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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 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 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
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
453
    @tab fourcc: VP60,VP61,VP62
454
@item VP8                    @tab  E  @tab  X
455
    @tab fourcc: VP80, encoding supported through external library libvpx
456
@item planar RGB             @tab     @tab  X
457
    @tab fourcc: 8BPS
458
@item Q-team QPEG            @tab     @tab  X
459
    @tab fourccs: QPEG, Q1.0, Q1.1
460
@item QuickTime 8BPS video   @tab     @tab  X
461
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
462
    @tab fourcc: 'rle '
463
@item QuickTime Graphics (SMC)  @tab     @tab  X
464
    @tab fourcc: 'smc '
465
@item QuickTime video (RPZA) @tab     @tab  X
466
    @tab fourcc: rpza
467
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
468
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
469
@item Raw Video              @tab  X  @tab  X
470
@item RealVideo 1.0          @tab  X  @tab  X
471
@item RealVideo 2.0          @tab  X  @tab  X
472
@item RealVideo 3.0          @tab     @tab  X
473
    @tab still far from ideal
474
@item RealVideo 4.0          @tab     @tab  X
475
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
476
    @tab Texture dictionaries used by the Renderware Engine.
477
@item RL2 video              @tab     @tab  X
478
    @tab used in some games by Entertainment Software Partners
479
@item Sierra VMD video       @tab     @tab  X
480
    @tab Used in Sierra VMD files.
481
@item Smacker video          @tab     @tab  X
482
    @tab Video encoding used in Smacker.
483
@item SMPTE VC-1             @tab     @tab  X
484
@item Snow                   @tab  X  @tab  X
485
    @tab experimental wavelet codec (fourcc: SNOW)
486
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
487
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
488
    @tab fourcc: SVQ1
489
@item Sorenson Vector Quantizer 3  @tab     @tab  X
490
    @tab fourcc: SVQ3
491
@item Sunplus JPEG (SP5X)    @tab     @tab  X
492
    @tab fourcc: SP5X
493
@item TechSmith Screen Capture Codec  @tab     @tab  X
494
    @tab fourcc: TSCC
495
@item Theora                 @tab  E  @tab  X
496
    @tab encoding supported through external library libtheora
497
@item Tiertex Limited SEQ video  @tab     @tab  X
498
    @tab Codec used in DOS CD-ROM FlashBack game.
499
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
500
@item VMware Screen Codec / VMware Video  @tab     @tab  X
501
    @tab Codec used in videos captured by VMware.
502
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
503
@item Windows Media Video 7  @tab  X  @tab  X
504
@item Windows Media Video 8  @tab  X  @tab  X
505
@item Windows Media Video 9  @tab     @tab  X
506
    @tab not completely working
507
@item Wing Commander III / Xan  @tab     @tab  X
508
    @tab Used in Wing Commander III .MVE files.
509
@item Winnov WNV1            @tab     @tab  X
510
@item WMV7                   @tab  X  @tab  X
511
@item YAMAHA SMAF            @tab  X  @tab  X
512
@item Psygnosis YOP Video    @tab     @tab  X
513
@item ZLIB                   @tab  X  @tab  X
514
    @tab part of LCL, encoder experimental
515
@item Zip Motion Blocks Video  @tab   X @tab  X
516
    @tab Encoder works only in PAL8.
517
@end multitable
518

    
519
@code{X} means that encoding (resp. decoding) is supported.
520

    
521
@code{E} means that support is provided through an external library.
522

    
523
@section Audio Codecs
524

    
525
@multitable @columnfractions .4 .1 .1 .4
526
@item Name @tab Encoding @tab Decoding @tab Comments
527
@item 8SVX audio             @tab     @tab  X
528
@item AAC                    @tab  E  @tab  X
529
    @tab encoding supported through external library libfaac
530
@item AC-3                   @tab IX  @tab  X
531
@item ADPCM 4X Movie         @tab     @tab  X
532
@item ADPCM CDROM XA         @tab     @tab  X
533
@item ADPCM Creative Technology @tab     @tab  X
534
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
535
@item ADPCM Electronic Arts  @tab     @tab  X
536
    @tab Used in various EA titles.
537
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
538
    @tab Used in Sim City 3000.
539
@item ADPCM Electronic Arts R1  @tab     @tab  X
540
@item ADPCM Electronic Arts R2  @tab     @tab  X
541
@item ADPCM Electronic Arts R3  @tab     @tab  X
542
@item ADPCM Electronic Arts XAS @tab     @tab  X
543
@item ADPCM G.722            @tab  X  @tab  X
544
@item ADPCM G.726            @tab  X  @tab  X
545
@item ADPCM IMA AMV          @tab     @tab  X
546
    @tab Used in AMV files
547
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
548
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
549
@item ADPCM IMA Funcom       @tab     @tab  X
550
@item ADPCM IMA QuickTime    @tab  X  @tab  X
551
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
552
@item ADPCM IMA WAV          @tab  X  @tab  X
553
@item ADPCM IMA Westwood     @tab     @tab  X
554
@item ADPCM ISS IMA          @tab     @tab  X
555
    @tab Used in FunCom games.
556
@item ADPCM IMA Duck DK3     @tab     @tab  X
557
    @tab Used in some Sega Saturn console games.
558
@item ADPCM IMA Duck DK4     @tab     @tab  X
559
    @tab Used in some Sega Saturn console games.
560
@item ADPCM Microsoft        @tab  X  @tab  X
561
@item ADPCM MS IMA           @tab  X  @tab  X
562
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
563
@item ADPCM QT IMA           @tab  X  @tab  X
564
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
565
    @tab Used in Sega Dreamcast games.
566
@item ADPCM Shockwave Flash  @tab  X  @tab  X
567
@item ADPCM SMJPEG IMA       @tab     @tab  X
568
    @tab Used in certain Loki game ports.
569
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
570
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
571
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
572
@item ADPCM Westwood Studios IMA @tab     @tab  X
573
    @tab Used in Westwood Studios games like Command and Conquer.
574
@item ADPCM Yamaha           @tab  X  @tab  X
575
@item AMR-NB                 @tab  E  @tab  X
576
    @tab encoding supported through external library libopencore-amrnb
577
@item AMR-WB                 @tab     @tab  X
578
@item Apple lossless audio   @tab  X  @tab  X
579
    @tab QuickTime fourcc 'alac'
580
@item Atrac 1                @tab     @tab  X
581
@item Atrac 3                @tab     @tab  X
582
@item Bink Audio             @tab     @tab  X
583
    @tab Used in Bink and Smacker files in many games.
584
@item Delphine Software International CIN audio  @tab     @tab  X
585
    @tab Codec used in Delphine Software International games.
586
@item COOK                   @tab     @tab  X
587
    @tab All versions except 5.1 are supported.
588
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
589
@item DPCM id RoQ            @tab  X  @tab  X
590
    @tab Used in Quake III, Jedi Knight 2, other computer games.
591
@item DPCM Interplay         @tab     @tab  X
592
    @tab Used in various Interplay computer games.
593
@item DPCM Sierra Online     @tab     @tab  X
594
    @tab Used in Sierra Online game audio files.
595
@item DPCM Sol               @tab     @tab  X
596
@item DPCM Xan               @tab     @tab  X
597
    @tab Used in Origin's Wing Commander IV AVI files.
598
@item DSP Group TrueSpeech   @tab     @tab  X
599
@item DV audio               @tab     @tab  X
600
@item Enhanced AC-3          @tab     @tab  X
601
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
602
@item GSM                    @tab  E  @tab  X
603
    @tab encoding supported through external library libgsm
604
@item GSM Microsoft variant  @tab  E  @tab  X
605
    @tab encoding supported through external library libgsm
606
@item IMC (Intel Music Coder)  @tab     @tab  X
607
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
608
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
609
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
610
    @tab Used in DVD-Audio discs.
611
@item Monkey's Audio         @tab     @tab  X
612
    @tab Only versions 3.97-3.99 are supported.
613
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
614
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
615
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
616
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
617
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
618
@item Musepack SV7           @tab     @tab  X
619
@item Musepack SV8           @tab     @tab  X
620
@item Nellymoser Asao        @tab  X  @tab  X
621
@item PCM A-law              @tab  X  @tab  X
622
@item PCM mu-law             @tab  X  @tab  X
623
@item PCM 16-bit little-endian planar  @tab     @tab  X
624
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
625
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
626
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
627
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
628
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
629
@item PCM signed 8-bit       @tab  X  @tab  X
630
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
631
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
632
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
633
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
634
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
635
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
636
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
637
@item PCM unsigned 8-bit     @tab  X  @tab  X
638
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
639
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
640
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
641
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
642
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
643
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
644
@item PCM Zork               @tab  X  @tab  X
645
@item QCELP / PureVoice      @tab     @tab  X
646
@item QDesign Music Codec 2  @tab     @tab  X
647
    @tab There are still some distortions.
648
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
649
    @tab Real 14400 bit/s codec
650
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
651
    @tab Real 28800 bit/s codec
652
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
653
    @tab Real low bitrate AC-3 codec
654
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
655
@item Shorten                @tab     @tab  X
656
@item Sierra VMD audio       @tab     @tab  X
657
    @tab Used in Sierra VMD files.
658
@item Smacker audio          @tab     @tab  X
659
@item Sonic                  @tab  X  @tab  X
660
    @tab experimental codec
661
@item Sonic lossless         @tab  X  @tab  X
662
    @tab experimental codec
663
@item Speex                  @tab     @tab  E
664
    @tab supported through external library libspeex
665
@item True Audio (TTA)       @tab     @tab  X
666
@item TrueHD                 @tab     @tab  X
667
    @tab Used in HD-DVD and Blu-Ray discs.
668
@item TwinVQ (VQF flavor)    @tab     @tab  X
669
@item Vorbis                 @tab  E  @tab  X
670
    @tab A native but very primitive encoder exists.
671
@item WavPack                @tab     @tab  X
672
@item Westwood Audio (SND1)  @tab     @tab  X
673
@item Windows Media Audio 1  @tab  X  @tab  X
674
@item Windows Media Audio 2  @tab  X  @tab  X
675
@item Windows Media Audio Pro @tab    @tab  X
676
@item Windows Media Audio Voice @tab  @tab  X
677
@end multitable
678

    
679
@code{X} means that encoding (resp. decoding) is supported.
680

    
681
@code{E} means that support is provided through an external library.
682

    
683
@code{I} means that an integer-only version is available, too (ensures high
684
performance on systems without hardware floating point support).
685

    
686
@section Subtitle Formats
687

    
688
@multitable @columnfractions .4 .1 .1 .1 .1
689
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
690
@item SSA/ASS      @tab X @tab X
691
@item DVB          @tab X @tab X @tab X @tab X
692
@item DVD          @tab X @tab X @tab X @tab X
693
@item PGS          @tab   @tab   @tab   @tab X
694
@item SubRip (SRT) @tab X @tab X
695
@item XSUB         @tab   @tab   @tab X @tab X
696
@end multitable
697

    
698
@code{X} means that the feature is supported.
699

    
700
@section Network Protocols
701

    
702
@multitable @columnfractions .4 .1
703
@item Name         @tab Support
704
@item file         @tab X
705
@item Gopher       @tab X
706
@item HTTP         @tab X
707
@item MMS          @tab X
708
@item pipe         @tab X
709
@item RTP          @tab X
710
@item TCP          @tab X
711
@item UDP          @tab X
712
@end multitable
713

    
714
@code{X} means that the protocol is supported.
715

    
716

    
717
@section Input/Output Devices
718

    
719
@multitable @columnfractions .4 .1 .1
720
@item Name              @tab Input  @tab Output
721
@item ALSA              @tab X      @tab X
722
@item BKTR              @tab X      @tab
723
@item DV1394            @tab X      @tab
724
@item JACK              @tab X      @tab
725
@item LIBDC1394         @tab X      @tab
726
@item OSS               @tab X      @tab X
727
@item Video4Linux       @tab X      @tab
728
@item Video4Linux2      @tab X      @tab
729
@item VfW capture       @tab X      @tab
730
@item X11 grabbing      @tab X      @tab
731
@end multitable
732

    
733
@code{X} means that input/output is supported.
734

    
735

    
736
@chapter Platform Specific information
737

    
738
@section DOS
739

    
740
Using a cross-compiler is preferred for various reasons.
741

    
742
@subsection DJGPP
743

    
744
FFmpeg cannot be compiled because of broken system headers, add
745
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
746
workaround.
747

    
748
@section OS/2
749

    
750
For information about compiling FFmpeg on OS/2 see
751
@url{http://www.edm2.com/index.php/FFmpeg}.
752

    
753
@section Unix-like
754

    
755
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
756
assembler which is still provided by a few AMD64 distributions. To
757
make sure your compiler really uses the required version of gas
758
after a binutils upgrade, run:
759

    
760
@example
761
$(gcc -print-prog-name=as) --version
762
@end example
763

    
764
If not, then you should install a different compiler that has no
765
hard-coded path to gas. In the worst case pass @code{--disable-asm}
766
to configure.
767

    
768
@subsection BSD
769

    
770
BSD make will not build FFmpeg, you need to install and use GNU Make
771
(@file{gmake}).
772

    
773
@subsubsection FreeBSD
774

    
775
FreeBSD will not compile out-of-the-box due to broken system headers.
776
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
777
around the problem. This may have unexpected sideeffects, so use it at
778
your own risk. If you care about FreeBSD, please make an attempt at
779
getting the system headers fixed.
780

    
781
@subsection (Open)Solaris
782

    
783
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
784
standard Solaris Make will not work. When building with a non-c99 front-end
785
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
786
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
787
since the libc is not c99-compliant by default. The probes performed by
788
configure may raise an exception leading to the death of configure itself
789
due to a bug in the system shell. Simply invoke a different shell such as
790
bash directly to work around this:
791

    
792
@example
793
bash ./configure
794
@end example
795

    
796
@subsection Darwin (MacOS X, iPhone)
797

    
798
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
799
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
800
assembler functions. Just download the Perl script and put it somewhere
801
in your PATH, FFmpeg's configure will pick it up automatically.
802

    
803
@section Windows
804

    
805
To get help and instructions for building FFmpeg under Windows, check out
806
the FFmpeg Windows Help Forum at
807
@url{http://ffmpeg.arrozcru.org/}.
808

    
809
@subsection Native Windows compilation
810

    
811
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
812
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
813
You can find detailed installation
814
instructions in the download section and the FAQ.
815

    
816
FFmpeg does not build out-of-the-box with the packages the automated MinGW
817
installer provides. It also requires coreutils to be installed and many other
818
packages updated to the latest version. The minimum version for some packages
819
are listed below:
820

    
821
@itemize
822
@item bash 3.1
823
@item msys-make 3.81-2 (note: not mingw32-make)
824
@item w32api 3.13
825
@item mingw-runtime 3.15
826
@end itemize
827

    
828
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
829
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
830

    
831
Within the MSYS shell, configure and make with:
832

    
833
@example
834
./configure --enable-memalign-hack
835
make
836
make install
837
@end example
838

    
839
This will install @file{ffmpeg.exe} along with many other development files
840
to @file{/usr/local}. You may specify another install path using the
841
@code{--prefix} option in @file{configure}.
842

    
843
Notes:
844

    
845
@itemize
846

    
847
@item Building natively using MSYS can be sped up by disabling implicit rules
848
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
849
speed up is close to non-existent for normal one-off builds and is only
850
noticeable when running make for a second time (for example in
851
@code{make install}).
852

    
853
@item In order to compile FFplay, you must have the MinGW development library
854
of SDL. Get it from @url{http://www.libsdl.org}.
855
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
856
where SDL was installed. Verify that @file{sdl-config} can be launched from
857
the MSYS command line.
858

    
859
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
860
you can build libavutil, libavcodec and libavformat as DLLs.
861

    
862
@end itemize
863

    
864
@subsection Microsoft Visual C++ compatibility
865

    
866
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
867
want to use the libav* libraries in your own applications, you can still
868
compile those applications using MSVC++. But the libav* libraries you link
869
to @emph{must} be built with MinGW. However, you will not be able to debug
870
inside the libav* libraries, since MSVC++ does not recognize the debug
871
symbols generated by GCC.
872
We strongly recommend you to move over from MSVC++ to MinGW tools.
873

    
874
This description of how to use the FFmpeg libraries with MSVC++ is based on
875
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
876
you might have to modify the procedures slightly.
877

    
878
@subsubsection Using static libraries
879

    
880
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
881

    
882
@enumerate
883

    
884
@item Create a new console application ("File / New / Project") and then
885
select "Win32 Console Application". On the appropriate page of the
886
Application Wizard, uncheck the "Precompiled headers" option.
887

    
888
@item Write the source code for your application, or, for testing, just
889
copy the code from an existing sample application into the source file
890
that MSVC++ has already created for you. For example, you can copy
891
@file{libavformat/output-example.c} from the FFmpeg distribution.
892

    
893
@item Open the "Project / Properties" dialog box. In the "Configuration"
894
combo box, select "All Configurations" so that the changes you make will
895
affect both debug and release builds. In the tree view on the left hand
896
side, select "C/C++ / General", then edit the "Additional Include
897
Directories" setting to contain the path where the FFmpeg includes were
898
installed (i.e. @file{c:\msys\1.0\local\include}).
899
Do not add MinGW's include directory here, or the include files will
900
conflict with MSVC's.
901

    
902
@item Still in the "Project / Properties" dialog box, select
903
"Linker / General" from the tree view and edit the
904
"Additional Library Directories" setting to contain the @file{lib}
905
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
906
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
907
and the directory where MinGW's GCC libs are installed
908
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
909
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
910
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
911
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
912
to the end of "Additional Dependencies".
913

    
914
@item Now, select "C/C++ / Code Generation" from the tree view. Select
915
"Debug" in the "Configuration" combo box. Make sure that "Runtime
916
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
917
the "Configuration" combo box and make sure that "Runtime Library" is
918
set to "Multi-threaded DLL".
919

    
920
@item Click "OK" to close the "Project / Properties" dialog box.
921

    
922
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
923
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
924
and install it in MSVC++'s include directory
925
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
926

    
927
@item MSVC++ also does not understand the @code{inline} keyword used by
928
FFmpeg, so you must add this line before @code{#include}ing libav*:
929
@example
930
#define inline _inline
931
@end example
932

    
933
@item Build your application, everything should work.
934

    
935
@end enumerate
936

    
937
@subsubsection Using shared libraries
938

    
939
This is how to create DLL and LIB files that are compatible with MSVC++:
940

    
941
@enumerate
942

    
943
@item Add a call to @file{vcvars32.bat} (which sets up the environment
944
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
945
The standard location for @file{vcvars32.bat} is
946
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
947
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
948
If this corresponds to your setup, add the following line as the first line
949
of @file{msys.bat}:
950

    
951
@example
952
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
953
@end example
954

    
955
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
956
and run @file{c:\msys\1.0\msys.bat} from there.
957

    
958
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
959
from @file{Microsoft (R) Library Manager}, this means your environment
960
variables are set up correctly, the @file{Microsoft (R) Library Manager}
961
is on the path and will be used by FFmpeg to create
962
MSVC++-compatible import libraries.
963

    
964
@item Build FFmpeg with
965

    
966
@example
967
./configure --enable-shared --enable-memalign-hack
968
make
969
make install
970
@end example
971

    
972
Your install path (@file{/usr/local/} by default) should now have the
973
necessary DLL and LIB files under the @file{bin} directory.
974

    
975
@end enumerate
976

    
977
To use those files with MSVC++, do the same as you would do with
978
the static libraries, as described above. But in Step 4,
979
you should only need to add the directory where the LIB files are installed
980
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
981
installed in the @file{bin} directory. And instead of adding the static
982
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
983
(@file{avcodec.lib}, @file{avformat.lib}, @file{avcore.lib}, and
984
@file{avutil.lib}). Note that you should not use the GCC import
985
libraries (@file{libxxx.dll.a} files), as these will give you undefined
986
reference errors. There should be no need for @file{libmingwex.a},
987
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
988
statically linked into the DLLs. The @file{bin} directory contains a bunch
989
of DLL files, but the ones that are actually used to run your application
990
are the ones with a major version number in their filenames
991
(i.e. @file{avcodec-51.dll}).
992

    
993
FFmpeg headers do not declare global data for Windows DLLs through the usual
994
dllexport/dllimport interface. Such data will be exported properly while
995
building, but to use them in your MSVC++ code you will have to edit the
996
appropriate headers and mark the data as dllimport. For example, in
997
libavutil/pixdesc.h you should have:
998
@example
999
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1000
@end example
1001

    
1002
@subsection Cross compilation for Windows with Linux
1003

    
1004
You must use the MinGW cross compilation tools available at
1005
@url{http://www.mingw.org/}.
1006

    
1007
Then configure FFmpeg with the following options:
1008
@example
1009
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1010
@end example
1011
(you can change the cross-prefix according to the prefix chosen for the
1012
MinGW tools).
1013

    
1014
Then you can easily test FFmpeg with Wine
1015
(@url{http://www.winehq.com/}).
1016

    
1017
@subsection Compilation under Cygwin
1018

    
1019
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1020
llrint() in its C library.
1021

    
1022
Install your Cygwin with all the "Base" packages, plus the
1023
following "Devel" ones:
1024
@example
1025
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1026
@end example
1027

    
1028
And the following "Utils" one:
1029
@example
1030
diffutils
1031
@end example
1032

    
1033
Then run
1034

    
1035
@example
1036
./configure --enable-static --disable-shared
1037
@end example
1038

    
1039
to make a static build.
1040

    
1041
The current @code{gcc4-core} package is buggy and needs this flag to build
1042
shared libraries:
1043

    
1044
@example
1045
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1046
@end example
1047

    
1048
If you want to build FFmpeg with additional libraries, download Cygwin
1049
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1050
@example
1051
libogg-devel, libvorbis-devel
1052
@end example
1053

    
1054
These library packages are only available from Cygwin Ports
1055
(@url{http://sourceware.org/cygwinports/}) :
1056

    
1057
@example
1058
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1059
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1060
libxvidcore-devel
1061
@end example
1062

    
1063
The recommendation for libnut and x264 is to build them from source by
1064
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1065

    
1066
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1067
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1068

    
1069
@subsection Crosscompilation for Windows under Cygwin
1070

    
1071
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1072

    
1073
Just install your Cygwin as explained before, plus these additional
1074
"Devel" packages:
1075
@example
1076
gcc-mingw-core, mingw-runtime, mingw-zlib
1077
@end example
1078

    
1079
and add some special flags to your configure invocation.
1080

    
1081
For a static build run
1082
@example
1083
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1084
@end example
1085

    
1086
and for a build with shared libraries
1087
@example
1088
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1089
@end example
1090

    
1091
@bye