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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 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 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 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.
325 f0b19bd3 Daniel Verkamp
@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
328 8fb9e198 Tobias Bindhammer
@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.
334 5a717094 Peter Ross
@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
346 588f8cd8 Kostya Shishkov
@item Auravision Aura        @tab     @tab  X
347 ce293510 Kostya Shishkov
@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
352 d698c5d3 Diego Biurrun
    @tab Video encoding used by the Creature Shock game.
353 68dddf53 Justin Ruggles
@item Beam Software VB       @tab     @tab  X
354 9510f59a Diego Biurrun
@item Bethesda VID video     @tab     @tab  X
355 d698c5d3 Diego Biurrun
    @tab Used in some games from Bethesda Softworks.
356 342c7dfd Kostya Shishkov
@item Bink Video             @tab     @tab  X
357 402f9ad5 Peter Ross
@item Bitmap Brothers JV video  @tab   @tab X
358 9510f59a Diego Biurrun
@item Brute Force & Ignorance   @tab   @tab X
359
    @tab Used in the game Flash Traffic: City of Angels.
360 bac4c85c Diego Biurrun
@item C93 video              @tab     @tab  X
361 d698c5d3 Diego Biurrun
    @tab Codec used in Cyberia game.
362 d66d8b83 Diego Biurrun
@item CamStudio              @tab     @tab  X
363 d698c5d3 Diego Biurrun
    @tab fourcc: CSCD
364 a3d995c1 Michael Tison
@item CD+G                   @tab     @tab  X
365
    @tab Video codec for CD+G karaoke disks
366 de295976 Stefan Gehrer
@item Chinese AVS video      @tab  E  @tab  X
367
    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
368 9510f59a Diego Biurrun
@item Delphine Software International CIN video  @tab     @tab  X
369
    @tab Codec used in Delphine Software International games.
370 d66d8b83 Diego Biurrun
@item Cinepak                @tab     @tab  X
371
@item Cirrus Logic AccuPak   @tab     @tab  X
372 d698c5d3 Diego Biurrun
    @tab fourcc: CLJR
373 9510f59a Diego Biurrun
@item Creative YUV (CYUV)    @tab     @tab  X
374 82ced5a9 Diego Biurrun
@item Dirac                  @tab  E  @tab  E
375 360f980b Diego Biurrun
    @tab supported through external libdirac/libschroedinger libraries
376 a1ae40fd Peter Ross
@item Deluxe Paint Animation @tab     @tab  X
377 9510f59a Diego Biurrun
@item DNxHD                  @tab   X @tab  X
378
    @tab aka SMPTE VC3
379 68dddf53 Justin Ruggles
@item Duck TrueMotion 1.0   @tab     @tab  X
380 d698c5d3 Diego Biurrun
    @tab fourcc: DUCK
381 68dddf53 Justin Ruggles
@item Duck TrueMotion 2.0    @tab     @tab  X
382 d698c5d3 Diego Biurrun
    @tab fourcc: TM20
383 9510f59a Diego Biurrun
@item DV (Digital Video)     @tab  X  @tab  X
384
@item Feeble Files/ScummVM DXA  @tab     @tab  X
385 d698c5d3 Diego Biurrun
    @tab Codec originally used in Feeble Files game.
386 9510f59a Diego Biurrun
@item Electronic Arts CMV video  @tab     @tab  X
387 d698c5d3 Diego Biurrun
    @tab Used in NHL 95 game.
388 c63ea92b Peter Ross
@item Electronic Arts Madcow video  @tab     @tab  X
389 dd2d651d Diego Biurrun
@item Electronic Arts TGV video  @tab     @tab  X
390
@item Electronic Arts TGQ video  @tab     @tab  X
391
@item Electronic Arts TQI video  @tab     @tab  X
392
@item Escape 124             @tab     @tab  X
393 f4258b13 Diego Biurrun
@item FFmpeg video codec #1  @tab  X  @tab  X
394 d698c5d3 Diego Biurrun
    @tab experimental lossless codec (fourcc: FFV1)
395 dd2d651d Diego Biurrun
@item Flash Screen Video v1  @tab  X  @tab  X
396 d698c5d3 Diego Biurrun
    @tab fourcc: FSV1
397 dd2d651d Diego Biurrun
@item Flash Video (FLV)      @tab  X  @tab  X
398 d698c5d3 Diego Biurrun
    @tab Sorenson H.263 used in Flash
399 dd2d651d Diego Biurrun
@item Fraps                  @tab     @tab  X
400 d66d8b83 Diego Biurrun
@item H.261                  @tab  X  @tab  X
401 dd2d651d Diego Biurrun
@item H.263 / H.263-1996     @tab  X  @tab  X
402
@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
403
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
404 360f980b Diego Biurrun
    @tab encoding supported through external library libx264
405 dd2d651d Diego Biurrun
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
406 d66d8b83 Diego Biurrun
@item HuffYUV                @tab  X  @tab  X
407 dd2d651d Diego Biurrun
@item HuffYUV FFmpeg variant @tab  X  @tab  X
408 d66d8b83 Diego Biurrun
@item IBM Ultimotion         @tab     @tab  X
409 d698c5d3 Diego Biurrun
    @tab fourcc: ULTI
410 bac4c85c Diego Biurrun
@item id Cinematic video     @tab     @tab  X
411 d698c5d3 Diego Biurrun
    @tab Used in Quake II.
412 a1c5b6ec Justin Ruggles
@item id RoQ video           @tab  X  @tab  X
413 d698c5d3 Diego Biurrun
    @tab Used in Quake III, Jedi Knight 2, other computer games.
414 b9e06ddd Peter Ross
@item IFF ILBM               @tab     @tab  X
415
    @tab IFF interlaved bitmap
416
@item IFF ByteRun1           @tab     @tab  X
417
    @tab IFF run length encoded bitmap
418 dd2d651d Diego Biurrun
@item Intel H.263            @tab     @tab  X
419
@item Intel Indeo 2          @tab     @tab  X
420 d66d8b83 Diego Biurrun
@item Intel Indeo 3          @tab     @tab  X
421 5bebe94d Kostya Shishkov
@item Intel Indeo 5          @tab     @tab  X
422 dd2d651d Diego Biurrun
@item Interplay C93          @tab     @tab  X
423 9510f59a Diego Biurrun
    @tab Used in the game Cyberia from Interplay.
424 dd2d651d Diego Biurrun
@item Interplay MVE video    @tab     @tab  X
425 d698c5d3 Diego Biurrun
    @tab Used in Interplay .MVE files.
426 dd2d651d Diego Biurrun
@item Karl Morton's video codec  @tab     @tab  X
427 d698c5d3 Diego Biurrun
    @tab Codec used in Worms games.
428 bf354122 Daniel Verkamp
@item Kega Game Video (KGV1) @tab      @tab  X
429
    @tab Kega emulator screen capture codec.
430 d267b339 Carl Eugen Hoyos
@item Lagarith               @tab     @tab  X
431 dd2d651d Diego Biurrun
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
432
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
433 d66d8b83 Diego Biurrun
@item LOCO                   @tab     @tab  X
434
@item lossless MJPEG         @tab  X  @tab  X
435
@item Microsoft RLE          @tab     @tab  X
436 dd2d651d Diego Biurrun
@item Microsoft Video 1      @tab     @tab  X
437 d66d8b83 Diego Biurrun
@item Mimic                  @tab     @tab  X
438 d698c5d3 Diego Biurrun
    @tab Used in MSN Messenger Webcam streams.
439 d66d8b83 Diego Biurrun
@item Miro VideoXL           @tab     @tab  X
440 d698c5d3 Diego Biurrun
    @tab fourcc: VIXL
441 eacf8613 Justin Ruggles
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
442 dd2d651d Diego Biurrun
@item Motion Pixels video    @tab     @tab  X
443
@item MPEG-1 video           @tab  X  @tab  X
444
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
445
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
446
@item MPEG-2 video           @tab  X  @tab  X
447
@item MPEG-4 part 2          @tab  X  @tab  X
448
    @ libxvidcore can be used alternatively for encoding.
449 f7af2c1d Carl Eugen Hoyos
@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
450 dd2d651d Diego Biurrun
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
451
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
452 eacf8613 Justin Ruggles
@item Nintendo Gamecube THP video  @tab     @tab  X
453 641992de Diego Biurrun
@item NuppelVideo/RTjpeg     @tab     @tab  X
454
    @tab Video encoding used in NuppelVideo files.
455 d66d8b83 Diego Biurrun
@item On2 VP3                @tab     @tab  X
456 d698c5d3 Diego Biurrun
    @tab still experimental
457 d66d8b83 Diego Biurrun
@item On2 VP5                @tab     @tab  X
458 d698c5d3 Diego Biurrun
    @tab fourcc: VP50
459 d66d8b83 Diego Biurrun
@item On2 VP6                @tab     @tab  X
460 d698c5d3 Diego Biurrun
    @tab fourcc: VP60,VP61,VP62
461 3b636f21 David Conrad
@item VP8                    @tab  E  @tab  X
462
    @tab fourcc: VP80, encoding supported through external library libvpx
463 d66d8b83 Diego Biurrun
@item planar RGB             @tab     @tab  X
464 d698c5d3 Diego Biurrun
    @tab fourcc: 8BPS
465 a1c5b6ec Justin Ruggles
@item Q-team QPEG            @tab     @tab  X
466 d698c5d3 Diego Biurrun
    @tab fourccs: QPEG, Q1.0, Q1.1
467 9510f59a Diego Biurrun
@item QuickTime 8BPS video   @tab     @tab  X
468 a1c5b6ec Justin Ruggles
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
469
    @tab fourcc: 'rle '
470
@item QuickTime Graphics (SMC)  @tab     @tab  X
471
    @tab fourcc: 'smc '
472
@item QuickTime video (RPZA) @tab     @tab  X
473
    @tab fourcc: rpza
474 43836928 Zhou Zongyi
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
475 4aaab0a3 Reimar Döffinger
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
476 a1c5b6ec Justin Ruggles
@item Raw Video              @tab  X  @tab  X
477 d0e1cd3d Diego Biurrun
@item RealVideo 1.0          @tab  X  @tab  X
478
@item RealVideo 2.0          @tab  X  @tab  X
479 6beb8b26 Kostya Shishkov
@item RealVideo 3.0          @tab     @tab  X
480
    @tab still far from ideal
481 11c0f9ec Kostya Shishkov
@item RealVideo 4.0          @tab     @tab  X
482 68dddf53 Justin Ruggles
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
483 d698c5d3 Diego Biurrun
    @tab Texture dictionaries used by the Renderware Engine.
484 a1c5b6ec Justin Ruggles
@item RL2 video              @tab     @tab  X
485
    @tab used in some games by Entertainment Software Partners
486 68dddf53 Justin Ruggles
@item Sierra VMD video       @tab     @tab  X
487
    @tab Used in Sierra VMD files.
488 bac4c85c Diego Biurrun
@item Smacker video          @tab     @tab  X
489 d698c5d3 Diego Biurrun
    @tab Video encoding used in Smacker.
490 68dddf53 Justin Ruggles
@item SMPTE VC-1             @tab     @tab  X
491 d66d8b83 Diego Biurrun
@item Snow                   @tab  X  @tab  X
492 d698c5d3 Diego Biurrun
    @tab experimental wavelet codec (fourcc: SNOW)
493 eacf8613 Justin Ruggles
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
494 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
495 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ1
496 a1c5b6ec Justin Ruggles
@item Sorenson Vector Quantizer 3  @tab     @tab  X
497 d698c5d3 Diego Biurrun
    @tab fourcc: SVQ3
498 a1c5b6ec Justin Ruggles
@item Sunplus JPEG (SP5X)    @tab     @tab  X
499 d698c5d3 Diego Biurrun
    @tab fourcc: SP5X
500 68dddf53 Justin Ruggles
@item TechSmith Screen Capture Codec  @tab     @tab  X
501 d698c5d3 Diego Biurrun
    @tab fourcc: TSCC
502 82ced5a9 Diego Biurrun
@item Theora                 @tab  E  @tab  X
503 360f980b Diego Biurrun
    @tab encoding supported through external library libtheora
504 a1c5b6ec Justin Ruggles
@item Tiertex Limited SEQ video  @tab     @tab  X
505 d698c5d3 Diego Biurrun
    @tab Codec used in DOS CD-ROM FlashBack game.
506 ca0bb1c4 Baptiste Coudurier
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
507 eacf8613 Justin Ruggles
@item VMware Screen Codec / VMware Video  @tab     @tab  X
508 d698c5d3 Diego Biurrun
    @tab Codec used in videos captured by VMware.
509 eacf8613 Justin Ruggles
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
510 dd2d651d Diego Biurrun
@item Windows Media Video 7  @tab  X  @tab  X
511 eacf8613 Justin Ruggles
@item Windows Media Video 8  @tab  X  @tab  X
512 68dddf53 Justin Ruggles
@item Windows Media Video 9  @tab     @tab  X
513
    @tab not completely working
514 eacf8613 Justin Ruggles
@item Wing Commander III / Xan  @tab     @tab  X
515
    @tab Used in Wing Commander III .MVE files.
516 44ddfd47 Kostya Shishkov
@item Wing Commander IV / Xan  @tab     @tab  X
517
    @tab Used in Wing Commander IV.
518 d66d8b83 Diego Biurrun
@item Winnov WNV1            @tab     @tab  X
519
@item WMV7                   @tab  X  @tab  X
520 39271be4 Diego Biurrun
@item YAMAHA SMAF            @tab  X  @tab  X
521 148bcae9 Mohamed Naufal
@item Psygnosis YOP Video    @tab     @tab  X
522 d66d8b83 Diego Biurrun
@item ZLIB                   @tab  X  @tab  X
523 d698c5d3 Diego Biurrun
    @tab part of LCL, encoder experimental
524 eacf8613 Justin Ruggles
@item Zip Motion Blocks Video  @tab   X @tab  X
525 d698c5d3 Diego Biurrun
    @tab Encoder works only in PAL8.
526 d0e1cd3d Diego Biurrun
@end multitable
527
528
@code{X} means that encoding (resp. decoding) is supported.
529
530 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
531
532 d0e1cd3d Diego Biurrun
@section Audio Codecs
533
534 485ec4f1 Aurelien Jacobs
@multitable @columnfractions .4 .1 .1 .4
535 b3de4544 Diego Biurrun
@item Name @tab Encoding @tab Decoding @tab Comments
536 16d81b27 Diego Biurrun
@item 8SVX audio             @tab     @tab  X
537 82ced5a9 Diego Biurrun
@item AAC                    @tab  E  @tab  X
538 360f980b Diego Biurrun
    @tab encoding supported through external library libfaac
539 c76d1bb2 Justin Ruggles
@item AC-3                   @tab IX  @tab  X
540 fd75cedd Diego Biurrun
@item ADPCM 4X Movie         @tab     @tab  X
541
@item ADPCM CDROM XA         @tab     @tab  X
542
@item ADPCM Creative Technology @tab     @tab  X
543
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
544
@item ADPCM Electronic Arts  @tab     @tab  X
545
    @tab Used in various EA titles.
546
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
547
    @tab Used in Sim City 3000.
548
@item ADPCM Electronic Arts R1  @tab     @tab  X
549
@item ADPCM Electronic Arts R2  @tab     @tab  X
550
@item ADPCM Electronic Arts R3  @tab     @tab  X
551
@item ADPCM Electronic Arts XAS @tab     @tab  X
552 21e681ba Martin Storsjö
@item ADPCM G.722            @tab  X  @tab  X
553 fd75cedd Diego Biurrun
@item ADPCM G.726            @tab  X  @tab  X
554
@item ADPCM IMA AMV          @tab     @tab  X
555
    @tab Used in AMV files
556
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
557
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
558
@item ADPCM IMA Funcom       @tab     @tab  X
559
@item ADPCM IMA QuickTime    @tab  X  @tab  X
560
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
561
@item ADPCM IMA WAV          @tab  X  @tab  X
562
@item ADPCM IMA Westwood     @tab     @tab  X
563
@item ADPCM ISS IMA          @tab     @tab  X
564
    @tab Used in FunCom games.
565
@item ADPCM IMA Duck DK3     @tab     @tab  X
566
    @tab Used in some Sega Saturn console games.
567
@item ADPCM IMA Duck DK4     @tab     @tab  X
568
    @tab Used in some Sega Saturn console games.
569
@item ADPCM Microsoft        @tab  X  @tab  X
570
@item ADPCM MS IMA           @tab  X  @tab  X
571
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
572
@item ADPCM QT IMA           @tab  X  @tab  X
573
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
574
    @tab Used in Sega Dreamcast games.
575
@item ADPCM Shockwave Flash  @tab  X  @tab  X
576
@item ADPCM SMJPEG IMA       @tab     @tab  X
577
    @tab Used in certain Loki game ports.
578
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
579
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
580
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
581
@item ADPCM Westwood Studios IMA @tab     @tab  X
582
    @tab Used in Westwood Studios games like Command and Conquer.
583
@item ADPCM Yamaha           @tab  X  @tab  X
584 2bcaf2fe Diego Biurrun
@item AMR-NB                 @tab  E  @tab  X
585 4fe3edaa Vitor Sessak
    @tab encoding supported through external library libopencore-amrnb
586 2b2a597e Ronald S. Bultje
@item AMR-WB                 @tab     @tab  X
587 833e90dd Jai Menon
@item Apple lossless audio   @tab  X  @tab  X
588 d698c5d3 Diego Biurrun
    @tab QuickTime fourcc 'alac'
589 61dc238b Benjamin Larsson
@item Atrac 1                @tab     @tab  X
590 9510f59a Diego Biurrun
@item Atrac 3                @tab     @tab  X
591 c0d3f516 Peter Ross
@item Bink Audio             @tab     @tab  X
592
    @tab Used in Bink and Smacker files in many games.
593 9510f59a Diego Biurrun
@item Delphine Software International CIN audio  @tab     @tab  X
594 d698c5d3 Diego Biurrun
    @tab Codec used in Delphine Software International games.
595 9510f59a Diego Biurrun
@item COOK                   @tab     @tab  X
596
    @tab All versions except 5.1 are supported.
597
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
598 12dd57fd Diego Biurrun
@item DPCM id RoQ            @tab  X  @tab  X
599
    @tab Used in Quake III, Jedi Knight 2, other computer games.
600
@item DPCM Interplay         @tab     @tab  X
601
    @tab Used in various Interplay computer games.
602
@item DPCM Sierra Online     @tab     @tab  X
603
    @tab Used in Sierra Online game audio files.
604
@item DPCM Sol               @tab     @tab  X
605
@item DPCM Xan               @tab     @tab  X
606 eff9011d Sascha Sommer
    @tab Used in Origin's Wing Commander IV AVI files.
607 16d81b27 Diego Biurrun
@item DSP Group TrueSpeech   @tab     @tab  X
608
@item DV audio               @tab     @tab  X
609 44723c84 Justin Ruggles
@item Enhanced AC-3          @tab     @tab  X
610 dd2d651d Diego Biurrun
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
611 b576934d Reimar Döffinger
@item GSM                    @tab  E  @tab  X
612
    @tab encoding supported through external library libgsm
613
@item GSM Microsoft variant  @tab  E  @tab  X
614
    @tab encoding supported through external library libgsm
615 dd2d651d Diego Biurrun
@item IMC (Intel Music Coder)  @tab     @tab  X
616
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
617
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
618 9ba4821d Ramiro Polla
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
619
    @tab Used in DVD-Audio discs.
620 16d81b27 Diego Biurrun
@item Monkey's Audio         @tab     @tab  X
621 d698c5d3 Diego Biurrun
    @tab Only versions 3.97-3.99 are supported.
622 dd2d651d Diego Biurrun
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
623
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
624
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
625
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
626 99971952 Thilo Borgmann
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
627 dd2d651d Diego Biurrun
@item Musepack SV7           @tab     @tab  X
628
@item Musepack SV8           @tab     @tab  X
629 641992de Diego Biurrun
@item Nellymoser Asao        @tab  X  @tab  X
630
@item PCM A-law              @tab  X  @tab  X
631
@item PCM mu-law             @tab  X  @tab  X
632
@item PCM 16-bit little-endian planar  @tab     @tab  X
633
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
634
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
635
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
636
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
637
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
638
@item PCM signed 8-bit       @tab  X  @tab  X
639
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
640
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
641
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
642
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
643
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
644
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
645 5dd3707b Christian Schmidt
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
646 641992de Diego Biurrun
@item PCM unsigned 8-bit     @tab  X  @tab  X
647
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
648
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
649
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
650
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
651
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
652
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
653
@item PCM Zork               @tab  X  @tab  X
654 73b458e3 Kenan Gillet
@item QCELP / PureVoice      @tab     @tab  X
655 a1c5b6ec Justin Ruggles
@item QDesign Music Codec 2  @tab     @tab  X
656 d698c5d3 Diego Biurrun
    @tab There are still some distortions.
657 d31ba231 Francesco Lavra
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
658 d698c5d3 Diego Biurrun
    @tab Real 14400 bit/s codec
659 a1c5b6ec Justin Ruggles
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
660 d698c5d3 Diego Biurrun
    @tab Real 28800 bit/s codec
661 a1c5b6ec Justin Ruggles
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
662 a692130f Justin Ruggles
    @tab Real low bitrate AC-3 codec
663 7bd3096f Vladimir Voroshilov
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
664 bac4c85c Diego Biurrun
@item Shorten                @tab     @tab  X
665 68dddf53 Justin Ruggles
@item Sierra VMD audio       @tab     @tab  X
666
    @tab Used in Sierra VMD files.
667 bac4c85c Diego Biurrun
@item Smacker audio          @tab     @tab  X
668 82ced5a9 Diego Biurrun
@item Speex                  @tab     @tab  E
669 360f980b Diego Biurrun
    @tab supported through external library libspeex
670 16d81b27 Diego Biurrun
@item True Audio (TTA)       @tab     @tab  X
671 9ba4821d Ramiro Polla
@item TrueHD                 @tab     @tab  X
672
    @tab Used in HD-DVD and Blu-Ray discs.
673 7bd47335 Vitor Sessak
@item TwinVQ (VQF flavor)    @tab     @tab  X
674 dd2d651d Diego Biurrun
@item Vorbis                 @tab  E  @tab  X
675 19fcd66c Martin Storsjö
    @tab A native but very primitive encoder exists.
676 bac4c85c Diego Biurrun
@item WavPack                @tab     @tab  X
677 eacf8613 Justin Ruggles
@item Westwood Audio (SND1)  @tab     @tab  X
678
@item Windows Media Audio 1  @tab  X  @tab  X
679
@item Windows Media Audio 2  @tab  X  @tab  X
680 c1061cc7 Sascha Sommer
@item Windows Media Audio Pro @tab    @tab  X
681 fa65584f Ronald S. Bultje
@item Windows Media Audio Voice @tab  @tab  X
682 d0e1cd3d Diego Biurrun
@end multitable
683
684
@code{X} means that encoding (resp. decoding) is supported.
685
686 82ced5a9 Diego Biurrun
@code{E} means that support is provided through an external library.
687
688 d0e1cd3d Diego Biurrun
@code{I} means that an integer-only version is available, too (ensures high
689
performance on systems without hardware floating point support).
690
691 bd3151f2 Diego Biurrun
@section Subtitle Formats
692
693 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1 .1 .1 .1
694 9afc2917 Diego Biurrun
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
695 1f0920db Aurelien Jacobs
@item SSA/ASS      @tab X @tab X @tab X @tab X
696 9afc2917 Diego Biurrun
@item DVB          @tab X @tab X @tab X @tab X
697
@item DVD          @tab X @tab X @tab X @tab X
698 c58b82a2 Stephen Backway
@item PGS          @tab   @tab   @tab   @tab X
699 2c77c906 Aurelien Jacobs
@item SubRip (SRT) @tab X @tab X @tab   @tab X
700 a4276ba2 Reimar Döffinger
@item XSUB         @tab   @tab   @tab X @tab X
701 bd3151f2 Diego Biurrun
@end multitable
702
703
@code{X} means that the feature is supported.
704
705 fbd52050 Diego Biurrun
@section Network Protocols
706
707 000bbebb Diego Biurrun
@multitable @columnfractions .4 .1
708 fbd52050 Diego Biurrun
@item Name         @tab Support
709 f4f4e12c Martin Storsjö
@item Apple HTTP Live Streaming @tab X
710 fbd52050 Diego Biurrun
@item file         @tab X
711
@item Gopher       @tab X
712
@item HTTP         @tab X
713 a2403986 Zhentan Feng
@item MMS          @tab X
714 fbd52050 Diego Biurrun
@item pipe         @tab X
715
@item RTP          @tab X
716
@item TCP          @tab X
717
@item UDP          @tab X
718
@end multitable
719
720
@code{X} means that the protocol is supported.
721
722
723 fa3f2a35 Diego Biurrun
@section Input/Output Devices
724
725
@multitable @columnfractions .4 .1 .1
726
@item Name              @tab Input  @tab Output
727
@item ALSA              @tab X      @tab X
728
@item BKTR              @tab X      @tab
729
@item DV1394            @tab X      @tab
730 80ff8a16 Olivier Guilyardi
@item JACK              @tab X      @tab
731 fa3f2a35 Diego Biurrun
@item LIBDC1394         @tab X      @tab
732
@item OSS               @tab X      @tab X
733
@item Video4Linux       @tab X      @tab
734
@item Video4Linux2      @tab X      @tab
735
@item VfW capture       @tab X      @tab
736
@item X11 grabbing      @tab X      @tab
737
@end multitable
738
739 23869b4a Diego Biurrun
@code{X} means that input/output is supported.
740 fa3f2a35 Diego Biurrun
741
742 d0e1cd3d Diego Biurrun
@chapter Platform Specific information
743
744 6a36798f Michael Kostylev
@section DOS
745
746
Using a cross-compiler is preferred for various reasons.
747
748
@subsection DJGPP
749
750 f8a45fa1 Janne Grunau
Libav cannot be compiled because of broken system headers, add
751 6a36798f Michael Kostylev
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
752
workaround.
753
754 bee694bc Michael Kostylev
@section OS/2
755
756 f8a45fa1 Janne Grunau
For information about compiling Libav on OS/2 see
757 bee694bc Michael Kostylev
@url{http://www.edm2.com/index.php/FFmpeg}.
758
759
@section Unix-like
760
761 f8a45fa1 Janne Grunau
Some parts of Libav cannot be built with version 2.15 of the GNU
762 1e4dd198 Diego Biurrun
assembler which is still provided by a few AMD64 distributions. To
763
make sure your compiler really uses the required version of gas
764
after a binutils upgrade, run:
765
766
@example
767
$(gcc -print-prog-name=as) --version
768
@end example
769
770
If not, then you should install a different compiler that has no
771
hard-coded path to gas. In the worst case pass @code{--disable-asm}
772
to configure.
773
774 bee694bc Michael Kostylev
@subsection BSD
775 d0e1cd3d Diego Biurrun
776 f8a45fa1 Janne Grunau
BSD make will not build Libav, you need to install and use GNU Make
777 d0e1cd3d Diego Biurrun
(@file{gmake}).
778
779 bee694bc Michael Kostylev
@subsubsection FreeBSD
780 54dab567 Diego Biurrun
781
FreeBSD will not compile out-of-the-box due to broken system headers.
782
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
783
around the problem. This may have unexpected sideeffects, so use it at
784
your own risk. If you care about FreeBSD, please make an attempt at
785
getting the system headers fixed.
786
787 bee694bc Michael Kostylev
@subsection (Open)Solaris
788 3fd427cd Diego Biurrun
789 f8a45fa1 Janne Grunau
GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
790 e69decae Michael Kostylev
standard Solaris Make will not work. When building with a non-c99 front-end
791 ee945547 Diego Biurrun
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
792 e69decae Michael Kostylev
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
793
since the libc is not c99-compliant by default. The probes performed by
794
configure may raise an exception leading to the death of configure itself
795
due to a bug in the system shell. Simply invoke a different shell such as
796
bash directly to work around this:
797
798
@example
799
bash ./configure
800
@end example
801 3fd427cd Diego Biurrun
802 377723b2 Måns Rullgård
@subsection Darwin (MacOS X, iPhone)
803
804
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
805
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
806 06a2ba23 Diego Biurrun
assembler functions. Just download the Perl script and put it somewhere
807 f8a45fa1 Janne Grunau
in your PATH, Libav's configure will pick it up automatically.
808 377723b2 Måns Rullgård
809 d0e1cd3d Diego Biurrun
@section Windows
810
811
@subsection Native Windows compilation
812
813 f8a45fa1 Janne Grunau
Libav can be built to run natively on Windows using the MinGW tools. Install
814 126cadc7 Ramiro Polla
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
815
You can find detailed installation
816 d0e1cd3d Diego Biurrun
instructions in the download section and the FAQ.
817
818 f8a45fa1 Janne Grunau
Libav does not build out-of-the-box with the packages the automated MinGW
819 126cadc7 Ramiro Polla
installer provides. It also requires coreutils to be installed and many other
820
packages updated to the latest version. The minimum version for some packages
821
are listed below:
822
823
@itemize
824
@item bash 3.1
825
@item msys-make 3.81-2 (note: not mingw32-make)
826 2014b51c Ramiro Polla
@item w32api 3.13
827 126cadc7 Ramiro Polla
@item mingw-runtime 3.15
828
@end itemize
829
830 f8a45fa1 Janne Grunau
Libav automatically passes @code{-fno-common} to the compiler to work around
831 0f898714 Diego Biurrun
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
832
833 c1989552 Ramiro Polla
Within the MSYS shell, configure and make with:
834 d0e1cd3d Diego Biurrun
835 c1989552 Ramiro Polla
@example
836 1a04d4c7 Ramiro Polla
./configure --enable-memalign-hack
837 c1989552 Ramiro Polla
make
838
make install
839
@end example
840 d0e1cd3d Diego Biurrun
841 c1989552 Ramiro Polla
This will install @file{ffmpeg.exe} along with many other development files
842
to @file{/usr/local}. You may specify another install path using the
843
@code{--prefix} option in @file{configure}.
844 d0e1cd3d Diego Biurrun
845 c1989552 Ramiro Polla
Notes:
846 d0e1cd3d Diego Biurrun
847 c1989552 Ramiro Polla
@itemize
848 d0e1cd3d Diego Biurrun
849 b94ca208 Ramiro Polla
@item Building natively using MSYS can be sped up by disabling implicit rules
850
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
851
speed up is close to non-existent for normal one-off builds and is only
852
noticeable when running make for a second time (for example in
853
@code{make install}).
854
855 c1989552 Ramiro Polla
@item In order to compile FFplay, you must have the MinGW development library
856
of SDL. Get it from @url{http://www.libsdl.org}.
857
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
858
where SDL was installed. Verify that @file{sdl-config} can be launched from
859
the MSYS command line.
860 d0e1cd3d Diego Biurrun
861 f8a45fa1 Janne Grunau
@item By using @code{./configure --enable-shared} when configuring Libav,
862 c1989552 Ramiro Polla
you can build libavutil, libavcodec and libavformat as DLLs.
863 d0e1cd3d Diego Biurrun
864
@end itemize
865
866 c1989552 Ramiro Polla
@subsection Microsoft Visual C++ compatibility
867 d0e1cd3d Diego Biurrun
868 f8a45fa1 Janne Grunau
As stated in the FAQ, Libav will not compile under MSVC++. However, if you
869 c1989552 Ramiro Polla
want to use the libav* libraries in your own applications, you can still
870
compile those applications using MSVC++. But the libav* libraries you link
871
to @emph{must} be built with MinGW. However, you will not be able to debug
872
inside the libav* libraries, since MSVC++ does not recognize the debug
873
symbols generated by GCC.
874
We strongly recommend you to move over from MSVC++ to MinGW tools.
875 d0e1cd3d Diego Biurrun
876 f8a45fa1 Janne Grunau
This description of how to use the Libav libraries with MSVC++ is based on
877 c1989552 Ramiro Polla
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
878
you might have to modify the procedures slightly.
879 d0e1cd3d Diego Biurrun
880 c1989552 Ramiro Polla
@subsubsection Using static libraries
881 d0e1cd3d Diego Biurrun
882 f8a45fa1 Janne Grunau
Assuming you have just built and installed Libav in @file{/usr/local}.
883 d0e1cd3d Diego Biurrun
884
@enumerate
885
886
@item Create a new console application ("File / New / Project") and then
887
select "Win32 Console Application". On the appropriate page of the
888
Application Wizard, uncheck the "Precompiled headers" option.
889
890
@item Write the source code for your application, or, for testing, just
891
copy the code from an existing sample application into the source file
892 c1989552 Ramiro Polla
that MSVC++ has already created for you. For example, you can copy
893 f8a45fa1 Janne Grunau
@file{libavformat/output-example.c} from the Libav distribution.
894 d0e1cd3d Diego Biurrun
895
@item Open the "Project / Properties" dialog box. In the "Configuration"
896
combo box, select "All Configurations" so that the changes you make will
897
affect both debug and release builds. In the tree view on the left hand
898
side, select "C/C++ / General", then edit the "Additional Include
899 f8a45fa1 Janne Grunau
Directories" setting to contain the path where the Libav includes were
900 c1989552 Ramiro Polla
installed (i.e. @file{c:\msys\1.0\local\include}).
901 f010d377 Ramiro Polla
Do not add MinGW's include directory here, or the include files will
902
conflict with MSVC's.
903 c1989552 Ramiro Polla
904
@item Still in the "Project / Properties" dialog box, select
905
"Linker / General" from the tree view and edit the
906
"Additional Library Directories" setting to contain the @file{lib}
907 f8a45fa1 Janne Grunau
directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
908 c1989552 Ramiro Polla
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
909
and the directory where MinGW's GCC libs are installed
910
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
911
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
912
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
913
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
914
to the end of "Additional Dependencies".
915 d0e1cd3d Diego Biurrun
916
@item Now, select "C/C++ / Code Generation" from the tree view. Select
917
"Debug" in the "Configuration" combo box. Make sure that "Runtime
918
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
919
the "Configuration" combo box and make sure that "Runtime Library" is
920
set to "Multi-threaded DLL".
921
922 c1989552 Ramiro Polla
@item Click "OK" to close the "Project / Properties" dialog box.
923
924 f8a45fa1 Janne Grunau
@item MSVC++ lacks some C99 header files that are fundamental for Libav.
925 c1989552 Ramiro Polla
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
926
and install it in MSVC++'s include directory
927
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
928
929
@item MSVC++ also does not understand the @code{inline} keyword used by
930 f8a45fa1 Janne Grunau
Libav, so you must add this line before @code{#include}ing libav*:
931 c1989552 Ramiro Polla
@example
932
#define inline _inline
933
@end example
934
935
@item Build your application, everything should work.
936
937
@end enumerate
938
939
@subsubsection Using shared libraries
940
941
This is how to create DLL and LIB files that are compatible with MSVC++:
942
943
@enumerate
944
945
@item Add a call to @file{vcvars32.bat} (which sets up the environment
946
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
947
The standard location for @file{vcvars32.bat} is
948
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
949
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
950
If this corresponds to your setup, add the following line as the first line
951
of @file{msys.bat}:
952
953
@example
954
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
955
@end example
956
957
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
958
and run @file{c:\msys\1.0\msys.bat} from there.
959
960
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
961
from @file{Microsoft (R) Library Manager}, this means your environment
962
variables are set up correctly, the @file{Microsoft (R) Library Manager}
963 f8a45fa1 Janne Grunau
is on the path and will be used by Libav to create
964 c1989552 Ramiro Polla
MSVC++-compatible import libraries.
965
966 f8a45fa1 Janne Grunau
@item Build Libav with
967 c1989552 Ramiro Polla
968
@example
969
./configure --enable-shared --enable-memalign-hack
970
make
971
make install
972
@end example
973
974
Your install path (@file{/usr/local/} by default) should now have the
975
necessary DLL and LIB files under the @file{bin} directory.
976 d0e1cd3d Diego Biurrun
977
@end enumerate
978
979 c1989552 Ramiro Polla
To use those files with MSVC++, do the same as you would do with
980
the static libraries, as described above. But in Step 4,
981
you should only need to add the directory where the LIB files are installed
982
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
983 bc3836a1 Ramiro Polla
installed in the @file{bin} directory. And instead of adding the static
984
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
985 737eb597 Reinhard Tartler
(@file{avcodec.lib}, @file{avformat.lib}, and
986 bc3836a1 Ramiro Polla
@file{avutil.lib}). Note that you should not use the GCC import
987
libraries (@file{libxxx.dll.a} files), as these will give you undefined
988
reference errors. There should be no need for @file{libmingwex.a},
989 c1989552 Ramiro Polla
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
990
statically linked into the DLLs. The @file{bin} directory contains a bunch
991
of DLL files, but the ones that are actually used to run your application
992
are the ones with a major version number in their filenames
993
(i.e. @file{avcodec-51.dll}).
994
995 f8a45fa1 Janne Grunau
Libav headers do not declare global data for Windows DLLs through the usual
996 e16c1569 Ramiro Polla
dllexport/dllimport interface. Such data will be exported properly while
997
building, but to use them in your MSVC++ code you will have to edit the
998
appropriate headers and mark the data as dllimport. For example, in
999
libavutil/pixdesc.h you should have:
1000
@example
1001
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1002
@end example
1003
1004 e971d813 Martin Storsjö
Note that using import libraries created by dlltool requires
1005
the linker optimization option to be set to
1006
"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
1007
the resulting binaries will fail during runtime. This isn't
1008
required when using import libraries generated by lib.exe.
1009
1010 d0e1cd3d Diego Biurrun
@subsection Cross compilation for Windows with Linux
1011
1012
You must use the MinGW cross compilation tools available at
1013
@url{http://www.mingw.org/}.
1014
1015 f8a45fa1 Janne Grunau
Then configure Libav with the following options:
1016 d0e1cd3d Diego Biurrun
@example
1017
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1018
@end example
1019
(you can change the cross-prefix according to the prefix chosen for the
1020
MinGW tools).
1021
1022 f8a45fa1 Janne Grunau
Then you can easily test Libav with Wine
1023 d0e1cd3d Diego Biurrun
(@url{http://www.winehq.com/}).
1024
1025
@subsection Compilation under Cygwin
1026
1027 2f821b03 Víctor Paesa
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1028
llrint() in its C library.
1029 d0e1cd3d Diego Biurrun
1030 2f821b03 Víctor Paesa
Install your Cygwin with all the "Base" packages, plus the
1031 d0e1cd3d Diego Biurrun
following "Devel" ones:
1032
@example
1033 faa6f1c3 Janne Grunau
binutils, gcc4-core, make, git, mingw-runtime, texi2html
1034 71ecc16b Ramiro Polla
@end example
1035
1036
And the following "Utils" one:
1037
@example
1038
diffutils
1039 d0e1cd3d Diego Biurrun
@end example
1040
1041
Then run
1042
1043
@example
1044 2f821b03 Víctor Paesa
./configure --enable-static --disable-shared
1045 d0e1cd3d Diego Biurrun
@end example
1046
1047 2f821b03 Víctor Paesa
to make a static build.
1048
1049
The current @code{gcc4-core} package is buggy and needs this flag to build
1050
shared libraries:
1051 d0e1cd3d Diego Biurrun
1052
@example
1053 2f821b03 Víctor Paesa
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1054 d0e1cd3d Diego Biurrun
@end example
1055
1056 f8a45fa1 Janne Grunau
If you want to build Libav with additional libraries, download Cygwin
1057 5dd9799d Víctor Paesa
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1058
@example
1059
libogg-devel, libvorbis-devel
1060
@end example
1061
1062
These library packages are only available from Cygwin Ports
1063 be8497b0 Víctor Paesa
(@url{http://sourceware.org/cygwinports/}) :
1064 5dd9799d Víctor Paesa
1065
@example
1066 6a74b127 Måns Rullgård
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1067 5dd9799d Víctor Paesa
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1068
libxvidcore-devel
1069
@end example
1070
1071
The recommendation for libnut and x264 is to build them from source by
1072
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1073 d0e1cd3d Diego Biurrun
1074 cdf51395 Víctor Paesa
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1075
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1076
1077 d0e1cd3d Diego Biurrun
@subsection Crosscompilation for Windows under Cygwin
1078
1079
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1080
1081
Just install your Cygwin as explained before, plus these additional
1082
"Devel" packages:
1083
@example
1084
gcc-mingw-core, mingw-runtime, mingw-zlib
1085
@end example
1086
1087
and add some special flags to your configure invocation.
1088
1089
For a static build run
1090
@example
1091
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1092
@end example
1093
1094
and for a build with shared libraries
1095
@example
1096
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1097
@end example
1098
1099
@bye