- @item Karl Morton's video codec @tab @tab X
- @tab Codec used in Worms games.
- @item Kega Game Video (KGV1) @tab @tab X
- @tab Kega emulator screen capture codec.
- @item Lagarith @tab @tab X
- @item LCL (LossLess Codec Library) MSZH @tab @tab X
- @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
- @item LOCO @tab @tab X
- @item lossless MJPEG @tab X @tab X
- @item Microsoft RLE @tab @tab X
- @item Microsoft Video 1 @tab @tab X
- @item Mimic @tab @tab X
- @tab Used in MSN Messenger Webcam streams.
- @item Miro VideoXL @tab @tab X
- @tab fourcc: VIXL
- @item MJPEG (Motion JPEG) @tab X @tab X
- @item Motion Pixels video @tab @tab X
- @item MPEG-1 video @tab X @tab X
- @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
- @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
- @item MPEG-2 video @tab X @tab X
- @item MPEG-4 part 2 @tab X @tab X
- @ libxvidcore can be used alternatively for encoding.
- @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
- @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
- @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
- @item Nintendo Gamecube THP video @tab @tab X
- @item NuppelVideo/RTjpeg @tab @tab X
- @tab Video encoding used in NuppelVideo files.
- @item On2 VP3 @tab @tab X
- @tab still experimental
- @item On2 VP5 @tab @tab X
- @tab fourcc: VP50
- @item On2 VP6 @tab @tab X
- @tab fourcc: VP60,VP61,VP62
- @item VP8 @tab E @tab X
- @tab fourcc: VP80, encoding supported through external library libvpx
- @item planar RGB @tab @tab X
- @tab fourcc: 8BPS
- @item Q-team QPEG @tab @tab X
- @tab fourccs: QPEG, Q1.0, Q1.1
- @item QuickTime 8BPS video @tab @tab X
- @item QuickTime Animation (RLE) video @tab X @tab X
- @tab fourcc: 'rle '
- @item QuickTime Graphics (SMC) @tab @tab X
- @tab fourcc: 'smc '
- @item QuickTime video (RPZA) @tab @tab X
- @tab fourcc: rpza
- @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
- @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
- @item Raw Video @tab X @tab X
- @item RealVideo 1.0 @tab X @tab X
- @item RealVideo 2.0 @tab X @tab X
- @item RealVideo 3.0 @tab @tab X
- @tab still far from ideal
- @item RealVideo 4.0 @tab @tab X
- @item Renderware TXD (TeXture Dictionary) @tab @tab X
- @tab Texture dictionaries used by the Renderware Engine.
- @item RL2 video @tab @tab X
- @tab used in some games by Entertainment Software Partners
- @item Sierra VMD video @tab @tab X
- @tab Used in Sierra VMD files.
- @item Smacker video @tab @tab X
- @tab Video encoding used in Smacker.
- @item SMPTE VC-1 @tab @tab X
- @item Snow @tab X @tab X
- @tab experimental wavelet codec (fourcc: SNOW)
- @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
- @item Sorenson Vector Quantizer 1 @tab X @tab X
- @tab fourcc: SVQ1
- @item Sorenson Vector Quantizer 3 @tab @tab X
- @tab fourcc: SVQ3
- @item Sunplus JPEG (SP5X) @tab @tab X
- @tab fourcc: SP5X
- @item TechSmith Screen Capture Codec @tab @tab X
- @tab fourcc: TSCC
- @item Theora @tab E @tab X
- @tab encoding supported through external library libtheora
- @item Tiertex Limited SEQ video @tab @tab X
- @tab Codec used in DOS CD-ROM FlashBack game.
- @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
- @item VMware Screen Codec / VMware Video @tab @tab X
- @tab Codec used in videos captured by VMware.
- @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
- @item Windows Media Video 7 @tab X @tab X
- @item Windows Media Video 8 @tab X @tab X
- @item Windows Media Video 9 @tab @tab X
- @tab not completely working
- @item Wing Commander III / Xan @tab @tab X
- @tab Used in Wing Commander III .MVE files.
- @item Winnov WNV1 @tab @tab X
- @item WMV7 @tab X @tab X
- @item YAMAHA SMAF @tab X @tab X
- @item Psygnosis YOP Video @tab @tab X
- @item ZLIB @tab X @tab X
- @tab part of LCL, encoder experimental
- @item Zip Motion Blocks Video @tab X @tab X
- @tab Encoder works only in PAL8.
- @end multitable
- @code{X} means that encoding (resp. decoding) is supported.
- @code{E} means that support is provided through an external library.
- @section Audio Codecs
- @multitable @columnfractions .4 .1 .1 .4
- @item Name @tab Encoding @tab Decoding @tab Comments
- @item 8SVX audio @tab @tab X
- @item AAC @tab E @tab X
- @tab encoding supported through external library libfaac
- @item AC-3 @tab IX @tab X
- @item ADPCM 4X Movie @tab @tab X
- @item ADPCM CDROM XA @tab @tab X
- @item ADPCM Creative Technology @tab @tab X
- @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
- @item ADPCM Electronic Arts @tab @tab X
- @tab Used in various EA titles.
- @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
- @tab Used in Sim City 3000.
- @item ADPCM Electronic Arts R1 @tab @tab X
- @item ADPCM Electronic Arts R2 @tab @tab X
- @item ADPCM Electronic Arts R3 @tab @tab X
- @item ADPCM Electronic Arts XAS @tab @tab X
- @item ADPCM G.722 @tab X @tab X
- @item ADPCM G.726 @tab X @tab X
- @item ADPCM IMA AMV @tab @tab X
- @tab Used in AMV files
- @item ADPCM IMA Electronic Arts EACS @tab @tab X
- @item ADPCM IMA Electronic Arts SEAD @tab @tab X
- @item ADPCM IMA Funcom @tab @tab X
- @item ADPCM IMA QuickTime @tab X @tab X
- @item ADPCM IMA Loki SDL MJPEG @tab @tab X
- @item ADPCM IMA WAV @tab X @tab X
- @item ADPCM IMA Westwood @tab @tab X
- @item ADPCM ISS IMA @tab @tab X
- @tab Used in FunCom games.
- @item ADPCM IMA Duck DK3 @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item ADPCM IMA Duck DK4 @tab @tab X
- @tab Used in some Sega Saturn console games.
- @item ADPCM Microsoft @tab X @tab X
- @item ADPCM MS IMA @tab X @tab X
- @item ADPCM Nintendo Gamecube THP @tab @tab X
- @item ADPCM QT IMA @tab X @tab X
- @item ADPCM SEGA CRI ADX @tab X @tab X
- @tab Used in Sega Dreamcast games.
- @item ADPCM Shockwave Flash @tab X @tab X
- @item ADPCM SMJPEG IMA @tab @tab X
- @tab Used in certain Loki game ports.
- @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
- @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
- @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
- @item ADPCM Westwood Studios IMA @tab @tab X
- @tab Used in Westwood Studios games like Command and Conquer.
- @item ADPCM Yamaha @tab X @tab X
- @item AMR-NB @tab E @tab X
- @tab encoding supported through external library libopencore-amrnb
- @item AMR-WB @tab @tab X
- @item Apple lossless audio @tab X @tab X
- @tab QuickTime fourcc 'alac'
- @item Atrac 1 @tab @tab X
- @item Atrac 3 @tab @tab X
- @item Bink Audio @tab @tab X
- @tab Used in Bink and Smacker files in many games.
- @item Delphine Software International CIN audio @tab @tab X
- @tab Codec used in Delphine Software International games.
- @item COOK @tab @tab X
- @tab All versions except 5.1 are supported.
- @item DCA (DTS Coherent Acoustics) @tab @tab X
- @item DPCM id RoQ @tab X @tab X
- @tab Used in Quake III, Jedi Knight 2, other computer games.
- @item DPCM Interplay @tab @tab X
- @tab Used in various Interplay computer games.
- @item DPCM Sierra Online @tab @tab X
- @tab Used in Sierra Online game audio files.
- @item DPCM Sol @tab @tab X
- @item DPCM Xan @tab @tab X
- @tab Used in Origin's Wing Commander IV AVI files.
- @item DSP Group TrueSpeech @tab @tab X
- @item DV audio @tab @tab X
- @item Enhanced AC-3 @tab @tab X
- @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
- @item GSM @tab E @tab X
- @tab encoding supported through external library libgsm
- @item GSM Microsoft variant @tab E @tab X
- @tab encoding supported through external library libgsm
- @item IMC (Intel Music Coder) @tab @tab X
- @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
- @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
- @item MLP (Meridian Lossless Packing) @tab @tab X
- @tab Used in DVD-Audio discs.
- @item Monkey's Audio @tab @tab X
- @tab Only versions 3.97-3.99 are supported.
- @item MP1 (MPEG audio layer 1) @tab @tab IX
- @item MP2 (MPEG audio layer 2) @tab IX @tab IX
- @item MP3 (MPEG audio layer 3) @tab E @tab IX
- @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
- @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
- @item Musepack SV7 @tab @tab X
- @item Musepack SV8 @tab @tab X
- @item Nellymoser Asao @tab X @tab X
- @item PCM A-law @tab X @tab X
- @item PCM mu-law @tab X @tab X
- @item PCM 16-bit little-endian planar @tab @tab X
- @item PCM 32-bit floating point big-endian @tab X @tab X
- @item PCM 32-bit floating point little-endian @tab X @tab X
- @item PCM 64-bit floating point big-endian @tab X @tab X
- @item PCM 64-bit floating point little-endian @tab X @tab X
- @item PCM D-Cinema audio signed 24-bit @tab X @tab X
- @item PCM signed 8-bit @tab X @tab X
- @item PCM signed 16-bit big-endian @tab X @tab X
- @item PCM signed 16-bit little-endian @tab X @tab X
- @item PCM signed 24-bit big-endian @tab X @tab X
- @item PCM signed 24-bit little-endian @tab X @tab X
- @item PCM signed 32-bit big-endian @tab X @tab X
- @item PCM signed 32-bit little-endian @tab X @tab X
- @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
- @item PCM unsigned 8-bit @tab X @tab X
- @item PCM unsigned 16-bit big-endian @tab X @tab X
- @item PCM unsigned 16-bit little-endian @tab X @tab X
- @item PCM unsigned 24-bit big-endian @tab X @tab X
- @item PCM unsigned 24-bit little-endian @tab X @tab X
- @item PCM unsigned 32-bit big-endian @tab X @tab X
- @item PCM unsigned 32-bit little-endian @tab X @tab X
- @item PCM Zork @tab X @tab X
- @item QCELP / PureVoice @tab @tab X
- @item QDesign Music Codec 2 @tab @tab X
- @tab There are still some distortions.
- @item RealAudio 1.0 (14.4K) @tab X @tab X
- @tab Real 14400 bit/s codec
- @item RealAudio 2.0 (28.8K) @tab @tab X
- @tab Real 28800 bit/s codec
- @item RealAudio 3.0 (dnet) @tab IX @tab X
- @tab Real low bitrate AC-3 codec
- @item RealAudio SIPR / ACELP.NET @tab @tab X
- @item Shorten @tab @tab X
- @item Sierra VMD audio @tab @tab X
- @tab Used in Sierra VMD files.
- @item Smacker audio @tab @tab X
- @item Sonic @tab X @tab X
- @tab experimental codec
- @item Sonic lossless @tab X @tab X
- @tab experimental codec
- @item Speex @tab @tab E
- @tab supported through external library libspeex
- @item True Audio (TTA) @tab @tab X
- @item TrueHD @tab @tab X
- @tab Used in HD-DVD and Blu-Ray discs.
- @item TwinVQ (VQF flavor) @tab @tab X
- @item Vorbis @tab E @tab X
- @tab A native but very primitive encoder exists.
- @item WavPack @tab @tab X
- @item Westwood Audio (SND1) @tab @tab X
- @item Windows Media Audio 1 @tab X @tab X
- @item Windows Media Audio 2 @tab X @tab X
- @item Windows Media Audio Pro @tab @tab X
- @item Windows Media Audio Voice @tab @tab X
- @end multitable
- @code{X} means that encoding (resp. decoding) is supported.
- @code{E} means that support is provided through an external library.
- @code{I} means that an integer-only version is available, too (ensures high
- performance on systems without hardware floating point support).
- @section Subtitle Formats
- @multitable @columnfractions .4 .1 .1 .1 .1
- @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
- @item SSA/ASS @tab X @tab X @tab X @tab X
- @item DVB @tab X @tab X @tab X @tab X
- @item DVD @tab X @tab X @tab X @tab X
- @item PGS @tab @tab @tab @tab X
- @item SubRip (SRT) @tab X @tab X @tab @tab X
- @item XSUB @tab @tab @tab X @tab X
- @end multitable
- @code{X} means that the feature is supported.
- @section Network Protocols
- @multitable @columnfractions .4 .1
- @item Name @tab Support
- @item file @tab X
- @item Gopher @tab X
- @item HTTP @tab X
- @item MMS @tab X
- @item pipe @tab X
- @item RTP @tab X
- @item TCP @tab X
- @item UDP @tab X
- @end multitable
- @code{X} means that the protocol is supported.
- @section Input/Output Devices
- @multitable @columnfractions .4 .1 .1
- @item Name @tab Input @tab Output
- @item ALSA @tab X @tab X
- @item BKTR @tab X @tab
- @item DV1394 @tab X @tab
- @item JACK @tab X @tab
- @item LIBDC1394 @tab X @tab
- @item OSS @tab X @tab X
- @item Video4Linux @tab X @tab
- @item Video4Linux2 @tab X @tab
- @item VfW capture @tab X @tab
- @item X11 grabbing @tab X @tab
- @end multitable
- @code{X} means that input/output is supported.
- @chapter Platform Specific information
- @section DOS
- Using a cross-compiler is preferred for various reasons.
- @subsection DJGPP
- FFmpeg cannot be compiled because of broken system headers, add
- @code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
- workaround.
- @section OS/2
- For information about compiling FFmpeg on OS/2 see
- @url{http://www.edm2.com/index.php/FFmpeg}.
- @section Unix-like
- Some parts of FFmpeg cannot be built with version 2.15 of the GNU
- assembler which is still provided by a few AMD64 distributions. To
- make sure your compiler really uses the required version of gas
- after a binutils upgrade, run:
- @example
- $(gcc -print-prog-name=as) --version
- @end example
- If not, then you should install a different compiler that has no
- hard-coded path to gas. In the worst case pass @code{--disable-asm}
- to configure.
- @subsection BSD
- BSD make will not build FFmpeg, you need to install and use GNU Make
- (@file{gmake}).
- @subsubsection FreeBSD
- FreeBSD will not compile out-of-the-box due to broken system headers.
- Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
- around the problem. This may have unexpected sideeffects, so use it at
- your own risk. If you care about FreeBSD, please make an attempt at
- getting the system headers fixed.
- @subsection (Open)Solaris
- GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
- standard Solaris Make will not work. When building with a non-c99 front-end
- (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
- or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
- since the libc is not c99-compliant by default. The probes performed by
- configure may raise an exception leading to the death of configure itself
- due to a bug in the system shell. Simply invoke a different shell such as
- bash directly to work around this:
- @example
- bash ./configure
- @end example
- @subsection Darwin (MacOS X, iPhone)
- MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
- @url{http://github.com/yuvi/gas-preprocessor} to build the optimized
- assembler functions. Just download the Perl script and put it somewhere
- in your PATH, FFmpeg's configure will pick it up automatically.
- @section Windows
- To get help and instructions for building FFmpeg under Windows, check out
- the FFmpeg Windows Help Forum at
- @url{http://ffmpeg.arrozcru.org/}.
- @subsection Native Windows compilation
- FFmpeg can be built to run natively on Windows using the MinGW tools. Install
- the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
- You can find detailed installation
- instructions in the download section and the FAQ.
- FFmpeg does not build out-of-the-box with the packages the automated MinGW
- installer provides. It also requires coreutils to be installed and many other
- packages updated to the latest version. The minimum version for some packages
- are listed below:
- @itemize
- @item bash 3.1
- @item msys-make 3.81-2 (note: not mingw32-make)
- @item w32api 3.13
- @item mingw-runtime 3.15
- @end itemize
- FFmpeg automatically passes @code{-fno-common} to the compiler to work around
- a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
- Within the MSYS shell, configure and make with:
- @example
- ./configure --enable-memalign-hack
- make
- make install
- @end example
- This will install @file{ffmpeg.exe} along with many other development files
- to @file{/usr/local}. You may specify another install path using the
- @code{--prefix} option in @file{configure}.
- Notes:
- @itemize
- @item Building natively using MSYS can be sped up by disabling implicit rules
- in the Makefile by calling @code{make -r} instead of plain @code{make}. This
- speed up is close to non-existent for normal one-off builds and is only
- noticeable when running make for a second time (for example in
- @code{make install}).
- @item In order to compile FFplay, you must have the MinGW development library
- of SDL. Get it from @url{http://www.libsdl.org}.
- Edit the @file{bin/sdl-config} script so that it points to the correct prefix
- where SDL was installed. Verify that @file{sdl-config} can be launched from
- the MSYS command line.
- @item By using @code{./configure --enable-shared} when configuring FFmpeg,
- you can build libavutil, libavcodec and libavformat as DLLs.
- @end itemize
- @subsection Microsoft Visual C++ compatibility
- As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
- want to use the libav* libraries in your own applications, you can still
- compile those applications using MSVC++. But the libav* libraries you link
- to @emph{must} be built with MinGW. However, you will not be able to debug
- inside the libav* libraries, since MSVC++ does not recognize the debug
- symbols generated by GCC.
- We strongly recommend you to move over from MSVC++ to MinGW tools.
- This description of how to use the FFmpeg libraries with MSVC++ is based on
- Microsoft Visual C++ 2005 Express Edition. If you have a different version,
- you might have to modify the procedures slightly.
- @subsubsection Using static libraries
- Assuming you have just built and installed FFmpeg in @file{/usr/local}.
- @enumerate
- @item Create a new console application ("File / New / Project") and then
- select "Win32 Console Application". On the appropriate page of the
- Application Wizard, uncheck the "Precompiled headers" option.
- @item Write the source code for your application, or, for testing, just
- copy the code from an existing sample application into the source file
- that MSVC++ has already created for you. For example, you can copy
- @file{libavformat/output-example.c} from the FFmpeg distribution.
- @item Open the "Project / Properties" dialog box. In the "Configuration"
- combo box, select "All Configurations" so that the changes you make will
- affect both debug and release builds. In the tree view on the left hand
- side, select "C/C++ / General", then edit the "Additional Include
- Directories" setting to contain the path where the FFmpeg includes were
- installed (i.e. @file{c:\msys\1.0\local\include}).
- Do not add MinGW's include directory here, or the include files will
- conflict with MSVC's.
- @item Still in the "Project / Properties" dialog box, select
- "Linker / General" from the tree view and edit the
- "Additional Library Directories" setting to contain the @file{lib}
- directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
- the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
- and the directory where MinGW's GCC libs are installed
- (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
- "Linker / Input" from the tree view, and add the files @file{libavformat.a},
- @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
- @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
- to the end of "Additional Dependencies".
- @item Now, select "C/C++ / Code Generation" from the tree view. Select
- "Debug" in the "Configuration" combo box. Make sure that "Runtime
- Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
- the "Configuration" combo box and make sure that "Runtime Library" is
- set to "Multi-threaded DLL".
- @item Click "OK" to close the "Project / Properties" dialog box.
- @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
- Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
- and install it in MSVC++'s include directory
- (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
- @item MSVC++ also does not understand the @code{inline} keyword used by
- FFmpeg, so you must add this line before @code{#include}ing libav*:
- @example
- #define inline _inline
- @end example
- @item Build your application, everything should work.
- @end enumerate
- @subsubsection Using shared libraries
- This is how to create DLL and LIB files that are compatible with MSVC++:
- @enumerate
- @item Add a call to @file{vcvars32.bat} (which sets up the environment
- variables for the Visual C++ tools) as the first line of @file{msys.bat}.
- The standard location for @file{vcvars32.bat} is
- @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
- and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
- If this corresponds to your setup, add the following line as the first line
- of @file{msys.bat}:
- @example
- call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
- @end example
- Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
- and run @file{c:\msys\1.0\msys.bat} from there.
- @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
- from @file{Microsoft (R) Library Manager}, this means your environment
- variables are set up correctly, the @file{Microsoft (R) Library Manager}
- is on the path and will be used by FFmpeg to create
- MSVC++-compatible import libraries.
- @item Build FFmpeg with
- @example
- ./configure --enable-shared --enable-memalign-hack
- make
- make install
- @end example
- Your install path (@file{/usr/local/} by default) should now have the
- necessary DLL and LIB files under the @file{bin} directory.
- @end enumerate
- To use those files with MSVC++, do the same as you would do with
- the static libraries, as described above. But in Step 4,
- you should only need to add the directory where the LIB files are installed
- (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
- installed in the @file{bin} directory. And instead of adding the static
- libraries (@file{libxxx.a} files) you should add the MSVC import libraries
- (@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
- @file{avutil.lib}). Note that you should not use the GCC import
- libraries (@file{libxxx.dll.a} files), as these will give you undefined
- reference errors. There should be no need for @file{libmingwex.a},
- @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
- statically linked into the DLLs. The @file{bin} directory contains a bunch
- of DLL files, but the ones that are actually used to run your application
- are the ones with a major version number in their filenames
- (i.e. @file{avcodec-51.dll}).
- FFmpeg headers do not declare global data for Windows DLLs through the usual
- dllexport/dllimport interface. Such data will be exported properly while
- building, but to use them in your MSVC++ code you will have to edit the
- appropriate headers and mark the data as dllimport. For example, in
- libavutil/pixdesc.h you should have:
- @example
- extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
- @end example
- @subsection Cross compilation for Windows with Linux
- You must use the MinGW cross compilation tools available at
- @url{http://www.mingw.org/}.
- Then configure FFmpeg with the following options:
- @example
- ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
- @end example
- (you can change the cross-prefix according to the prefix chosen for the
- MinGW tools).
- Then you can easily test FFmpeg with Wine
- (@url{http://www.winehq.com/}).
- @subsection Compilation under Cygwin
- Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
- llrint() in its C library.
- Install your Cygwin with all the "Base" packages, plus the
- following "Devel" ones:
- @example
- binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
- @end example
- And the following "Utils" one:
- @example
- diffutils
- @end example
- Then run
- @example
- ./configure --enable-static --disable-shared
- @end example
- to make a static build.
- The current @code{gcc4-core} package is buggy and needs this flag to build
- shared libraries:
- @example
- ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
- @end example
- If you want to build FFmpeg with additional libraries, download Cygwin
- "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
- @example
- libogg-devel, libvorbis-devel
- @end example
- These library packages are only available from Cygwin Ports
- (@url{http://sourceware.org/cygwinports/}) :
- @example
- yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
- libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
- libxvidcore-devel
- @end example
- The recommendation for libnut and x264 is to build them from source by
- yourself, as they evolve too quickly for Cygwin Ports to be up to date.
- Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
- of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
- @subsection Crosscompilation for Windows under Cygwin
- With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
- Just install your Cygwin as explained before, plus these additional
- "Devel" packages:
- @example
- gcc-mingw-core, mingw-runtime, mingw-zlib
- @end example
- and add some special flags to your configure invocation.
- For a static build run
- @example
- ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- @end example
- and for a build with shared libraries
- @example
- ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
- @end example
- @bye
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