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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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8 a8f0814a Janne Grunau
@top
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@contents
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@chapter external libraries
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14 f8a45fa1 Janne Grunau
Libav 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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Libav 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 Libav'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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Libav 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 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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Libav 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
350 588f8cd8 Kostya Shishkov
@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
353 d66d8b83 Diego Biurrun
@item Autodesk RLE           @tab     @tab  X
354 d698c5d3 Diego Biurrun
    @tab fourcc: AASC
355 9510f59a Diego Biurrun
@item AVS (Audio Video Standard) video  @tab     @tab  X
356 d698c5d3 Diego Biurrun
    @tab Video encoding used by the Creature Shock game.
357 68dddf53 Justin Ruggles
@item Beam Software VB       @tab     @tab  X
358 9510f59a Diego Biurrun
@item Bethesda VID video     @tab     @tab  X
359 d698c5d3 Diego Biurrun
    @tab Used in some games from Bethesda Softworks.
360 342c7dfd Kostya Shishkov
@item Bink Video             @tab     @tab  X
361 402f9ad5 Peter Ross
@item Bitmap Brothers JV video  @tab   @tab X
362 9510f59a Diego Biurrun
@item Brute Force & Ignorance   @tab   @tab X
363
    @tab Used in the game Flash Traffic: City of Angels.
364 bac4c85c Diego Biurrun
@item C93 video              @tab     @tab  X
365 d698c5d3 Diego Biurrun
    @tab Codec used in Cyberia game.
366 d66d8b83 Diego Biurrun
@item CamStudio              @tab     @tab  X
367 d698c5d3 Diego Biurrun
    @tab fourcc: CSCD
368 a3d995c1 Michael Tison
@item CD+G                   @tab     @tab  X
369
    @tab Video codec for CD+G karaoke disks
370 de295976 Stefan Gehrer
@item Chinese AVS video      @tab  E  @tab  X
371
    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
372 9510f59a Diego Biurrun
@item Delphine Software International CIN video  @tab     @tab  X
373
    @tab Codec used in Delphine Software International games.
374 d66d8b83 Diego Biurrun
@item Cinepak                @tab     @tab  X
375
@item Cirrus Logic AccuPak   @tab     @tab  X
376 d698c5d3 Diego Biurrun
    @tab fourcc: CLJR
377 9510f59a Diego Biurrun
@item Creative YUV (CYUV)    @tab     @tab  X
378 42315dab Kostya Shishkov
@item DFA                    @tab     @tab  X
379
    @tab Codec used in Chronomaster game.
380 82ced5a9 Diego Biurrun
@item Dirac                  @tab  E  @tab  E
381 360f980b Diego Biurrun
    @tab supported through external libdirac/libschroedinger libraries
382 a1ae40fd Peter Ross
@item Deluxe Paint Animation @tab     @tab  X
383 9510f59a Diego Biurrun
@item DNxHD                  @tab   X @tab  X
384
    @tab aka SMPTE VC3
385 68dddf53 Justin Ruggles
@item Duck TrueMotion 1.0   @tab     @tab  X
386 d698c5d3 Diego Biurrun
    @tab fourcc: DUCK
387 68dddf53 Justin Ruggles
@item Duck TrueMotion 2.0    @tab     @tab  X
388 d698c5d3 Diego Biurrun
    @tab fourcc: TM20
389 9510f59a Diego Biurrun
@item DV (Digital Video)     @tab  X  @tab  X
390
@item Feeble Files/ScummVM DXA  @tab     @tab  X
391 d698c5d3 Diego Biurrun
    @tab Codec originally used in Feeble Files game.
392 9510f59a Diego Biurrun
@item Electronic Arts CMV video  @tab     @tab  X
393 d698c5d3 Diego Biurrun
    @tab Used in NHL 95 game.
394 c63ea92b Peter Ross
@item Electronic Arts Madcow video  @tab     @tab  X
395 dd2d651d Diego Biurrun
@item Electronic Arts TGV video  @tab     @tab  X
396
@item Electronic Arts TGQ video  @tab     @tab  X
397
@item Electronic Arts TQI video  @tab     @tab  X
398
@item Escape 124             @tab     @tab  X
399 f4258b13 Diego Biurrun
@item FFmpeg video codec #1  @tab  X  @tab  X
400 d698c5d3 Diego Biurrun
    @tab experimental lossless codec (fourcc: FFV1)
401 dd2d651d Diego Biurrun
@item Flash Screen Video v1  @tab  X  @tab  X
402 d698c5d3 Diego Biurrun
    @tab fourcc: FSV1
403 dd2d651d Diego Biurrun
@item Flash Video (FLV)      @tab  X  @tab  X
404 d698c5d3 Diego Biurrun
    @tab Sorenson H.263 used in Flash
405 dd2d651d Diego Biurrun
@item Fraps                  @tab     @tab  X
406 d66d8b83 Diego Biurrun
@item H.261                  @tab  X  @tab  X
407 dd2d651d Diego Biurrun
@item H.263 / H.263-1996     @tab  X  @tab  X
408
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
409
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
410 360f980b Diego Biurrun
    @tab encoding supported through external library libx264
411 dd2d651d Diego Biurrun
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
412 d66d8b83 Diego Biurrun
@item HuffYUV                @tab  X  @tab  X
413 dd2d651d Diego Biurrun
@item HuffYUV FFmpeg variant @tab  X  @tab  X
414 d66d8b83 Diego Biurrun
@item IBM Ultimotion         @tab     @tab  X
415 d698c5d3 Diego Biurrun
    @tab fourcc: ULTI
416 bac4c85c Diego Biurrun
@item id Cinematic video     @tab     @tab  X
417 d698c5d3 Diego Biurrun
    @tab Used in Quake II.
418 a1c5b6ec Justin Ruggles
@item id RoQ video           @tab  X  @tab  X
419 d698c5d3 Diego Biurrun
    @tab Used in Quake III, Jedi Knight 2, other computer games.
420 b9e06ddd Peter Ross
@item IFF ILBM               @tab     @tab  X
421
    @tab IFF interlaved bitmap
422
@item IFF ByteRun1           @tab     @tab  X
423
    @tab IFF run length encoded bitmap
424 dd2d651d Diego Biurrun
@item Intel H.263            @tab     @tab  X
425
@item Intel Indeo 2          @tab     @tab  X
426 d66d8b83 Diego Biurrun
@item Intel Indeo 3          @tab     @tab  X
427 5bebe94d Kostya Shishkov
@item Intel Indeo 5          @tab     @tab  X
428 dd2d651d Diego Biurrun
@item Interplay C93          @tab     @tab  X
429 9510f59a Diego Biurrun
    @tab Used in the game Cyberia from Interplay.
430 dd2d651d Diego Biurrun
@item Interplay MVE video    @tab     @tab  X
431 d698c5d3 Diego Biurrun
    @tab Used in Interplay .MVE files.
432 dd2d651d Diego Biurrun
@item Karl Morton's video codec  @tab     @tab  X
433 d698c5d3 Diego Biurrun
    @tab Codec used in Worms games.
434 bf354122 Daniel Verkamp
@item Kega Game Video (KGV1) @tab      @tab  X
435
    @tab Kega emulator screen capture codec.
436 d267b339 Carl Eugen Hoyos
@item Lagarith               @tab     @tab  X
437 dd2d651d Diego Biurrun
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
438
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
439 d66d8b83 Diego Biurrun
@item LOCO                   @tab     @tab  X
440
@item lossless MJPEG         @tab  X  @tab  X
441
@item Microsoft RLE          @tab     @tab  X
442 dd2d651d Diego Biurrun
@item Microsoft Video 1      @tab     @tab  X
443 d66d8b83 Diego Biurrun
@item Mimic                  @tab     @tab  X
444 d698c5d3 Diego Biurrun
    @tab Used in MSN Messenger Webcam streams.
445 d66d8b83 Diego Biurrun
@item Miro VideoXL           @tab     @tab  X
446 d698c5d3 Diego Biurrun
    @tab fourcc: VIXL
447 eacf8613 Justin Ruggles
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
448 ce02f9be anatoly
@item Mobotix MxPEG video    @tab     @tab  X
449 dd2d651d Diego Biurrun
@item Motion Pixels video    @tab     @tab  X
450
@item MPEG-1 video           @tab  X  @tab  X
451
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
452
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
453
@item MPEG-2 video           @tab  X  @tab  X
454
@item MPEG-4 part 2          @tab  X  @tab  X
455
    @ libxvidcore can be used alternatively for encoding.
456 f7af2c1d Carl Eugen Hoyos
@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
457 dd2d651d Diego Biurrun
@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 eacf8613 Justin Ruggles
@item Nintendo Gamecube THP video  @tab     @tab  X
460 641992de Diego Biurrun
@item NuppelVideo/RTjpeg     @tab     @tab  X
461
    @tab Video encoding used in NuppelVideo files.
462 d66d8b83 Diego Biurrun
@item On2 VP3                @tab     @tab  X
463 d698c5d3 Diego Biurrun
    @tab still experimental
464 d66d8b83 Diego Biurrun
@item On2 VP5                @tab     @tab  X
465 d698c5d3 Diego Biurrun
    @tab fourcc: VP50
466 d66d8b83 Diego Biurrun
@item On2 VP6                @tab     @tab  X
467 d698c5d3 Diego Biurrun
    @tab fourcc: VP60,VP61,VP62
468 3b636f21 David Conrad
@item VP8                    @tab  E  @tab  X
469
    @tab fourcc: VP80, encoding supported through external library libvpx
470 d66d8b83 Diego Biurrun
@item planar RGB             @tab     @tab  X
471 d698c5d3 Diego Biurrun
    @tab fourcc: 8BPS
472 a1c5b6ec Justin Ruggles
@item Q-team QPEG            @tab     @tab  X
473 d698c5d3 Diego Biurrun
    @tab fourccs: QPEG, Q1.0, Q1.1
474 9510f59a Diego Biurrun
@item QuickTime 8BPS video   @tab     @tab  X
475 a1c5b6ec Justin Ruggles
@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 43836928 Zhou Zongyi
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
482 4aaab0a3 Reimar Döffinger
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
483 a1c5b6ec Justin Ruggles
@item Raw Video              @tab  X  @tab  X
484 d0e1cd3d Diego Biurrun
@item RealVideo 1.0          @tab  X  @tab  X
485
@item RealVideo 2.0          @tab  X  @tab  X
486 6beb8b26 Kostya Shishkov
@item RealVideo 3.0          @tab     @tab  X
487
    @tab still far from ideal
488 11c0f9ec Kostya Shishkov
@item RealVideo 4.0          @tab     @tab  X
489 68dddf53 Justin Ruggles
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
490 d698c5d3 Diego Biurrun
    @tab Texture dictionaries used by the Renderware Engine.
491 a1c5b6ec Justin Ruggles
@item RL2 video              @tab     @tab  X
492
    @tab used in some games by Entertainment Software Partners
493 68dddf53 Justin Ruggles
@item Sierra VMD video       @tab     @tab  X
494
    @tab Used in Sierra VMD files.
495 bac4c85c Diego Biurrun
@item Smacker video          @tab     @tab  X
496 d698c5d3 Diego Biurrun
    @tab Video encoding used in Smacker.
497 68dddf53 Justin Ruggles
@item SMPTE VC-1             @tab     @tab  X
498 d66d8b83 Diego Biurrun
@item Snow                   @tab  X  @tab  X
499 d698c5d3 Diego Biurrun
    @tab experimental wavelet codec (fourcc: SNOW)
500 eacf8613 Justin Ruggles
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
501 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
502 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ1
503 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 3  @tab     @tab  X
504 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ3
505 a1c5b6ec Justin Ruggles
@item Sunplus JPEG (SP5X)    @tab     @tab  X
506 d698c5d3 Diego Biurrun
    @tab fourcc: SP5X
507 68dddf53 Justin Ruggles
@item TechSmith Screen Capture Codec  @tab     @tab  X
508 d698c5d3 Diego Biurrun
    @tab fourcc: TSCC
509 82ced5a9 Diego Biurrun
@item Theora                 @tab  E  @tab  X
510 360f980b Diego Biurrun
    @tab encoding supported through external library libtheora
511 a1c5b6ec Justin Ruggles
@item Tiertex Limited SEQ video  @tab     @tab  X
512 d698c5d3 Diego Biurrun
    @tab Codec used in DOS CD-ROM FlashBack game.
513 ca0bb1c4 Baptiste Coudurier
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
514 eacf8613 Justin Ruggles
@item VMware Screen Codec / VMware Video  @tab     @tab  X
515 d698c5d3 Diego Biurrun
    @tab Codec used in videos captured by VMware.
516 eacf8613 Justin Ruggles
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
517 dd2d651d Diego Biurrun
@item Windows Media Video 7  @tab  X  @tab  X
518 eacf8613 Justin Ruggles
@item Windows Media Video 8  @tab  X  @tab  X
519 68dddf53 Justin Ruggles
@item Windows Media Video 9  @tab     @tab  X
520
    @tab not completely working
521 eacf8613 Justin Ruggles
@item Wing Commander III / Xan  @tab     @tab  X
522
    @tab Used in Wing Commander III .MVE files.
523 44ddfd47 Kostya Shishkov
@item Wing Commander IV / Xan  @tab     @tab  X
524
    @tab Used in Wing Commander IV.
525 d66d8b83 Diego Biurrun
@item Winnov WNV1            @tab     @tab  X
526
@item WMV7                   @tab  X  @tab  X
527 39271be4 Diego Biurrun
@item YAMAHA SMAF            @tab  X  @tab  X
528 148bcae9 Mohamed Naufal
@item Psygnosis YOP Video    @tab     @tab  X
529 d66d8b83 Diego Biurrun
@item ZLIB                   @tab  X  @tab  X
530 d698c5d3 Diego Biurrun
    @tab part of LCL, encoder experimental
531 eacf8613 Justin Ruggles
@item Zip Motion Blocks Video  @tab   X @tab  X
532 d698c5d3 Diego Biurrun
    @tab Encoder works only in PAL8.
533 d0e1cd3d Diego Biurrun
@end multitable
534
535
@code{X} means that encoding (resp. decoding) is supported.
536
537 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
538
539 d0e1cd3d Diego Biurrun
@section Audio Codecs
540
541 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .4
542 b3de4544 Diego Biurrun
@item Name @tab Encoding @tab Decoding @tab Comments
543 16d81b27 Diego Biurrun
@item 8SVX audio             @tab     @tab  X
544 82ced5a9 Diego Biurrun
@item AAC                    @tab  E  @tab  X
545 d89e738a Martin Storsjö
    @tab encoding supported through external library libfaac and libvo-aacenc
546 c76d1bb2 Justin Ruggles
@item AC-3                   @tab IX  @tab  X
547 fd75cedd Diego Biurrun
@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 21e681ba Martin Storsjö
@item ADPCM G.722            @tab  X  @tab  X
560 fd75cedd Diego Biurrun
@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 2bcaf2fe Diego Biurrun
@item AMR-NB                 @tab  E  @tab  X
592 4fe3edaa Vitor Sessak
    @tab encoding supported through external library libopencore-amrnb
593 f502ff3f Martin Storsjö
@item AMR-WB                 @tab  E  @tab  X
594
    @tab encoding supported through external library libvo-amrwbenc
595 833e90dd Jai Menon
@item Apple lossless audio   @tab  X  @tab  X
596 d698c5d3 Diego Biurrun
    @tab QuickTime fourcc 'alac'
597 61dc238b Benjamin Larsson
@item Atrac 1                @tab     @tab  X
598 9510f59a Diego Biurrun
@item Atrac 3                @tab     @tab  X
599 c0d3f516 Peter Ross
@item Bink Audio             @tab     @tab  X
600
    @tab Used in Bink and Smacker files in many games.
601 9510f59a Diego Biurrun
@item Delphine Software International CIN audio  @tab     @tab  X
602 d698c5d3 Diego Biurrun
    @tab Codec used in Delphine Software International games.
603 9510f59a Diego Biurrun
@item COOK                   @tab     @tab  X
604
    @tab All versions except 5.1 are supported.
605
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
606 12dd57fd Diego Biurrun
@item DPCM id RoQ            @tab  X  @tab  X
607
    @tab Used in Quake III, Jedi Knight 2, other computer games.
608
@item DPCM Interplay         @tab     @tab  X
609
    @tab Used in various Interplay computer games.
610
@item DPCM Sierra Online     @tab     @tab  X
611
    @tab Used in Sierra Online game audio files.
612
@item DPCM Sol               @tab     @tab  X
613
@item DPCM Xan               @tab     @tab  X
614 eff9011d Sascha Sommer
    @tab Used in Origin's Wing Commander IV AVI files.
615 16d81b27 Diego Biurrun
@item DSP Group TrueSpeech   @tab     @tab  X
616
@item DV audio               @tab     @tab  X
617 44723c84 Justin Ruggles
@item Enhanced AC-3          @tab     @tab  X
618 dd2d651d Diego Biurrun
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
619 b576934d Reimar Döffinger
@item GSM                    @tab  E  @tab  X
620
    @tab encoding supported through external library libgsm
621
@item GSM Microsoft variant  @tab  E  @tab  X
622
    @tab encoding supported through external library libgsm
623 dd2d651d Diego Biurrun
@item IMC (Intel Music Coder)  @tab     @tab  X
624
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
625
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
626 9ba4821d Ramiro Polla
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
627
    @tab Used in DVD-Audio discs.
628 16d81b27 Diego Biurrun
@item Monkey's Audio         @tab     @tab  X
629 d698c5d3 Diego Biurrun
    @tab Only versions 3.97-3.99 are supported.
630 dd2d651d Diego Biurrun
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
631
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
632
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
633
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
634 99971952 Thilo Borgmann
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
635 dd2d651d Diego Biurrun
@item Musepack SV7           @tab     @tab  X
636
@item Musepack SV8           @tab     @tab  X
637 641992de Diego Biurrun
@item Nellymoser Asao        @tab  X  @tab  X
638
@item PCM A-law              @tab  X  @tab  X
639
@item PCM mu-law             @tab  X  @tab  X
640
@item PCM 16-bit little-endian planar  @tab     @tab  X
641
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
642
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
643
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
644
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
645
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
646
@item PCM signed 8-bit       @tab  X  @tab  X
647
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
648
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
649
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
650
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
651
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
652
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
653 5dd3707b Christian Schmidt
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
654 641992de Diego Biurrun
@item PCM unsigned 8-bit     @tab  X  @tab  X
655
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
656
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
657
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
658
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
659
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
660
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
661
@item PCM Zork               @tab  X  @tab  X
662 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
663 a1c5b6ec Justin Ruggles
@item QDesign Music Codec 2  @tab     @tab  X
664 d698c5d3 Diego Biurrun
    @tab There are still some distortions.
665 d31ba231 Francesco Lavra
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
666 d698c5d3 Diego Biurrun
    @tab Real 14400 bit/s codec
667 a1c5b6ec Justin Ruggles
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
668 d698c5d3 Diego Biurrun
    @tab Real 28800 bit/s codec
669 a1c5b6ec Justin Ruggles
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
670 a692130f Justin Ruggles
    @tab Real low bitrate AC-3 codec
671 7bd3096f Vladimir Voroshilov
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
672 bac4c85c Diego Biurrun
@item Shorten                @tab     @tab  X
673 68dddf53 Justin Ruggles
@item Sierra VMD audio       @tab     @tab  X
674
    @tab Used in Sierra VMD files.
675 bac4c85c Diego Biurrun
@item Smacker audio          @tab     @tab  X
676 82ced5a9 Diego Biurrun
@item Speex                  @tab     @tab  E
677 360f980b Diego Biurrun
    @tab supported through external library libspeex
678 16d81b27 Diego Biurrun
@item True Audio (TTA)       @tab     @tab  X
679 9ba4821d Ramiro Polla
@item TrueHD                 @tab     @tab  X
680
    @tab Used in HD-DVD and Blu-Ray discs.
681 7bd47335 Vitor Sessak
@item TwinVQ (VQF flavor)    @tab     @tab  X
682 dd2d651d Diego Biurrun
@item Vorbis                 @tab  E  @tab  X
683 19fcd66c Martin Storsjö
    @tab A native but very primitive encoder exists.
684 bac4c85c Diego Biurrun
@item WavPack                @tab     @tab  X
685 eacf8613 Justin Ruggles
@item Westwood Audio (SND1)  @tab     @tab  X
686
@item Windows Media Audio 1  @tab  X  @tab  X
687
@item Windows Media Audio 2  @tab  X  @tab  X
688 c1061cc7 Sascha Sommer
@item Windows Media Audio Pro @tab    @tab  X
689 fa65584f Ronald S. Bultje
@item Windows Media Audio Voice @tab  @tab  X
690 d0e1cd3d Diego Biurrun
@end multitable
691
692
@code{X} means that encoding (resp. decoding) is supported.
693
694 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
695
696 d0e1cd3d Diego Biurrun
@code{I} means that an integer-only version is available, too (ensures high
697
performance on systems without hardware floating point support).
698
699 bd3151f2 Diego Biurrun
@section Subtitle Formats
700
701 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1 .1 .1 .1
702 9afc2917 Diego Biurrun
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
703 1f0920db Aurelien Jacobs
@item SSA/ASS      @tab X @tab X @tab X @tab X
704 9afc2917 Diego Biurrun
@item DVB          @tab X @tab X @tab X @tab X
705
@item DVD          @tab X @tab X @tab X @tab X
706 c58b82a2 Stephen Backway
@item PGS          @tab   @tab   @tab   @tab X
707 2c77c906 Aurelien Jacobs
@item SubRip (SRT) @tab X @tab X @tab   @tab X
708 a4276ba2 Reimar Döffinger
@item XSUB         @tab   @tab   @tab X @tab X
709 bd3151f2 Diego Biurrun
@end multitable
710
711
@code{X} means that the feature is supported.
712
713 fbd52050 Diego Biurrun
@section Network Protocols
714
715 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1
716 fbd52050 Diego Biurrun
@item Name         @tab Support
717 f4f4e12c Martin Storsjö
@item Apple HTTP Live Streaming @tab X
718 fbd52050 Diego Biurrun
@item file         @tab X
719
@item Gopher       @tab X
720
@item HTTP         @tab X
721 a2403986 Zhentan Feng
@item MMS          @tab X
722 fbd52050 Diego Biurrun
@item pipe         @tab X
723
@item RTP          @tab X
724
@item TCP          @tab X
725
@item UDP          @tab X
726
@end multitable
727
728
@code{X} means that the protocol is supported.
729
730
731 fa3f2a35 Diego Biurrun
@section Input/Output Devices
732
733
@multitable @columnfractions .4 .1 .1
734
@item Name              @tab Input  @tab Output
735
@item ALSA              @tab X      @tab X
736
@item BKTR              @tab X      @tab
737
@item DV1394            @tab X      @tab
738 80ff8a16 Olivier Guilyardi
@item JACK              @tab X      @tab
739 fa3f2a35 Diego Biurrun
@item LIBDC1394         @tab X      @tab
740
@item OSS               @tab X      @tab X
741
@item Video4Linux       @tab X      @tab
742
@item Video4Linux2      @tab X      @tab
743
@item VfW capture       @tab X      @tab
744
@item X11 grabbing      @tab X      @tab
745
@end multitable
746
747 23869b4a Diego Biurrun
@code{X} means that input/output is supported.
748 fa3f2a35 Diego Biurrun
749
750 d0e1cd3d Diego Biurrun
@chapter Platform Specific information
751
752 6a36798f Michael Kostylev
@section DOS
753
754
Using a cross-compiler is preferred for various reasons.
755
756
@subsection DJGPP
757
758 f8a45fa1 Janne Grunau
Libav cannot be compiled because of broken system headers, add
759 6a36798f Michael Kostylev
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
760
workaround.
761
762 bee694bc Michael Kostylev
@section OS/2
763
764 f8a45fa1 Janne Grunau
For information about compiling Libav on OS/2 see
765 bee694bc Michael Kostylev
@url{http://www.edm2.com/index.php/FFmpeg}.
766
767
@section Unix-like
768
769 f8a45fa1 Janne Grunau
Some parts of Libav cannot be built with version 2.15 of the GNU
770 1e4dd198 Diego Biurrun
assembler which is still provided by a few AMD64 distributions. To
771
make sure your compiler really uses the required version of gas
772
after a binutils upgrade, run:
773
774
@example
775
$(gcc -print-prog-name=as) --version
776
@end example
777
778
If not, then you should install a different compiler that has no
779
hard-coded path to gas. In the worst case pass @code{--disable-asm}
780
to configure.
781
782 bee694bc Michael Kostylev
@subsection BSD
783 d0e1cd3d Diego Biurrun
784 f8a45fa1 Janne Grunau
BSD make will not build Libav, you need to install and use GNU Make
785 d0e1cd3d Diego Biurrun
(@file{gmake}).
786
787 d5c5a1c7 Martin Storsjö
@subsubsection FreeBSD, DragonFly BSD
788 54dab567 Diego Biurrun
789 d5c5a1c7 Martin Storsjö
These systems will not compile out-of-the-box due to broken system headers.
790 54dab567 Diego Biurrun
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
791
around the problem. This may have unexpected sideeffects, so use it at
792
your own risk. If you care about FreeBSD, please make an attempt at
793
getting the system headers fixed.
794
795 bee694bc Michael Kostylev
@subsection (Open)Solaris
796 3fd427cd Diego Biurrun
797 f8a45fa1 Janne Grunau
GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
798 e69decae Michael Kostylev
standard Solaris Make will not work. When building with a non-c99 front-end
799 ee945547 Diego Biurrun
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
800 e69decae Michael Kostylev
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
801
since the libc is not c99-compliant by default. The probes performed by
802
configure may raise an exception leading to the death of configure itself
803
due to a bug in the system shell. Simply invoke a different shell such as
804
bash directly to work around this:
805
806
@example
807
bash ./configure
808
@end example
809 3fd427cd Diego Biurrun
810 377723b2 Måns Rullgård
@subsection Darwin (MacOS X, iPhone)
811
812
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
813
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
814 06a2ba23 Diego Biurrun
assembler functions. Just download the Perl script and put it somewhere
815 f8a45fa1 Janne Grunau
in your PATH, Libav's configure will pick it up automatically.
816 377723b2 Måns Rullgård
817 d0e1cd3d Diego Biurrun
@section Windows
818
819
@subsection Native Windows compilation
820
821 f8a45fa1 Janne Grunau
Libav can be built to run natively on Windows using the MinGW tools. Install
822 126cadc7 Ramiro Polla
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
823
You can find detailed installation
824 d0e1cd3d Diego Biurrun
instructions in the download section and the FAQ.
825
826 f8a45fa1 Janne Grunau
Libav does not build out-of-the-box with the packages the automated MinGW
827 126cadc7 Ramiro Polla
installer provides. It also requires coreutils to be installed and many other
828
packages updated to the latest version. The minimum version for some packages
829
are listed below:
830
831
@itemize
832
@item bash 3.1
833
@item msys-make 3.81-2 (note: not mingw32-make)
834 2014b51c Ramiro Polla
@item w32api 3.13
835 126cadc7 Ramiro Polla
@item mingw-runtime 3.15
836
@end itemize
837
838 f8a45fa1 Janne Grunau
Libav automatically passes @code{-fno-common} to the compiler to work around
839 0f898714 Diego Biurrun
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
840
841 c1989552 Ramiro Polla
Within the MSYS shell, configure and make with:
842 d0e1cd3d Diego Biurrun
843 c1989552 Ramiro Polla
@example
844 1a04d4c7 Ramiro Polla
./configure --enable-memalign-hack
845 c1989552 Ramiro Polla
make
846
make install
847
@end example
848 d0e1cd3d Diego Biurrun
849 c1989552 Ramiro Polla
This will install @file{ffmpeg.exe} along with many other development files
850
to @file{/usr/local}. You may specify another install path using the
851
@code{--prefix} option in @file{configure}.
852 d0e1cd3d Diego Biurrun
853 c1989552 Ramiro Polla
Notes:
854 d0e1cd3d Diego Biurrun
855 c1989552 Ramiro Polla
@itemize
856 d0e1cd3d Diego Biurrun
857 b94ca208 Ramiro Polla
@item Building natively using MSYS can be sped up by disabling implicit rules
858
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
859
speed up is close to non-existent for normal one-off builds and is only
860
noticeable when running make for a second time (for example in
861
@code{make install}).
862
863 c1989552 Ramiro Polla
@item In order to compile FFplay, you must have the MinGW development library
864
of SDL. Get it from @url{http://www.libsdl.org}.
865
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
866
where SDL was installed. Verify that @file{sdl-config} can be launched from
867
the MSYS command line.
868 d0e1cd3d Diego Biurrun
869 f8a45fa1 Janne Grunau
@item By using @code{./configure --enable-shared} when configuring Libav,
870 c1989552 Ramiro Polla
you can build libavutil, libavcodec and libavformat as DLLs.
871 d0e1cd3d Diego Biurrun
872
@end itemize
873
874 c1989552 Ramiro Polla
@subsection Microsoft Visual C++ compatibility
875 d0e1cd3d Diego Biurrun
876 f8a45fa1 Janne Grunau
As stated in the FAQ, Libav will not compile under MSVC++. However, if you
877 c1989552 Ramiro Polla
want to use the libav* libraries in your own applications, you can still
878
compile those applications using MSVC++. But the libav* libraries you link
879
to @emph{must} be built with MinGW. However, you will not be able to debug
880
inside the libav* libraries, since MSVC++ does not recognize the debug
881
symbols generated by GCC.
882
We strongly recommend you to move over from MSVC++ to MinGW tools.
883 d0e1cd3d Diego Biurrun
884 f8a45fa1 Janne Grunau
This description of how to use the Libav libraries with MSVC++ is based on
885 c1989552 Ramiro Polla
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
886
you might have to modify the procedures slightly.
887 d0e1cd3d Diego Biurrun
888 c1989552 Ramiro Polla
@subsubsection Using static libraries
889 d0e1cd3d Diego Biurrun
890 f8a45fa1 Janne Grunau
Assuming you have just built and installed Libav in @file{/usr/local}.
891 d0e1cd3d Diego Biurrun
892
@enumerate
893
894
@item Create a new console application ("File / New / Project") and then
895
select "Win32 Console Application". On the appropriate page of the
896
Application Wizard, uncheck the "Precompiled headers" option.
897
898
@item Write the source code for your application, or, for testing, just
899
copy the code from an existing sample application into the source file
900 c1989552 Ramiro Polla
that MSVC++ has already created for you. For example, you can copy
901 f8a45fa1 Janne Grunau
@file{libavformat/output-example.c} from the Libav distribution.
902 d0e1cd3d Diego Biurrun
903
@item Open the "Project / Properties" dialog box. In the "Configuration"
904
combo box, select "All Configurations" so that the changes you make will
905
affect both debug and release builds. In the tree view on the left hand
906
side, select "C/C++ / General", then edit the "Additional Include
907 f8a45fa1 Janne Grunau
Directories" setting to contain the path where the Libav includes were
908 c1989552 Ramiro Polla
installed (i.e. @file{c:\msys\1.0\local\include}).
909 f010d377 Ramiro Polla
Do not add MinGW's include directory here, or the include files will
910
conflict with MSVC's.
911 c1989552 Ramiro Polla
912
@item Still in the "Project / Properties" dialog box, select
913
"Linker / General" from the tree view and edit the
914
"Additional Library Directories" setting to contain the @file{lib}
915 f8a45fa1 Janne Grunau
directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
916 c1989552 Ramiro Polla
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
917
and the directory where MinGW's GCC libs are installed
918
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
919
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
920
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
921
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
922
to the end of "Additional Dependencies".
923 d0e1cd3d Diego Biurrun
924
@item Now, select "C/C++ / Code Generation" from the tree view. Select
925
"Debug" in the "Configuration" combo box. Make sure that "Runtime
926
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
927
the "Configuration" combo box and make sure that "Runtime Library" is
928
set to "Multi-threaded DLL".
929
930 c1989552 Ramiro Polla
@item Click "OK" to close the "Project / Properties" dialog box.
931
932 f8a45fa1 Janne Grunau
@item MSVC++ lacks some C99 header files that are fundamental for Libav.
933 c1989552 Ramiro Polla
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
934
and install it in MSVC++'s include directory
935
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
936
937
@item MSVC++ also does not understand the @code{inline} keyword used by
938 f8a45fa1 Janne Grunau
Libav, so you must add this line before @code{#include}ing libav*:
939 c1989552 Ramiro Polla
@example
940
#define inline _inline
941
@end example
942
943
@item Build your application, everything should work.
944
945
@end enumerate
946
947
@subsubsection Using shared libraries
948
949
This is how to create DLL and LIB files that are compatible with MSVC++:
950
951
@enumerate
952
953
@item Add a call to @file{vcvars32.bat} (which sets up the environment
954
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
955
The standard location for @file{vcvars32.bat} is
956
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
957
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
958
If this corresponds to your setup, add the following line as the first line
959
of @file{msys.bat}:
960
961
@example
962
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
963
@end example
964
965
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
966
and run @file{c:\msys\1.0\msys.bat} from there.
967
968
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
969
from @file{Microsoft (R) Library Manager}, this means your environment
970
variables are set up correctly, the @file{Microsoft (R) Library Manager}
971 f8a45fa1 Janne Grunau
is on the path and will be used by Libav to create
972 c1989552 Ramiro Polla
MSVC++-compatible import libraries.
973
974 f8a45fa1 Janne Grunau
@item Build Libav with
975 c1989552 Ramiro Polla
976
@example
977
./configure --enable-shared --enable-memalign-hack
978
make
979
make install
980
@end example
981
982
Your install path (@file{/usr/local/} by default) should now have the
983
necessary DLL and LIB files under the @file{bin} directory.
984 d0e1cd3d Diego Biurrun
985
@end enumerate
986
987 c1989552 Ramiro Polla
To use those files with MSVC++, do the same as you would do with
988
the static libraries, as described above. But in Step 4,
989
you should only need to add the directory where the LIB files are installed
990
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
991 bc3836a1 Ramiro Polla
installed in the @file{bin} directory. And instead of adding the static
992
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
993 737eb597 Reinhard Tartler
(@file{avcodec.lib}, @file{avformat.lib}, and
994 bc3836a1 Ramiro Polla
@file{avutil.lib}). Note that you should not use the GCC import
995
libraries (@file{libxxx.dll.a} files), as these will give you undefined
996
reference errors. There should be no need for @file{libmingwex.a},
997 c1989552 Ramiro Polla
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
998
statically linked into the DLLs. The @file{bin} directory contains a bunch
999
of DLL files, but the ones that are actually used to run your application
1000
are the ones with a major version number in their filenames
1001
(i.e. @file{avcodec-51.dll}).
1002
1003 f8a45fa1 Janne Grunau
Libav headers do not declare global data for Windows DLLs through the usual
1004 e16c1569 Ramiro Polla
dllexport/dllimport interface. Such data will be exported properly while
1005
building, but to use them in your MSVC++ code you will have to edit the
1006
appropriate headers and mark the data as dllimport. For example, in
1007
libavutil/pixdesc.h you should have:
1008
@example
1009
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1010
@end example
1011
1012 e971d813 Martin Storsjö
Note that using import libraries created by dlltool requires
1013
the linker optimization option to be set to
1014
"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
1015
the resulting binaries will fail during runtime. This isn't
1016
required when using import libraries generated by lib.exe.
1017
1018 d0e1cd3d Diego Biurrun
@subsection Cross compilation for Windows with Linux
1019
1020
You must use the MinGW cross compilation tools available at
1021
@url{http://www.mingw.org/}.
1022
1023 f8a45fa1 Janne Grunau
Then configure Libav with the following options:
1024 d0e1cd3d Diego Biurrun
@example
1025
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1026
@end example
1027
(you can change the cross-prefix according to the prefix chosen for the
1028
MinGW tools).
1029
1030 f8a45fa1 Janne Grunau
Then you can easily test Libav with Wine
1031 d0e1cd3d Diego Biurrun
(@url{http://www.winehq.com/}).
1032
1033
@subsection Compilation under Cygwin
1034
1035 2f821b03 Víctor Paesa
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1036
llrint() in its C library.
1037 d0e1cd3d Diego Biurrun
1038 2f821b03 Víctor Paesa
Install your Cygwin with all the "Base" packages, plus the
1039 d0e1cd3d Diego Biurrun
following "Devel" ones:
1040
@example
1041 faa6f1c3 Janne Grunau
binutils, gcc4-core, make, git, mingw-runtime, texi2html
1042 71ecc16b Ramiro Polla
@end example
1043
1044
And the following "Utils" one:
1045
@example
1046
diffutils
1047 d0e1cd3d Diego Biurrun
@end example
1048
1049
Then run
1050
1051
@example
1052 2f821b03 Víctor Paesa
./configure --enable-static --disable-shared
1053 d0e1cd3d Diego Biurrun
@end example
1054
1055 2f821b03 Víctor Paesa
to make a static build.
1056
1057
The current @code{gcc4-core} package is buggy and needs this flag to build
1058
shared libraries:
1059 d0e1cd3d Diego Biurrun
1060
@example
1061 2f821b03 Víctor Paesa
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1062 d0e1cd3d Diego Biurrun
@end example
1063
1064 f8a45fa1 Janne Grunau
If you want to build Libav with additional libraries, download Cygwin
1065 5dd9799d Víctor Paesa
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1066
@example
1067
libogg-devel, libvorbis-devel
1068
@end example
1069
1070
These library packages are only available from Cygwin Ports
1071 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
1072 5dd9799d Víctor Paesa
1073
@example
1074 6a74b127 Måns Rullgård
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1075 5dd9799d Víctor Paesa
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1076
libxvidcore-devel
1077
@end example
1078
1079
The recommendation for libnut and x264 is to build them from source by
1080
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1081 d0e1cd3d Diego Biurrun
1082 cdf51395 Víctor Paesa
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1083
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1084
1085 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
1086
1087
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1088
1089
Just install your Cygwin as explained before, plus these additional
1090
"Devel" packages:
1091
@example
1092
gcc-mingw-core, mingw-runtime, mingw-zlib
1093
@end example
1094
1095
and add some special flags to your configure invocation.
1096
1097
For a static build run
1098
@example
1099
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1100
@end example
1101
1102
and for a build with shared libraries
1103
@example
1104
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1105
@end example
1106
1107
@bye