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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@center @titlefont{General Documentation}
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@end titlepage
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@top
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@contents
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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 Bitmap Brothers JV        @tab   @tab X
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    @tab Used in Z and Z95 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 DFA                       @tab   @tab X
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    @tab This format is used in Chronomaster game
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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 X @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 X @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 Playstation Portable PMP  @tab   @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 xWMA                      @tab   @tab X
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    @tab Microsoft audio container used by XAudio 2.
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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 X @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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@item Bitmap Brothers JV video  @tab   @tab X
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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 DFA                    @tab     @tab  X
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    @tab Codec used in Chronomaster game.
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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 Lagarith               @tab     @tab  X
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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.
456
@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
457
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
458
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
459
@item Nintendo Gamecube THP video  @tab     @tab  X
460
@item NuppelVideo/RTjpeg     @tab     @tab  X
461
    @tab Video encoding used in NuppelVideo files.
462
@item On2 VP3                @tab     @tab  X
463
    @tab still experimental
464
@item On2 VP5                @tab     @tab  X
465
    @tab fourcc: VP50
466
@item On2 VP6                @tab     @tab  X
467
    @tab fourcc: VP60,VP61,VP62
468
@item VP8                    @tab  E  @tab  X
469
    @tab fourcc: VP80, encoding supported through external library libvpx
470
@item planar RGB             @tab     @tab  X
471
    @tab fourcc: 8BPS
472
@item Q-team QPEG            @tab     @tab  X
473
    @tab fourccs: QPEG, Q1.0, Q1.1
474
@item QuickTime 8BPS video   @tab     @tab  X
475
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
476
    @tab fourcc: 'rle '
477
@item QuickTime Graphics (SMC)  @tab     @tab  X
478
    @tab fourcc: 'smc '
479
@item QuickTime video (RPZA) @tab     @tab  X
480
    @tab fourcc: rpza
481
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
482
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
483
@item Raw Video              @tab  X  @tab  X
484
@item RealVideo 1.0          @tab  X  @tab  X
485
@item RealVideo 2.0          @tab  X  @tab  X
486
@item RealVideo 3.0          @tab     @tab  X
487
    @tab still far from ideal
488
@item RealVideo 4.0          @tab     @tab  X
489
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
490
    @tab Texture dictionaries used by the Renderware Engine.
491
@item RL2 video              @tab     @tab  X
492
    @tab used in some games by Entertainment Software Partners
493
@item Sierra VMD video       @tab     @tab  X
494
    @tab Used in Sierra VMD files.
495
@item Smacker video          @tab     @tab  X
496
    @tab Video encoding used in Smacker.
497
@item SMPTE VC-1             @tab     @tab  X
498
@item Snow                   @tab  X  @tab  X
499
    @tab experimental wavelet codec (fourcc: SNOW)
500
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
501
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
502
    @tab fourcc: SVQ1
503
@item Sorenson Vector Quantizer 3  @tab     @tab  X
504
    @tab fourcc: SVQ3
505
@item Sunplus JPEG (SP5X)    @tab     @tab  X
506
    @tab fourcc: SP5X
507
@item TechSmith Screen Capture Codec  @tab     @tab  X
508
    @tab fourcc: TSCC
509
@item Theora                 @tab  E  @tab  X
510
    @tab encoding supported through external library libtheora
511
@item Tiertex Limited SEQ video  @tab     @tab  X
512
    @tab Codec used in DOS CD-ROM FlashBack game.
513
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
514
@item VMware Screen Codec / VMware Video  @tab     @tab  X
515
    @tab Codec used in videos captured by VMware.
516
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
517
@item Windows Media Video 7  @tab  X  @tab  X
518
@item Windows Media Video 8  @tab  X  @tab  X
519
@item Windows Media Video 9  @tab     @tab  X
520
    @tab not completely working
521
@item Wing Commander III / Xan  @tab     @tab  X
522
    @tab Used in Wing Commander III .MVE files.
523
@item Wing Commander IV / Xan  @tab     @tab  X
524
    @tab Used in Wing Commander IV.
525
@item Winnov WNV1            @tab     @tab  X
526
@item WMV7                   @tab  X  @tab  X
527
@item YAMAHA SMAF            @tab  X  @tab  X
528
@item Psygnosis YOP Video    @tab     @tab  X
529
@item ZLIB                   @tab  X  @tab  X
530
    @tab part of LCL, encoder experimental
531
@item Zip Motion Blocks Video  @tab   X @tab  X
532
    @tab Encoder works only in PAL8.
533
@end multitable
534

    
535
@code{X} means that encoding (resp. decoding) is supported.
536

    
537
@code{E} means that support is provided through an external library.
538

    
539
@section Audio Codecs
540

    
541
@multitable @columnfractions .4 .1 .1 .4
542
@item Name @tab Encoding @tab Decoding @tab Comments
543
@item 8SVX audio             @tab     @tab  X
544
@item AAC                    @tab  E  @tab  X
545
    @tab encoding supported through external library libfaac and libvo-aacenc
546
@item AC-3                   @tab IX  @tab  X
547
@item ADPCM 4X Movie         @tab     @tab  X
548
@item ADPCM CDROM XA         @tab     @tab  X
549
@item ADPCM Creative Technology @tab     @tab  X
550
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
551
@item ADPCM Electronic Arts  @tab     @tab  X
552
    @tab Used in various EA titles.
553
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
554
    @tab Used in Sim City 3000.
555
@item ADPCM Electronic Arts R1  @tab     @tab  X
556
@item ADPCM Electronic Arts R2  @tab     @tab  X
557
@item ADPCM Electronic Arts R3  @tab     @tab  X
558
@item ADPCM Electronic Arts XAS @tab     @tab  X
559
@item ADPCM G.722            @tab  X  @tab  X
560
@item ADPCM G.726            @tab  X  @tab  X
561
@item ADPCM IMA AMV          @tab     @tab  X
562
    @tab Used in AMV files
563
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
564
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
565
@item ADPCM IMA Funcom       @tab     @tab  X
566
@item ADPCM IMA QuickTime    @tab  X  @tab  X
567
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
568
@item ADPCM IMA WAV          @tab  X  @tab  X
569
@item ADPCM IMA Westwood     @tab     @tab  X
570
@item ADPCM ISS IMA          @tab     @tab  X
571
    @tab Used in FunCom games.
572
@item ADPCM IMA Duck DK3     @tab     @tab  X
573
    @tab Used in some Sega Saturn console games.
574
@item ADPCM IMA Duck DK4     @tab     @tab  X
575
    @tab Used in some Sega Saturn console games.
576
@item ADPCM Microsoft        @tab  X  @tab  X
577
@item ADPCM MS IMA           @tab  X  @tab  X
578
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
579
@item ADPCM QT IMA           @tab  X  @tab  X
580
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
581
    @tab Used in Sega Dreamcast games.
582
@item ADPCM Shockwave Flash  @tab  X  @tab  X
583
@item ADPCM SMJPEG IMA       @tab     @tab  X
584
    @tab Used in certain Loki game ports.
585
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
586
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
587
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
588
@item ADPCM Westwood Studios IMA @tab     @tab  X
589
    @tab Used in Westwood Studios games like Command and Conquer.
590
@item ADPCM Yamaha           @tab  X  @tab  X
591
@item AMR-NB                 @tab  E  @tab  X
592
    @tab encoding supported through external library libopencore-amrnb
593
@item AMR-WB                 @tab  E  @tab  X
594
    @tab encoding supported through external library libvo-amrwbenc
595
@item Apple lossless audio   @tab  X  @tab  X
596
    @tab QuickTime fourcc 'alac'
597
@item Atrac 1                @tab     @tab  X
598
@item Atrac 3                @tab     @tab  X
599
@item Bink Audio             @tab     @tab  X
600
    @tab Used in Bink and Smacker files in many games.
601
@item CELT (Opus)            @tab     @tab  E
602
    @tab decoding supported through external library libcelt
603
@item Delphine Software International CIN audio  @tab     @tab  X
604
    @tab Codec used in Delphine Software International games.
605
@item COOK                   @tab     @tab  X
606
    @tab All versions except 5.1 are supported.
607
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
608
@item DPCM id RoQ            @tab  X  @tab  X
609
    @tab Used in Quake III, Jedi Knight 2, other computer games.
610
@item DPCM Interplay         @tab     @tab  X
611
    @tab Used in various Interplay computer games.
612
@item DPCM Sierra Online     @tab     @tab  X
613
    @tab Used in Sierra Online game audio files.
614
@item DPCM Sol               @tab     @tab  X
615
@item DPCM Xan               @tab     @tab  X
616
    @tab Used in Origin's Wing Commander IV AVI files.
617
@item DSP Group TrueSpeech   @tab     @tab  X
618
@item DV audio               @tab     @tab  X
619
@item Enhanced AC-3          @tab     @tab  X
620
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
621
@item GSM                    @tab  E  @tab  X
622
    @tab encoding supported through external library libgsm
623
@item GSM Microsoft variant  @tab  E  @tab  X
624
    @tab encoding supported through external library libgsm
625
@item IMC (Intel Music Coder)  @tab     @tab  X
626
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
627
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
628
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
629
    @tab Used in DVD-Audio discs.
630
@item Monkey's Audio         @tab     @tab  X
631
    @tab Only versions 3.97-3.99 are supported.
632
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
633
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
634
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
635
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
636
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
637
@item Musepack SV7           @tab     @tab  X
638
@item Musepack SV8           @tab     @tab  X
639
@item Nellymoser Asao        @tab  X  @tab  X
640
@item PCM A-law              @tab  X  @tab  X
641
@item PCM mu-law             @tab  X  @tab  X
642
@item PCM 16-bit little-endian planar  @tab     @tab  X
643
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
644
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
645
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
646
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
647
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
648
@item PCM signed 8-bit       @tab  X  @tab  X
649
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
650
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
651
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
652
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
653
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
654
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
655
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
656
@item PCM unsigned 8-bit     @tab  X  @tab  X
657
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
658
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
659
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
660
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
661
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
662
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
663
@item PCM Zork               @tab  X  @tab  X
664
@item QCELP / PureVoice      @tab     @tab  X
665
@item QDesign Music Codec 2  @tab     @tab  X
666
    @tab There are still some distortions.
667
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
668
    @tab Real 14400 bit/s codec
669
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
670
    @tab Real 28800 bit/s codec
671
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
672
    @tab Real low bitrate AC-3 codec
673
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
674
@item Shorten                @tab     @tab  X
675
@item Sierra VMD audio       @tab     @tab  X
676
    @tab Used in Sierra VMD files.
677
@item Smacker audio          @tab     @tab  X
678
@item Sonic                  @tab  X  @tab  X
679
    @tab experimental codec
680
@item Sonic lossless         @tab  X  @tab  X
681
    @tab experimental codec
682
@item Speex                  @tab     @tab  E
683
    @tab supported through external library libspeex
684
@item True Audio (TTA)       @tab     @tab  X
685
@item TrueHD                 @tab     @tab  X
686
    @tab Used in HD-DVD and Blu-Ray discs.
687
@item TwinVQ (VQF flavor)    @tab     @tab  X
688
@item Vorbis                 @tab  E  @tab  X
689
    @tab A native but very primitive encoder exists.
690
@item WavPack                @tab     @tab  X
691
@item Westwood Audio (SND1)  @tab     @tab  X
692
@item Windows Media Audio 1  @tab  X  @tab  X
693
@item Windows Media Audio 2  @tab  X  @tab  X
694
@item Windows Media Audio Pro @tab    @tab  X
695
@item Windows Media Audio Voice @tab  @tab  X
696
@end multitable
697

    
698
@code{X} means that encoding (resp. decoding) is supported.
699

    
700
@code{E} means that support is provided through an external library.
701

    
702
@code{I} means that an integer-only version is available, too (ensures high
703
performance on systems without hardware floating point support).
704

    
705
@section Subtitle Formats
706

    
707
@multitable @columnfractions .4 .1 .1 .1 .1
708
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
709
@item SSA/ASS      @tab X @tab X @tab X @tab X
710
@item DVB          @tab X @tab X @tab X @tab X
711
@item DVD          @tab X @tab X @tab X @tab X
712
@item MicroDVD     @tab X @tab X @tab   @tab
713
@item PGS          @tab   @tab   @tab   @tab X
714
@item SubRip (SRT) @tab X @tab X @tab X @tab X
715
@item XSUB         @tab   @tab   @tab X @tab X
716
@end multitable
717

    
718
@code{X} means that the feature is supported.
719

    
720
@section Network Protocols
721

    
722
@multitable @columnfractions .4 .1
723
@item Name         @tab Support
724
@item Apple HTTP Live Streaming @tab X
725
@item file         @tab X
726
@item Gopher       @tab X
727
@item HTTP         @tab X
728
@item MMS          @tab X
729
@item pipe         @tab X
730
@item RTP          @tab X
731
@item TCP          @tab X
732
@item UDP          @tab X
733
@end multitable
734

    
735
@code{X} means that the protocol is supported.
736

    
737

    
738
@section Input/Output Devices
739

    
740
@multitable @columnfractions .4 .1 .1
741
@item Name              @tab Input  @tab Output
742
@item ALSA              @tab X      @tab X
743
@item BKTR              @tab X      @tab
744
@item DV1394            @tab X      @tab
745
@item JACK              @tab X      @tab
746
@item LIBDC1394         @tab X      @tab
747
@item OSS               @tab X      @tab X
748
@item Video4Linux       @tab X      @tab
749
@item Video4Linux2      @tab X      @tab
750
@item VfW capture       @tab X      @tab
751
@item X11 grabbing      @tab X      @tab
752
@end multitable
753

    
754
@code{X} means that input/output is supported.
755

    
756

    
757
@chapter Platform Specific information
758

    
759
@section DOS
760

    
761
Using a cross-compiler is preferred for various reasons.
762

    
763
@subsection DJGPP
764

    
765
FFmpeg cannot be compiled because of broken system headers, add
766
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
767
workaround.
768

    
769
@section OS/2
770

    
771
For information about compiling FFmpeg on OS/2 see
772
@url{http://www.edm2.com/index.php/FFmpeg}.
773

    
774
@section Unix-like
775

    
776
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
777
assembler which is still provided by a few AMD64 distributions. To
778
make sure your compiler really uses the required version of gas
779
after a binutils upgrade, run:
780

    
781
@example
782
$(gcc -print-prog-name=as) --version
783
@end example
784

    
785
If not, then you should install a different compiler that has no
786
hard-coded path to gas. In the worst case pass @code{--disable-asm}
787
to configure.
788

    
789
@subsection BSD
790

    
791
BSD make will not build FFmpeg, you need to install and use GNU Make
792
(@file{gmake}).
793

    
794
@subsection (Open)Solaris
795

    
796
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
797
standard Solaris Make will not work. When building with a non-c99 front-end
798
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
799
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
800
since the libc is not c99-compliant by default. The probes performed by
801
configure may raise an exception leading to the death of configure itself
802
due to a bug in the system shell. Simply invoke a different shell such as
803
bash directly to work around this:
804

    
805
@example
806
bash ./configure
807
@end example
808

    
809
@subsection Darwin (MacOS X, iPhone)
810

    
811
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
812
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
813
assembler functions. Just download the Perl script and put it somewhere
814
in your PATH, FFmpeg's configure will pick it up automatically.
815

    
816
@section Windows
817

    
818
To get help and instructions for building FFmpeg under Windows, check out
819
the FFmpeg Windows Help Forum at
820
@url{http://ffmpeg.arrozcru.org/}.
821

    
822
@subsection Native Windows compilation
823

    
824
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
825
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
826
You can find detailed installation
827
instructions in the download section and the FAQ.
828

    
829
FFmpeg does not build out-of-the-box with the packages the automated MinGW
830
installer provides. It also requires coreutils to be installed and many other
831
packages updated to the latest version. The minimum version for some packages
832
are listed below:
833

    
834
@itemize
835
@item bash 3.1
836
@item msys-make 3.81-2 (note: not mingw32-make)
837
@item w32api 3.13
838
@item mingw-runtime 3.15
839
@end itemize
840

    
841
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
842
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
843

    
844
Within the MSYS shell, configure and make with:
845

    
846
@example
847
./configure --enable-memalign-hack
848
make
849
make install
850
@end example
851

    
852
This will install @file{ffmpeg.exe} along with many other development files
853
to @file{/usr/local}. You may specify another install path using the
854
@code{--prefix} option in @file{configure}.
855

    
856
Notes:
857

    
858
@itemize
859

    
860
@item Building natively using MSYS can be sped up by disabling implicit rules
861
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
862
speed up is close to non-existent for normal one-off builds and is only
863
noticeable when running make for a second time (for example in
864
@code{make install}).
865

    
866
@item In order to compile FFplay, you must have the MinGW development library
867
of SDL. Get it from @url{http://www.libsdl.org}.
868
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
869
where SDL was installed. Verify that @file{sdl-config} can be launched from
870
the MSYS command line.
871

    
872
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
873
you can build libavutil, libavcodec and libavformat as DLLs.
874

    
875
@end itemize
876

    
877
@subsection Microsoft Visual C++ compatibility
878

    
879
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
880
want to use the libav* libraries in your own applications, you can still
881
compile those applications using MSVC++. But the libav* libraries you link
882
to @emph{must} be built with MinGW. However, you will not be able to debug
883
inside the libav* libraries, since MSVC++ does not recognize the debug
884
symbols generated by GCC.
885
We strongly recommend you to move over from MSVC++ to MinGW tools.
886

    
887
This description of how to use the FFmpeg libraries with MSVC++ is based on
888
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
889
you might have to modify the procedures slightly.
890

    
891
@subsubsection Using static libraries
892

    
893
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
894

    
895
@enumerate
896

    
897
@item Create a new console application ("File / New / Project") and then
898
select "Win32 Console Application". On the appropriate page of the
899
Application Wizard, uncheck the "Precompiled headers" option.
900

    
901
@item Write the source code for your application, or, for testing, just
902
copy the code from an existing sample application into the source file
903
that MSVC++ has already created for you. For example, you can copy
904
@file{libavformat/output-example.c} from the FFmpeg distribution.
905

    
906
@item Open the "Project / Properties" dialog box. In the "Configuration"
907
combo box, select "All Configurations" so that the changes you make will
908
affect both debug and release builds. In the tree view on the left hand
909
side, select "C/C++ / General", then edit the "Additional Include
910
Directories" setting to contain the path where the FFmpeg includes were
911
installed (i.e. @file{c:\msys\1.0\local\include}).
912
Do not add MinGW's include directory here, or the include files will
913
conflict with MSVC's.
914

    
915
@item Still in the "Project / Properties" dialog box, select
916
"Linker / General" from the tree view and edit the
917
"Additional Library Directories" setting to contain the @file{lib}
918
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
919
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
920
and the directory where MinGW's GCC libs are installed
921
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
922
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
923
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
924
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
925
to the end of "Additional Dependencies".
926

    
927
@item Now, select "C/C++ / Code Generation" from the tree view. Select
928
"Debug" in the "Configuration" combo box. Make sure that "Runtime
929
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
930
the "Configuration" combo box and make sure that "Runtime Library" is
931
set to "Multi-threaded DLL".
932

    
933
@item Click "OK" to close the "Project / Properties" dialog box.
934

    
935
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
936
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
937
and install it in MSVC++'s include directory
938
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
939

    
940
@item MSVC++ also does not understand the @code{inline} keyword used by
941
FFmpeg, so you must add this line before @code{#include}ing libav*:
942
@example
943
#define inline _inline
944
@end example
945

    
946
@item Build your application, everything should work.
947

    
948
@end enumerate
949

    
950
@subsubsection Using shared libraries
951

    
952
This is how to create DLL and LIB files that are compatible with MSVC++:
953

    
954
@enumerate
955

    
956
@item Add a call to @file{vcvars32.bat} (which sets up the environment
957
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
958
The standard location for @file{vcvars32.bat} is
959
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
960
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
961
If this corresponds to your setup, add the following line as the first line
962
of @file{msys.bat}:
963

    
964
@example
965
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
966
@end example
967

    
968
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
969
and run @file{c:\msys\1.0\msys.bat} from there.
970

    
971
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
972
from @file{Microsoft (R) Library Manager}, this means your environment
973
variables are set up correctly, the @file{Microsoft (R) Library Manager}
974
is on the path and will be used by FFmpeg to create
975
MSVC++-compatible import libraries.
976

    
977
@item Build FFmpeg with
978

    
979
@example
980
./configure --enable-shared --enable-memalign-hack
981
make
982
make install
983
@end example
984

    
985
Your install path (@file{/usr/local/} by default) should now have the
986
necessary DLL and LIB files under the @file{bin} directory.
987

    
988
@end enumerate
989

    
990
To use those files with MSVC++, do the same as you would do with
991
the static libraries, as described above. But in Step 4,
992
you should only need to add the directory where the LIB files are installed
993
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
994
installed in the @file{bin} directory. And instead of adding the static
995
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
996
(@file{avcodec.lib}, @file{avformat.lib}, and
997
@file{avutil.lib}). Note that you should not use the GCC import
998
libraries (@file{libxxx.dll.a} files), as these will give you undefined
999
reference errors. There should be no need for @file{libmingwex.a},
1000
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
1001
statically linked into the DLLs. The @file{bin} directory contains a bunch
1002
of DLL files, but the ones that are actually used to run your application
1003
are the ones with a major version number in their filenames
1004
(i.e. @file{avcodec-51.dll}).
1005

    
1006
FFmpeg headers do not declare global data for Windows DLLs through the usual
1007
dllexport/dllimport interface. Such data will be exported properly while
1008
building, but to use them in your MSVC++ code you will have to edit the
1009
appropriate headers and mark the data as dllimport. For example, in
1010
libavutil/pixdesc.h you should have:
1011
@example
1012
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1013
@end example
1014

    
1015
Note that using import libraries created by dlltool requires
1016
the linker optimization option to be set to
1017
"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
1018
the resulting binaries will fail during runtime. This isn't
1019
required when using import libraries generated by lib.exe.
1020

    
1021
@subsection Cross compilation for Windows with Linux
1022

    
1023
You must use the MinGW cross compilation tools available at
1024
@url{http://www.mingw.org/}.
1025

    
1026
Then configure FFmpeg with the following options:
1027
@example
1028
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1029
@end example
1030
(you can change the cross-prefix according to the prefix chosen for the
1031
MinGW tools).
1032

    
1033
Then you can easily test FFmpeg with Wine
1034
(@url{http://www.winehq.com/}).
1035

    
1036
@subsection Compilation under Cygwin
1037

    
1038
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1039
llrint() in its C library.
1040

    
1041
Install your Cygwin with all the "Base" packages, plus the
1042
following "Devel" ones:
1043
@example
1044
binutils, gcc4-core, make, git, mingw-runtime, texi2html
1045
@end example
1046

    
1047
And the following "Utils" one:
1048
@example
1049
diffutils
1050
@end example
1051

    
1052
Then run
1053

    
1054
@example
1055
./configure --enable-static --disable-shared
1056
@end example
1057

    
1058
to make a static build.
1059

    
1060
The current @code{gcc4-core} package is buggy and needs this flag to build
1061
shared libraries:
1062

    
1063
@example
1064
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1065
@end example
1066

    
1067
If you want to build FFmpeg with additional libraries, download Cygwin
1068
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1069
@example
1070
libogg-devel, libvorbis-devel
1071
@end example
1072

    
1073
These library packages are only available from Cygwin Ports
1074
(@url{http://sourceware.org/cygwinports/}) :
1075

    
1076
@example
1077
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1078
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1079
libxvidcore-devel
1080
@end example
1081

    
1082
The recommendation for libnut and x264 is to build them from source by
1083
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1084

    
1085
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1086
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1087

    
1088
@subsection Crosscompilation for Windows under Cygwin
1089

    
1090
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1091

    
1092
Just install your Cygwin as explained before, plus these additional
1093
"Devel" packages:
1094
@example
1095
gcc-mingw-core, mingw-runtime, mingw-zlib
1096
@end example
1097

    
1098
and add some special flags to your configure invocation.
1099

    
1100
For a static build run
1101
@example
1102
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1103
@end example
1104

    
1105
and for a build with shared libraries
1106
@example
1107
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1108
@end example
1109

    
1110
@bye