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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item Apple HTTP Live Streaming @tab   @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab X
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab   @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item LXF                       @tab   @tab X
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    @tab VR native stream format, used by Leitch/Harris' video servers.
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item FFmpeg metadata           @tab X @tab X
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    @tab Metadata in text format.
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Mobotix .mxg              @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab X @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item Lego Mindstorms RSO       @tab X @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab X @tab X
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@item RTSP                      @tab X @tab X
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@item SAP                       @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item Text files                @tab   @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item WebM                      @tab X @tab X
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@item Windows Televison (WTV)   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@item Psygnosis YOP             @tab   @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PIC          @tab @tab X
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    @tab Pictor/PC Paint
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item A64 multicolor         @tab  X  @tab
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    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item ANSI/ASCII art         @tab     @tab  X
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
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    @tab Support for version 'b' is missing.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab  E  @tab  X
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    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion 2.0    @tab     @tab  X
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    @tab fourcc: TM20
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@item DV (Digital Video)     @tab  X  @tab  X
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@item Feeble Files/ScummVM DXA  @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video  @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts Madcow video  @tab     @tab  X
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@item Electronic Arts TGV video  @tab     @tab  X
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@item Electronic Arts TGQ video  @tab     @tab  X
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@item Electronic Arts TQI video  @tab     @tab  X
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@item Escape 124             @tab     @tab  X
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@item FFmpeg video codec #1  @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1  @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item Flash Video (FLV)      @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps                  @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263 / H.263-1996     @tab  X  @tab  X
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@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item HuffYUV FFmpeg variant @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ video           @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF ILBM               @tab     @tab  X
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    @tab IFF interlaved bitmap
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@item IFF ByteRun1           @tab     @tab  X
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    @tab IFF run length encoded bitmap
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@item Intel H.263            @tab     @tab  X
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@item Intel Indeo 2          @tab     @tab  X
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@item Intel Indeo 3          @tab     @tab  X
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@item Intel Indeo 5          @tab     @tab  X
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@item Interplay C93          @tab     @tab  X
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    @tab Used in the game Cyberia from Interplay.
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@item Interplay MVE video    @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item Karl Morton's video codec  @tab     @tab  X
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    @tab Codec used in Worms games.
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@item Kega Game Video (KGV1) @tab      @tab  X
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    @tab Kega emulator screen capture codec.
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@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
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@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video 1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG (Motion JPEG)    @tab  X  @tab  X
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@item Motion Pixels video    @tab     @tab  X
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
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@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4 part 2          @tab  X  @tab  X
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    @ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
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@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
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@item Nintendo Gamecube THP video  @tab     @tab  X
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@item NuppelVideo/RTjpeg     @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
453
@item On2 VP5                @tab     @tab  X
454
    @tab fourcc: VP50
455
@item On2 VP6                @tab     @tab  X
456
    @tab fourcc: VP60,VP61,VP62
457
@item VP8                    @tab  E  @tab  X
458
    @tab fourcc: VP80, encoding supported through external library libvpx
459
@item planar RGB             @tab     @tab  X
460
    @tab fourcc: 8BPS
461
@item Q-team QPEG            @tab     @tab  X
462
    @tab fourccs: QPEG, Q1.0, Q1.1
463
@item QuickTime 8BPS video   @tab     @tab  X
464
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
465
    @tab fourcc: 'rle '
466
@item QuickTime Graphics (SMC)  @tab     @tab  X
467
    @tab fourcc: 'smc '
468
@item QuickTime video (RPZA) @tab     @tab  X
469
    @tab fourcc: rpza
470
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
471
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
472
@item Raw Video              @tab  X  @tab  X
473
@item RealVideo 1.0          @tab  X  @tab  X
474
@item RealVideo 2.0          @tab  X  @tab  X
475
@item RealVideo 3.0          @tab     @tab  X
476
    @tab still far from ideal
477
@item RealVideo 4.0          @tab     @tab  X
478
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
479
    @tab Texture dictionaries used by the Renderware Engine.
480
@item RL2 video              @tab     @tab  X
481
    @tab used in some games by Entertainment Software Partners
482
@item Sierra VMD video       @tab     @tab  X
483
    @tab Used in Sierra VMD files.
484
@item Smacker video          @tab     @tab  X
485
    @tab Video encoding used in Smacker.
486
@item SMPTE VC-1             @tab     @tab  X
487
@item Snow                   @tab  X  @tab  X
488
    @tab experimental wavelet codec (fourcc: SNOW)
489
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
490
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
491
    @tab fourcc: SVQ1
492
@item Sorenson Vector Quantizer 3  @tab     @tab  X
493
    @tab fourcc: SVQ3
494
@item Sunplus JPEG (SP5X)    @tab     @tab  X
495
    @tab fourcc: SP5X
496
@item TechSmith Screen Capture Codec  @tab     @tab  X
497
    @tab fourcc: TSCC
498
@item Theora                 @tab  E  @tab  X
499
    @tab encoding supported through external library libtheora
500
@item Tiertex Limited SEQ video  @tab     @tab  X
501
    @tab Codec used in DOS CD-ROM FlashBack game.
502
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
503
@item VMware Screen Codec / VMware Video  @tab     @tab  X
504
    @tab Codec used in videos captured by VMware.
505
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
506
@item Windows Media Video 7  @tab  X  @tab  X
507
@item Windows Media Video 8  @tab  X  @tab  X
508
@item Windows Media Video 9  @tab     @tab  X
509
    @tab not completely working
510
@item Wing Commander III / Xan  @tab     @tab  X
511
    @tab Used in Wing Commander III .MVE files.
512
@item Winnov WNV1            @tab     @tab  X
513
@item WMV7                   @tab  X  @tab  X
514
@item YAMAHA SMAF            @tab  X  @tab  X
515
@item Psygnosis YOP Video    @tab     @tab  X
516
@item ZLIB                   @tab  X  @tab  X
517
    @tab part of LCL, encoder experimental
518
@item Zip Motion Blocks Video  @tab   X @tab  X
519
    @tab Encoder works only in PAL8.
520
@end multitable
521

    
522
@code{X} means that encoding (resp. decoding) is supported.
523

    
524
@code{E} means that support is provided through an external library.
525

    
526
@section Audio Codecs
527

    
528
@multitable @columnfractions .4 .1 .1 .4
529
@item Name @tab Encoding @tab Decoding @tab Comments
530
@item 8SVX audio             @tab     @tab  X
531
@item AAC                    @tab  E  @tab  X
532
    @tab encoding supported through external library libfaac
533
@item AC-3                   @tab IX  @tab  X
534
@item ADPCM 4X Movie         @tab     @tab  X
535
@item ADPCM CDROM XA         @tab     @tab  X
536
@item ADPCM Creative Technology @tab     @tab  X
537
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
538
@item ADPCM Electronic Arts  @tab     @tab  X
539
    @tab Used in various EA titles.
540
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
541
    @tab Used in Sim City 3000.
542
@item ADPCM Electronic Arts R1  @tab     @tab  X
543
@item ADPCM Electronic Arts R2  @tab     @tab  X
544
@item ADPCM Electronic Arts R3  @tab     @tab  X
545
@item ADPCM Electronic Arts XAS @tab     @tab  X
546
@item ADPCM G.722            @tab  X  @tab  X
547
@item ADPCM G.726            @tab  X  @tab  X
548
@item ADPCM IMA AMV          @tab     @tab  X
549
    @tab Used in AMV files
550
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
551
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
552
@item ADPCM IMA Funcom       @tab     @tab  X
553
@item ADPCM IMA QuickTime    @tab  X  @tab  X
554
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
555
@item ADPCM IMA WAV          @tab  X  @tab  X
556
@item ADPCM IMA Westwood     @tab     @tab  X
557
@item ADPCM ISS IMA          @tab     @tab  X
558
    @tab Used in FunCom games.
559
@item ADPCM IMA Duck DK3     @tab     @tab  X
560
    @tab Used in some Sega Saturn console games.
561
@item ADPCM IMA Duck DK4     @tab     @tab  X
562
    @tab Used in some Sega Saturn console games.
563
@item ADPCM Microsoft        @tab  X  @tab  X
564
@item ADPCM MS IMA           @tab  X  @tab  X
565
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
566
@item ADPCM QT IMA           @tab  X  @tab  X
567
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
568
    @tab Used in Sega Dreamcast games.
569
@item ADPCM Shockwave Flash  @tab  X  @tab  X
570
@item ADPCM SMJPEG IMA       @tab     @tab  X
571
    @tab Used in certain Loki game ports.
572
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
573
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
574
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
575
@item ADPCM Westwood Studios IMA @tab     @tab  X
576
    @tab Used in Westwood Studios games like Command and Conquer.
577
@item ADPCM Yamaha           @tab  X  @tab  X
578
@item AMR-NB                 @tab  E  @tab  X
579
    @tab encoding supported through external library libopencore-amrnb
580
@item AMR-WB                 @tab     @tab  X
581
@item Apple lossless audio   @tab  X  @tab  X
582
    @tab QuickTime fourcc 'alac'
583
@item Atrac 1                @tab     @tab  X
584
@item Atrac 3                @tab     @tab  X
585
@item Bink Audio             @tab     @tab  X
586
    @tab Used in Bink and Smacker files in many games.
587
@item Delphine Software International CIN audio  @tab     @tab  X
588
    @tab Codec used in Delphine Software International games.
589
@item COOK                   @tab     @tab  X
590
    @tab All versions except 5.1 are supported.
591
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
592
@item DPCM id RoQ            @tab  X  @tab  X
593
    @tab Used in Quake III, Jedi Knight 2, other computer games.
594
@item DPCM Interplay         @tab     @tab  X
595
    @tab Used in various Interplay computer games.
596
@item DPCM Sierra Online     @tab     @tab  X
597
    @tab Used in Sierra Online game audio files.
598
@item DPCM Sol               @tab     @tab  X
599
@item DPCM Xan               @tab     @tab  X
600
    @tab Used in Origin's Wing Commander IV AVI files.
601
@item DSP Group TrueSpeech   @tab     @tab  X
602
@item DV audio               @tab     @tab  X
603
@item Enhanced AC-3          @tab     @tab  X
604
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
605
@item GSM                    @tab  E  @tab  X
606
    @tab encoding supported through external library libgsm
607
@item GSM Microsoft variant  @tab  E  @tab  X
608
    @tab encoding supported through external library libgsm
609
@item IMC (Intel Music Coder)  @tab     @tab  X
610
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
611
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
612
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
613
    @tab Used in DVD-Audio discs.
614
@item Monkey's Audio         @tab     @tab  X
615
    @tab Only versions 3.97-3.99 are supported.
616
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
617
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
618
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
619
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
620
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
621
@item Musepack SV7           @tab     @tab  X
622
@item Musepack SV8           @tab     @tab  X
623
@item Nellymoser Asao        @tab  X  @tab  X
624
@item PCM A-law              @tab  X  @tab  X
625
@item PCM mu-law             @tab  X  @tab  X
626
@item PCM 16-bit little-endian planar  @tab     @tab  X
627
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
628
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
629
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
630
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
631
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
632
@item PCM signed 8-bit       @tab  X  @tab  X
633
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
634
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
635
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
636
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
637
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
638
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
639
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
640
@item PCM unsigned 8-bit     @tab  X  @tab  X
641
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
642
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
643
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
644
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
645
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
646
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
647
@item PCM Zork               @tab  X  @tab  X
648
@item QCELP / PureVoice      @tab     @tab  X
649
@item QDesign Music Codec 2  @tab     @tab  X
650
    @tab There are still some distortions.
651
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
652
    @tab Real 14400 bit/s codec
653
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
654
    @tab Real 28800 bit/s codec
655
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
656
    @tab Real low bitrate AC-3 codec
657
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
658
@item Shorten                @tab     @tab  X
659
@item Sierra VMD audio       @tab     @tab  X
660
    @tab Used in Sierra VMD files.
661
@item Smacker audio          @tab     @tab  X
662
@item Sonic                  @tab  X  @tab  X
663
    @tab experimental codec
664
@item Sonic lossless         @tab  X  @tab  X
665
    @tab experimental codec
666
@item Speex                  @tab     @tab  E
667
    @tab supported through external library libspeex
668
@item True Audio (TTA)       @tab     @tab  X
669
@item TrueHD                 @tab     @tab  X
670
    @tab Used in HD-DVD and Blu-Ray discs.
671
@item TwinVQ (VQF flavor)    @tab     @tab  X
672
@item Vorbis                 @tab  E  @tab  X
673
    @tab A native but very primitive encoder exists.
674
@item WavPack                @tab     @tab  X
675
@item Westwood Audio (SND1)  @tab     @tab  X
676
@item Windows Media Audio 1  @tab  X  @tab  X
677
@item Windows Media Audio 2  @tab  X  @tab  X
678
@item Windows Media Audio Pro @tab    @tab  X
679
@item Windows Media Audio Voice @tab  @tab  X
680
@end multitable
681

    
682
@code{X} means that encoding (resp. decoding) is supported.
683

    
684
@code{E} means that support is provided through an external library.
685

    
686
@code{I} means that an integer-only version is available, too (ensures high
687
performance on systems without hardware floating point support).
688

    
689
@section Subtitle Formats
690

    
691
@multitable @columnfractions .4 .1 .1 .1 .1
692
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
693
@item SSA/ASS      @tab X @tab X @tab X @tab X
694
@item DVB          @tab X @tab X @tab X @tab X
695
@item DVD          @tab X @tab X @tab X @tab X
696
@item PGS          @tab   @tab   @tab   @tab X
697
@item SubRip (SRT) @tab X @tab X @tab   @tab X
698
@item XSUB         @tab   @tab   @tab X @tab X
699
@end multitable
700

    
701
@code{X} means that the feature is supported.
702

    
703
@section Network Protocols
704

    
705
@multitable @columnfractions .4 .1
706
@item Name         @tab Support
707
@item file         @tab X
708
@item Gopher       @tab X
709
@item HTTP         @tab X
710
@item MMS          @tab X
711
@item pipe         @tab X
712
@item RTP          @tab X
713
@item TCP          @tab X
714
@item UDP          @tab X
715
@end multitable
716

    
717
@code{X} means that the protocol is supported.
718

    
719

    
720
@section Input/Output Devices
721

    
722
@multitable @columnfractions .4 .1 .1
723
@item Name              @tab Input  @tab Output
724
@item ALSA              @tab X      @tab X
725
@item BKTR              @tab X      @tab
726
@item DV1394            @tab X      @tab
727
@item JACK              @tab X      @tab
728
@item LIBDC1394         @tab X      @tab
729
@item OSS               @tab X      @tab X
730
@item Video4Linux       @tab X      @tab
731
@item Video4Linux2      @tab X      @tab
732
@item VfW capture       @tab X      @tab
733
@item X11 grabbing      @tab X      @tab
734
@end multitable
735

    
736
@code{X} means that input/output is supported.
737

    
738

    
739
@chapter Platform Specific information
740

    
741
@section DOS
742

    
743
Using a cross-compiler is preferred for various reasons.
744

    
745
@subsection DJGPP
746

    
747
FFmpeg cannot be compiled because of broken system headers, add
748
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
749
workaround.
750

    
751
@section OS/2
752

    
753
For information about compiling FFmpeg on OS/2 see
754
@url{http://www.edm2.com/index.php/FFmpeg}.
755

    
756
@section Unix-like
757

    
758
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
759
assembler which is still provided by a few AMD64 distributions. To
760
make sure your compiler really uses the required version of gas
761
after a binutils upgrade, run:
762

    
763
@example
764
$(gcc -print-prog-name=as) --version
765
@end example
766

    
767
If not, then you should install a different compiler that has no
768
hard-coded path to gas. In the worst case pass @code{--disable-asm}
769
to configure.
770

    
771
@subsection BSD
772

    
773
BSD make will not build FFmpeg, you need to install and use GNU Make
774
(@file{gmake}).
775

    
776
@subsubsection FreeBSD
777

    
778
FreeBSD will not compile out-of-the-box due to broken system headers.
779
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
780
around the problem. This may have unexpected sideeffects, so use it at
781
your own risk. If you care about FreeBSD, please make an attempt at
782
getting the system headers fixed.
783

    
784
@subsection (Open)Solaris
785

    
786
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
787
standard Solaris Make will not work. When building with a non-c99 front-end
788
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
789
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
790
since the libc is not c99-compliant by default. The probes performed by
791
configure may raise an exception leading to the death of configure itself
792
due to a bug in the system shell. Simply invoke a different shell such as
793
bash directly to work around this:
794

    
795
@example
796
bash ./configure
797
@end example
798

    
799
@subsection Darwin (MacOS X, iPhone)
800

    
801
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
802
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
803
assembler functions. Just download the Perl script and put it somewhere
804
in your PATH, FFmpeg's configure will pick it up automatically.
805

    
806
@section Windows
807

    
808
To get help and instructions for building FFmpeg under Windows, check out
809
the FFmpeg Windows Help Forum at
810
@url{http://ffmpeg.arrozcru.org/}.
811

    
812
@subsection Native Windows compilation
813

    
814
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
815
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
816
You can find detailed installation
817
instructions in the download section and the FAQ.
818

    
819
FFmpeg does not build out-of-the-box with the packages the automated MinGW
820
installer provides. It also requires coreutils to be installed and many other
821
packages updated to the latest version. The minimum version for some packages
822
are listed below:
823

    
824
@itemize
825
@item bash 3.1
826
@item msys-make 3.81-2 (note: not mingw32-make)
827
@item w32api 3.13
828
@item mingw-runtime 3.15
829
@end itemize
830

    
831
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
832
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
833

    
834
Within the MSYS shell, configure and make with:
835

    
836
@example
837
./configure --enable-memalign-hack
838
make
839
make install
840
@end example
841

    
842
This will install @file{ffmpeg.exe} along with many other development files
843
to @file{/usr/local}. You may specify another install path using the
844
@code{--prefix} option in @file{configure}.
845

    
846
Notes:
847

    
848
@itemize
849

    
850
@item Building natively using MSYS can be sped up by disabling implicit rules
851
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
852
speed up is close to non-existent for normal one-off builds and is only
853
noticeable when running make for a second time (for example in
854
@code{make install}).
855

    
856
@item In order to compile FFplay, you must have the MinGW development library
857
of SDL. Get it from @url{http://www.libsdl.org}.
858
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
859
where SDL was installed. Verify that @file{sdl-config} can be launched from
860
the MSYS command line.
861

    
862
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
863
you can build libavutil, libavcodec and libavformat as DLLs.
864

    
865
@end itemize
866

    
867
@subsection Microsoft Visual C++ compatibility
868

    
869
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
870
want to use the libav* libraries in your own applications, you can still
871
compile those applications using MSVC++. But the libav* libraries you link
872
to @emph{must} be built with MinGW. However, you will not be able to debug
873
inside the libav* libraries, since MSVC++ does not recognize the debug
874
symbols generated by GCC.
875
We strongly recommend you to move over from MSVC++ to MinGW tools.
876

    
877
This description of how to use the FFmpeg libraries with MSVC++ is based on
878
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
879
you might have to modify the procedures slightly.
880

    
881
@subsubsection Using static libraries
882

    
883
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
884

    
885
@enumerate
886

    
887
@item Create a new console application ("File / New / Project") and then
888
select "Win32 Console Application". On the appropriate page of the
889
Application Wizard, uncheck the "Precompiled headers" option.
890

    
891
@item Write the source code for your application, or, for testing, just
892
copy the code from an existing sample application into the source file
893
that MSVC++ has already created for you. For example, you can copy
894
@file{libavformat/output-example.c} from the FFmpeg distribution.
895

    
896
@item Open the "Project / Properties" dialog box. In the "Configuration"
897
combo box, select "All Configurations" so that the changes you make will
898
affect both debug and release builds. In the tree view on the left hand
899
side, select "C/C++ / General", then edit the "Additional Include
900
Directories" setting to contain the path where the FFmpeg includes were
901
installed (i.e. @file{c:\msys\1.0\local\include}).
902
Do not add MinGW's include directory here, or the include files will
903
conflict with MSVC's.
904

    
905
@item Still in the "Project / Properties" dialog box, select
906
"Linker / General" from the tree view and edit the
907
"Additional Library Directories" setting to contain the @file{lib}
908
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
909
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
910
and the directory where MinGW's GCC libs are installed
911
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
912
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
913
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
914
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
915
to the end of "Additional Dependencies".
916

    
917
@item Now, select "C/C++ / Code Generation" from the tree view. Select
918
"Debug" in the "Configuration" combo box. Make sure that "Runtime
919
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
920
the "Configuration" combo box and make sure that "Runtime Library" is
921
set to "Multi-threaded DLL".
922

    
923
@item Click "OK" to close the "Project / Properties" dialog box.
924

    
925
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
926
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
927
and install it in MSVC++'s include directory
928
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
929

    
930
@item MSVC++ also does not understand the @code{inline} keyword used by
931
FFmpeg, so you must add this line before @code{#include}ing libav*:
932
@example
933
#define inline _inline
934
@end example
935

    
936
@item Build your application, everything should work.
937

    
938
@end enumerate
939

    
940
@subsubsection Using shared libraries
941

    
942
This is how to create DLL and LIB files that are compatible with MSVC++:
943

    
944
@enumerate
945

    
946
@item Add a call to @file{vcvars32.bat} (which sets up the environment
947
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
948
The standard location for @file{vcvars32.bat} is
949
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
950
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
951
If this corresponds to your setup, add the following line as the first line
952
of @file{msys.bat}:
953

    
954
@example
955
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
956
@end example
957

    
958
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
959
and run @file{c:\msys\1.0\msys.bat} from there.
960

    
961
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
962
from @file{Microsoft (R) Library Manager}, this means your environment
963
variables are set up correctly, the @file{Microsoft (R) Library Manager}
964
is on the path and will be used by FFmpeg to create
965
MSVC++-compatible import libraries.
966

    
967
@item Build FFmpeg with
968

    
969
@example
970
./configure --enable-shared --enable-memalign-hack
971
make
972
make install
973
@end example
974

    
975
Your install path (@file{/usr/local/} by default) should now have the
976
necessary DLL and LIB files under the @file{bin} directory.
977

    
978
@end enumerate
979

    
980
To use those files with MSVC++, do the same as you would do with
981
the static libraries, as described above. But in Step 4,
982
you should only need to add the directory where the LIB files are installed
983
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
984
installed in the @file{bin} directory. And instead of adding the static
985
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
986
(@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
987
@file{avutil.lib}). Note that you should not use the GCC import
988
libraries (@file{libxxx.dll.a} files), as these will give you undefined
989
reference errors. There should be no need for @file{libmingwex.a},
990
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
991
statically linked into the DLLs. The @file{bin} directory contains a bunch
992
of DLL files, but the ones that are actually used to run your application
993
are the ones with a major version number in their filenames
994
(i.e. @file{avcodec-51.dll}).
995

    
996
FFmpeg headers do not declare global data for Windows DLLs through the usual
997
dllexport/dllimport interface. Such data will be exported properly while
998
building, but to use them in your MSVC++ code you will have to edit the
999
appropriate headers and mark the data as dllimport. For example, in
1000
libavutil/pixdesc.h you should have:
1001
@example
1002
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1003
@end example
1004

    
1005
@subsection Cross compilation for Windows with Linux
1006

    
1007
You must use the MinGW cross compilation tools available at
1008
@url{http://www.mingw.org/}.
1009

    
1010
Then configure FFmpeg with the following options:
1011
@example
1012
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1013
@end example
1014
(you can change the cross-prefix according to the prefix chosen for the
1015
MinGW tools).
1016

    
1017
Then you can easily test FFmpeg with Wine
1018
(@url{http://www.winehq.com/}).
1019

    
1020
@subsection Compilation under Cygwin
1021

    
1022
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1023
llrint() in its C library.
1024

    
1025
Install your Cygwin with all the "Base" packages, plus the
1026
following "Devel" ones:
1027
@example
1028
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1029
@end example
1030

    
1031
And the following "Utils" one:
1032
@example
1033
diffutils
1034
@end example
1035

    
1036
Then run
1037

    
1038
@example
1039
./configure --enable-static --disable-shared
1040
@end example
1041

    
1042
to make a static build.
1043

    
1044
The current @code{gcc4-core} package is buggy and needs this flag to build
1045
shared libraries:
1046

    
1047
@example
1048
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1049
@end example
1050

    
1051
If you want to build FFmpeg with additional libraries, download Cygwin
1052
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1053
@example
1054
libogg-devel, libvorbis-devel
1055
@end example
1056

    
1057
These library packages are only available from Cygwin Ports
1058
(@url{http://sourceware.org/cygwinports/}) :
1059

    
1060
@example
1061
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1062
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1063
libxvidcore-devel
1064
@end example
1065

    
1066
The recommendation for libnut and x264 is to build them from source by
1067
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1068

    
1069
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1070
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1071

    
1072
@subsection Crosscompilation for Windows under Cygwin
1073

    
1074
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1075

    
1076
Just install your Cygwin as explained before, plus these additional
1077
"Devel" packages:
1078
@example
1079
gcc-mingw-core, mingw-runtime, mingw-zlib
1080
@end example
1081

    
1082
and add some special flags to your configure invocation.
1083

    
1084
For a static build run
1085
@example
1086
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1087
@end example
1088

    
1089
and for a build with shared libraries
1090
@example
1091
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1092
@end example
1093

    
1094
@bye