ffmpeg / doc / general.texi @ d89e738a
History | View | Annotate | Download (45 KB)
1 |
\input texinfo @c -*- texinfo -*- |
---|---|
2 |
|
3 |
@settitle General Documentation |
4 |
@titlepage |
5 |
@center @titlefont{General Documentation} |
6 |
@end titlepage |
7 |
|
8 |
@top |
9 |
|
10 |
@contents |
11 |
|
12 |
@chapter external libraries |
13 |
|
14 |
Libav can be hooked up with a number of external libraries to add support |
15 |
for more formats. None of them are used by default, their use has to be |
16 |
explicitly requested by passing the appropriate flags to @file{./configure}. |
17 |
|
18 |
@section OpenCORE AMR |
19 |
|
20 |
Libav can make use of the OpenCORE libraries for AMR-NB |
21 |
decoding/encoding and AMR-WB decoding. |
22 |
|
23 |
Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for |
24 |
installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or |
25 |
@code{--enable-libopencore-amrwb} to configure to enable the libraries. |
26 |
|
27 |
Note that OpenCORE is under the Apache License 2.0 (see |
28 |
@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is |
29 |
incompatible with the LGPL version 2.1 and GPL version 2. You have to |
30 |
upgrade Libav's license to LGPL version 3 (or if you have enabled |
31 |
GPL components, GPL version 3) to use it. |
32 |
|
33 |
|
34 |
@chapter Supported File Formats and Codecs |
35 |
|
36 |
You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list. |
37 |
|
38 |
@section File Formats |
39 |
|
40 |
Libav supports the following file formats through the @code{libavformat} |
41 |
library: |
42 |
|
43 |
@multitable @columnfractions .4 .1 .1 .4 |
44 |
@item Name @tab Encoding @tab Decoding @tab Comments |
45 |
@item 4xm @tab @tab X |
46 |
@tab 4X Technologies format, used in some games. |
47 |
@item 8088flex TMV @tab @tab X |
48 |
@item Adobe Filmstrip @tab X @tab X |
49 |
@item Audio IFF (AIFF) @tab X @tab X |
50 |
@item American Laser Games MM @tab @tab X |
51 |
@tab Multimedia format used in games like Mad Dog McCree. |
52 |
@item 3GPP AMR @tab X @tab X |
53 |
@item Apple HTTP Live Streaming @tab @tab X |
54 |
@item ASF @tab X @tab X |
55 |
@item AVI @tab X @tab X |
56 |
@item AVISynth @tab @tab X |
57 |
@item AVS @tab @tab X |
58 |
@tab Multimedia format used by the Creature Shock game. |
59 |
@item Beam Software SIFF @tab @tab X |
60 |
@tab Audio and video format used in some games by Beam Software. |
61 |
@item Bethesda Softworks VID @tab @tab X |
62 |
@tab Used in some games from Bethesda Softworks. |
63 |
@item Bink @tab @tab X |
64 |
@tab Multimedia format used by many games. |
65 |
@item Bitmap Brothers JV @tab @tab X |
66 |
@tab Used in Z and Z95 games. |
67 |
@item Brute Force & Ignorance @tab @tab X |
68 |
@tab Used in the game Flash Traffic: City of Angels. |
69 |
@item Interplay C93 @tab @tab X |
70 |
@tab Used in the game Cyberia from Interplay. |
71 |
@item Delphine Software International CIN @tab @tab X |
72 |
@tab Multimedia format used by Delphine Software games. |
73 |
@item CD+G @tab @tab X |
74 |
@tab Video format used by CD+G karaoke disks |
75 |
@item Core Audio Format @tab @tab X |
76 |
@tab Apple Core Audio Format |
77 |
@item CRC testing format @tab X @tab |
78 |
@item Creative Voice @tab X @tab X |
79 |
@tab Created for the Sound Blaster Pro. |
80 |
@item CRYO APC @tab @tab X |
81 |
@tab Audio format used in some games by CRYO Interactive Entertainment. |
82 |
@item D-Cinema audio @tab X @tab X |
83 |
@item Deluxe Paint Animation @tab @tab X |
84 |
@item DFA @tab @tab X |
85 |
@tab This format is used in Chronomaster game |
86 |
@item DV video @tab X @tab X |
87 |
@item DXA @tab @tab X |
88 |
@tab This format is used in the non-Windows version of the Feeble Files |
89 |
game and different game cutscenes repacked for use with ScummVM. |
90 |
@item Electronic Arts cdata @tab @tab X |
91 |
@item Electronic Arts Multimedia @tab @tab X |
92 |
@tab Used in various EA games; files have extensions like WVE and UV2. |
93 |
@item FFM (FFserver live feed) @tab X @tab X |
94 |
@item Flash (SWF) @tab X @tab X |
95 |
@item Flash 9 (AVM2) @tab X @tab X |
96 |
@tab Only embedded audio is decoded. |
97 |
@item FLI/FLC/FLX animation @tab @tab X |
98 |
@tab .fli/.flc files |
99 |
@item Flash Video (FLV) @tab @tab X |
100 |
@tab Macromedia Flash video files |
101 |
@item framecrc testing format @tab X @tab |
102 |
@item FunCom ISS @tab @tab X |
103 |
@tab Audio format used in various games from FunCom like The Longest Journey. |
104 |
@item GIF Animation @tab X @tab |
105 |
@item GXF @tab X @tab X |
106 |
@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley |
107 |
playout servers. |
108 |
@item id Quake II CIN video @tab @tab X |
109 |
@item id RoQ @tab X @tab X |
110 |
@tab Used in Quake III, Jedi Knight 2, other computer games. |
111 |
@item IEC61937 encapsulation @tab X @tab X |
112 |
@item IFF @tab @tab X |
113 |
@tab Interchange File Format |
114 |
@item Interplay MVE @tab @tab X |
115 |
@tab Format used in various Interplay computer games. |
116 |
@item IV8 @tab @tab X |
117 |
@tab A format generated by IndigoVision 8000 video server. |
118 |
@item IVF (On2) @tab X @tab X |
119 |
@tab A format used by libvpx |
120 |
@item LMLM4 @tab @tab X |
121 |
@tab Used by Linux Media Labs MPEG-4 PCI boards |
122 |
@item LXF @tab @tab X |
123 |
@tab VR native stream format, used by Leitch/Harris' video servers. |
124 |
@item Matroska @tab X @tab X |
125 |
@item Matroska audio @tab X @tab |
126 |
@item FFmpeg metadata @tab X @tab X |
127 |
@tab Metadata in text format. |
128 |
@item MAXIS XA @tab @tab X |
129 |
@tab Used in Sim City 3000; file extension .xa. |
130 |
@item MD Studio @tab @tab X |
131 |
@item Mobotix .mxg @tab @tab X |
132 |
@item Monkey's Audio @tab @tab X |
133 |
@item Motion Pixels MVI @tab @tab X |
134 |
@item MOV/QuickTime/MP4 @tab X @tab X |
135 |
@tab 3GP, 3GP2, PSP, iPod variants supported |
136 |
@item MP2 @tab X @tab X |
137 |
@item MP3 @tab X @tab X |
138 |
@item MPEG-1 System @tab X @tab X |
139 |
@tab muxed audio and video, VCD format supported |
140 |
@item MPEG-PS (program stream) @tab X @tab X |
141 |
@tab also known as @code{VOB} file, SVCD and DVD format supported |
142 |
@item MPEG-TS (transport stream) @tab X @tab X |
143 |
@tab also known as DVB Transport Stream |
144 |
@item MPEG-4 @tab X @tab X |
145 |
@tab MPEG-4 is a variant of QuickTime. |
146 |
@item MIME multipart JPEG @tab X @tab |
147 |
@item MSN TCP webcam @tab @tab X |
148 |
@tab Used by MSN Messenger webcam streams. |
149 |
@item MTV @tab @tab X |
150 |
@item Musepack @tab @tab X |
151 |
@item Musepack SV8 @tab @tab X |
152 |
@item Material eXchange Format (MXF) @tab X @tab X |
153 |
@tab SMPTE 377M, used by D-Cinema, broadcast industry. |
154 |
@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X |
155 |
@tab SMPTE 386M, D-10/IMX Mapping. |
156 |
@item NC camera feed @tab @tab X |
157 |
@tab NC (AVIP NC4600) camera streams |
158 |
@item NTT TwinVQ (VQF) @tab @tab X |
159 |
@tab Nippon Telegraph and Telephone Corporation TwinVQ. |
160 |
@item Nullsoft Streaming Video @tab @tab X |
161 |
@item NuppelVideo @tab @tab X |
162 |
@item NUT @tab X @tab X |
163 |
@tab NUT Open Container Format |
164 |
@item Ogg @tab X @tab X |
165 |
@item TechnoTrend PVA @tab @tab X |
166 |
@tab Used by TechnoTrend DVB PCI boards. |
167 |
@item QCP @tab @tab X |
168 |
@item raw ADTS (AAC) @tab X @tab X |
169 |
@item raw AC-3 @tab X @tab X |
170 |
@item raw Chinese AVS video @tab X @tab X |
171 |
@item raw CRI ADX @tab X @tab X |
172 |
@item raw Dirac @tab X @tab X |
173 |
@item raw DNxHD @tab X @tab X |
174 |
@item raw DTS @tab X @tab X |
175 |
@item raw E-AC-3 @tab X @tab X |
176 |
@item raw FLAC @tab X @tab X |
177 |
@item raw GSM @tab @tab X |
178 |
@item raw H.261 @tab X @tab X |
179 |
@item raw H.263 @tab X @tab X |
180 |
@item raw H.264 @tab X @tab X |
181 |
@item raw Ingenient MJPEG @tab @tab X |
182 |
@item raw MJPEG @tab X @tab X |
183 |
@item raw MLP @tab @tab X |
184 |
@item raw MPEG @tab @tab X |
185 |
@item raw MPEG-1 @tab @tab X |
186 |
@item raw MPEG-2 @tab @tab X |
187 |
@item raw MPEG-4 @tab X @tab X |
188 |
@item raw NULL @tab X @tab |
189 |
@item raw video @tab X @tab X |
190 |
@item raw id RoQ @tab X @tab |
191 |
@item raw Shorten @tab @tab X |
192 |
@item raw TrueHD @tab X @tab X |
193 |
@item raw VC-1 @tab @tab X |
194 |
@item raw PCM A-law @tab X @tab X |
195 |
@item raw PCM mu-law @tab X @tab X |
196 |
@item raw PCM signed 8 bit @tab X @tab X |
197 |
@item raw PCM signed 16 bit big-endian @tab X @tab X |
198 |
@item raw PCM signed 16 bit little-endian @tab X @tab X |
199 |
@item raw PCM signed 24 bit big-endian @tab X @tab X |
200 |
@item raw PCM signed 24 bit little-endian @tab X @tab X |
201 |
@item raw PCM signed 32 bit big-endian @tab X @tab X |
202 |
@item raw PCM signed 32 bit little-endian @tab X @tab X |
203 |
@item raw PCM unsigned 8 bit @tab X @tab X |
204 |
@item raw PCM unsigned 16 bit big-endian @tab X @tab X |
205 |
@item raw PCM unsigned 16 bit little-endian @tab X @tab X |
206 |
@item raw PCM unsigned 24 bit big-endian @tab X @tab X |
207 |
@item raw PCM unsigned 24 bit little-endian @tab X @tab X |
208 |
@item raw PCM unsigned 32 bit big-endian @tab X @tab X |
209 |
@item raw PCM unsigned 32 bit little-endian @tab X @tab X |
210 |
@item raw PCM floating-point 32 bit big-endian @tab X @tab X |
211 |
@item raw PCM floating-point 32 bit little-endian @tab X @tab X |
212 |
@item raw PCM floating-point 64 bit big-endian @tab X @tab X |
213 |
@item raw PCM floating-point 64 bit little-endian @tab X @tab X |
214 |
@item RDT @tab @tab X |
215 |
@item REDCODE R3D @tab @tab X |
216 |
@tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio. |
217 |
@item RealMedia @tab X @tab X |
218 |
@item Redirector @tab @tab X |
219 |
@item Renderware TeXture Dictionary @tab @tab X |
220 |
@item RL2 @tab @tab X |
221 |
@tab Audio and video format used in some games by Entertainment Software Partners. |
222 |
@item RPL/ARMovie @tab @tab X |
223 |
@item Lego Mindstorms RSO @tab X @tab X |
224 |
@item RTMP @tab X @tab X |
225 |
@tab Output is performed by publishing stream to RTMP server |
226 |
@item RTP @tab X @tab X |
227 |
@item RTSP @tab X @tab X |
228 |
@item SAP @tab X @tab X |
229 |
@item SDP @tab @tab X |
230 |
@item Sega FILM/CPK @tab @tab X |
231 |
@tab Used in many Sega Saturn console games. |
232 |
@item Sierra SOL @tab @tab X |
233 |
@tab .sol files used in Sierra Online games. |
234 |
@item Sierra VMD @tab @tab X |
235 |
@tab Used in Sierra CD-ROM games. |
236 |
@item Smacker @tab @tab X |
237 |
@tab Multimedia format used by many games. |
238 |
@item Sony OpenMG (OMA) @tab @tab X |
239 |
@tab Audio format used in Sony Sonic Stage and Sony Vegas. |
240 |
@item Sony PlayStation STR @tab @tab X |
241 |
@item Sony Wave64 (W64) @tab @tab X |
242 |
@item SoX native format @tab X @tab X |
243 |
@item SUN AU format @tab X @tab X |
244 |
@item Text files @tab @tab X |
245 |
@item THP @tab @tab X |
246 |
@tab Used on the Nintendo GameCube. |
247 |
@item Tiertex Limited SEQ @tab @tab X |
248 |
@tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback. |
249 |
@item True Audio @tab @tab X |
250 |
@item VC-1 test bitstream @tab X @tab X |
251 |
@item WAV @tab X @tab X |
252 |
@item WavPack @tab @tab X |
253 |
@item WebM @tab X @tab X |
254 |
@item Windows Televison (WTV) @tab @tab X |
255 |
@item Wing Commander III movie @tab @tab X |
256 |
@tab Multimedia format used in Origin's Wing Commander III computer game. |
257 |
@item Westwood Studios audio @tab @tab X |
258 |
@tab Multimedia format used in Westwood Studios games. |
259 |
@item Westwood Studios VQA @tab @tab X |
260 |
@tab Multimedia format used in Westwood Studios games. |
261 |
@item YUV4MPEG pipe @tab X @tab X |
262 |
@item Psygnosis YOP @tab @tab X |
263 |
@end multitable |
264 |
|
265 |
@code{X} means that encoding (resp. decoding) is supported. |
266 |
|
267 |
@section Image Formats |
268 |
|
269 |
FFmpeg can read and write images for each frame of a video sequence. The |
270 |
following image formats are supported: |
271 |
|
272 |
@multitable @columnfractions .4 .1 .1 .4 |
273 |
@item Name @tab Encoding @tab Decoding @tab Comments |
274 |
@item .Y.U.V @tab X @tab X |
275 |
@tab one raw file per component |
276 |
@item animated GIF @tab X @tab X |
277 |
@tab Only uncompressed GIFs are generated. |
278 |
@item BMP @tab X @tab X |
279 |
@tab Microsoft BMP image |
280 |
@item DPX @tab @tab X |
281 |
@tab Digital Picture Exchange |
282 |
@item JPEG @tab X @tab X |
283 |
@tab Progressive JPEG is not supported. |
284 |
@item JPEG 2000 @tab @tab E |
285 |
@tab decoding supported through external library libopenjpeg |
286 |
@item JPEG-LS @tab X @tab X |
287 |
@item LJPEG @tab X @tab |
288 |
@tab Lossless JPEG |
289 |
@item PAM @tab X @tab X |
290 |
@tab PAM is a PNM extension with alpha support. |
291 |
@item PBM @tab X @tab X |
292 |
@tab Portable BitMap image |
293 |
@item PCX @tab X @tab X |
294 |
@tab PC Paintbrush |
295 |
@item PGM @tab X @tab X |
296 |
@tab Portable GrayMap image |
297 |
@item PGMYUV @tab X @tab X |
298 |
@tab PGM with U and V components in YUV 4:2:0 |
299 |
@item PIC @tab @tab X |
300 |
@tab Pictor/PC Paint |
301 |
@item PNG @tab X @tab X |
302 |
@tab 2/4 bpp not supported yet |
303 |
@item PPM @tab X @tab X |
304 |
@tab Portable PixelMap image |
305 |
@item PTX @tab @tab X |
306 |
@tab V.Flash PTX format |
307 |
@item SGI @tab X @tab X |
308 |
@tab SGI RGB image format |
309 |
@item Sun Rasterfile @tab @tab X |
310 |
@tab Sun RAS image format |
311 |
@item TIFF @tab X @tab X |
312 |
@tab YUV, JPEG and some extension is not supported yet. |
313 |
@item Truevision Targa @tab X @tab X |
314 |
@tab Targa (.TGA) image format |
315 |
@end multitable |
316 |
|
317 |
@code{X} means that encoding (resp. decoding) is supported. |
318 |
|
319 |
@code{E} means that support is provided through an external library. |
320 |
|
321 |
@section Video Codecs |
322 |
|
323 |
@multitable @columnfractions .4 .1 .1 .4 |
324 |
@item Name @tab Encoding @tab Decoding @tab Comments |
325 |
@item 4X Movie @tab @tab X |
326 |
@tab Used in certain computer games. |
327 |
@item 8088flex TMV @tab @tab X |
328 |
@item 8SVX exponential @tab @tab X |
329 |
@item 8SVX fibonacci @tab @tab X |
330 |
@item A64 multicolor @tab X @tab |
331 |
@tab Creates video suitable to be played on a commodore 64 (multicolor mode). |
332 |
@item American Laser Games MM @tab @tab X |
333 |
@tab Used in games like Mad Dog McCree. |
334 |
@item AMV Video @tab @tab X |
335 |
@tab Used in Chinese MP3 players. |
336 |
@item ANSI/ASCII art @tab @tab X |
337 |
@item Apple MJPEG-B @tab @tab X |
338 |
@item Apple QuickDraw @tab @tab X |
339 |
@tab fourcc: qdrw |
340 |
@item Asus v1 @tab X @tab X |
341 |
@tab fourcc: ASV1 |
342 |
@item Asus v2 @tab X @tab X |
343 |
@tab fourcc: ASV2 |
344 |
@item ATI VCR1 @tab @tab X |
345 |
@tab fourcc: VCR1 |
346 |
@item ATI VCR2 @tab @tab X |
347 |
@tab fourcc: VCR2 |
348 |
@item Auravision Aura @tab @tab X |
349 |
@item Auravision Aura 2 @tab @tab X |
350 |
@item Autodesk Animator Flic video @tab @tab X |
351 |
@item Autodesk RLE @tab @tab X |
352 |
@tab fourcc: AASC |
353 |
@item AVS (Audio Video Standard) video @tab @tab X |
354 |
@tab Video encoding used by the Creature Shock game. |
355 |
@item Beam Software VB @tab @tab X |
356 |
@item Bethesda VID video @tab @tab X |
357 |
@tab Used in some games from Bethesda Softworks. |
358 |
@item Bink Video @tab @tab X |
359 |
@item Bitmap Brothers JV video @tab @tab X |
360 |
@item Brute Force & Ignorance @tab @tab X |
361 |
@tab Used in the game Flash Traffic: City of Angels. |
362 |
@item C93 video @tab @tab X |
363 |
@tab Codec used in Cyberia game. |
364 |
@item CamStudio @tab @tab X |
365 |
@tab fourcc: CSCD |
366 |
@item CD+G @tab @tab X |
367 |
@tab Video codec for CD+G karaoke disks |
368 |
@item Chinese AVS video @tab E @tab X |
369 |
@tab AVS1-P2, JiZhun profile, encoding through external library libxavs |
370 |
@item Delphine Software International CIN video @tab @tab X |
371 |
@tab Codec used in Delphine Software International games. |
372 |
@item Cinepak @tab @tab X |
373 |
@item Cirrus Logic AccuPak @tab @tab X |
374 |
@tab fourcc: CLJR |
375 |
@item Creative YUV (CYUV) @tab @tab X |
376 |
@item DFA @tab @tab X |
377 |
@tab Codec used in Chronomaster game. |
378 |
@item Dirac @tab E @tab E |
379 |
@tab supported through external libdirac/libschroedinger libraries |
380 |
@item Deluxe Paint Animation @tab @tab X |
381 |
@item DNxHD @tab X @tab X |
382 |
@tab aka SMPTE VC3 |
383 |
@item Duck TrueMotion 1.0 @tab @tab X |
384 |
@tab fourcc: DUCK |
385 |
@item Duck TrueMotion 2.0 @tab @tab X |
386 |
@tab fourcc: TM20 |
387 |
@item DV (Digital Video) @tab X @tab X |
388 |
@item Feeble Files/ScummVM DXA @tab @tab X |
389 |
@tab Codec originally used in Feeble Files game. |
390 |
@item Electronic Arts CMV video @tab @tab X |
391 |
@tab Used in NHL 95 game. |
392 |
@item Electronic Arts Madcow video @tab @tab X |
393 |
@item Electronic Arts TGV video @tab @tab X |
394 |
@item Electronic Arts TGQ video @tab @tab X |
395 |
@item Electronic Arts TQI video @tab @tab X |
396 |
@item Escape 124 @tab @tab X |
397 |
@item FFmpeg video codec #1 @tab X @tab X |
398 |
@tab experimental lossless codec (fourcc: FFV1) |
399 |
@item Flash Screen Video v1 @tab X @tab X |
400 |
@tab fourcc: FSV1 |
401 |
@item Flash Video (FLV) @tab X @tab X |
402 |
@tab Sorenson H.263 used in Flash |
403 |
@item Fraps @tab @tab X |
404 |
@item H.261 @tab X @tab X |
405 |
@item H.263 / H.263-1996 @tab X @tab X |
406 |
@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X |
407 |
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X |
408 |
@tab encoding supported through external library libx264 |
409 |
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X |
410 |
@item HuffYUV @tab X @tab X |
411 |
@item HuffYUV FFmpeg variant @tab X @tab X |
412 |
@item IBM Ultimotion @tab @tab X |
413 |
@tab fourcc: ULTI |
414 |
@item id Cinematic video @tab @tab X |
415 |
@tab Used in Quake II. |
416 |
@item id RoQ video @tab X @tab X |
417 |
@tab Used in Quake III, Jedi Knight 2, other computer games. |
418 |
@item IFF ILBM @tab @tab X |
419 |
@tab IFF interlaved bitmap |
420 |
@item IFF ByteRun1 @tab @tab X |
421 |
@tab IFF run length encoded bitmap |
422 |
@item Intel H.263 @tab @tab X |
423 |
@item Intel Indeo 2 @tab @tab X |
424 |
@item Intel Indeo 3 @tab @tab X |
425 |
@item Intel Indeo 5 @tab @tab X |
426 |
@item Interplay C93 @tab @tab X |
427 |
@tab Used in the game Cyberia from Interplay. |
428 |
@item Interplay MVE video @tab @tab X |
429 |
@tab Used in Interplay .MVE files. |
430 |
@item Karl Morton's video codec @tab @tab X |
431 |
@tab Codec used in Worms games. |
432 |
@item Kega Game Video (KGV1) @tab @tab X |
433 |
@tab Kega emulator screen capture codec. |
434 |
@item Lagarith @tab @tab X |
435 |
@item LCL (LossLess Codec Library) MSZH @tab @tab X |
436 |
@item LCL (LossLess Codec Library) ZLIB @tab E @tab E |
437 |
@item LOCO @tab @tab X |
438 |
@item lossless MJPEG @tab X @tab X |
439 |
@item Microsoft RLE @tab @tab X |
440 |
@item Microsoft Video 1 @tab @tab X |
441 |
@item Mimic @tab @tab X |
442 |
@tab Used in MSN Messenger Webcam streams. |
443 |
@item Miro VideoXL @tab @tab X |
444 |
@tab fourcc: VIXL |
445 |
@item MJPEG (Motion JPEG) @tab X @tab X |
446 |
@item Mobotix MxPEG video @tab @tab X |
447 |
@item Motion Pixels video @tab @tab X |
448 |
@item MPEG-1 video @tab X @tab X |
449 |
@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X |
450 |
@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X |
451 |
@item MPEG-2 video @tab X @tab X |
452 |
@item MPEG-4 part 2 @tab X @tab X |
453 |
@ libxvidcore can be used alternatively for encoding. |
454 |
@item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X |
455 |
@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X |
456 |
@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X |
457 |
@item Nintendo Gamecube THP video @tab @tab X |
458 |
@item NuppelVideo/RTjpeg @tab @tab X |
459 |
@tab Video encoding used in NuppelVideo files. |
460 |
@item On2 VP3 @tab @tab X |
461 |
@tab still experimental |
462 |
@item On2 VP5 @tab @tab X |
463 |
@tab fourcc: VP50 |
464 |
@item On2 VP6 @tab @tab X |
465 |
@tab fourcc: VP60,VP61,VP62 |
466 |
@item VP8 @tab E @tab X |
467 |
@tab fourcc: VP80, encoding supported through external library libvpx |
468 |
@item planar RGB @tab @tab X |
469 |
@tab fourcc: 8BPS |
470 |
@item Q-team QPEG @tab @tab X |
471 |
@tab fourccs: QPEG, Q1.0, Q1.1 |
472 |
@item QuickTime 8BPS video @tab @tab X |
473 |
@item QuickTime Animation (RLE) video @tab X @tab X |
474 |
@tab fourcc: 'rle ' |
475 |
@item QuickTime Graphics (SMC) @tab @tab X |
476 |
@tab fourcc: 'smc ' |
477 |
@item QuickTime video (RPZA) @tab @tab X |
478 |
@tab fourcc: rpza |
479 |
@item R10K AJA Kona 10-bit RGB Codec @tab @tab X |
480 |
@item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X |
481 |
@item Raw Video @tab X @tab X |
482 |
@item RealVideo 1.0 @tab X @tab X |
483 |
@item RealVideo 2.0 @tab X @tab X |
484 |
@item RealVideo 3.0 @tab @tab X |
485 |
@tab still far from ideal |
486 |
@item RealVideo 4.0 @tab @tab X |
487 |
@item Renderware TXD (TeXture Dictionary) @tab @tab X |
488 |
@tab Texture dictionaries used by the Renderware Engine. |
489 |
@item RL2 video @tab @tab X |
490 |
@tab used in some games by Entertainment Software Partners |
491 |
@item Sierra VMD video @tab @tab X |
492 |
@tab Used in Sierra VMD files. |
493 |
@item Smacker video @tab @tab X |
494 |
@tab Video encoding used in Smacker. |
495 |
@item SMPTE VC-1 @tab @tab X |
496 |
@item Snow @tab X @tab X |
497 |
@tab experimental wavelet codec (fourcc: SNOW) |
498 |
@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X |
499 |
@item Sorenson Vector Quantizer 1 @tab X @tab X |
500 |
@tab fourcc: SVQ1 |
501 |
@item Sorenson Vector Quantizer 3 @tab @tab X |
502 |
@tab fourcc: SVQ3 |
503 |
@item Sunplus JPEG (SP5X) @tab @tab X |
504 |
@tab fourcc: SP5X |
505 |
@item TechSmith Screen Capture Codec @tab @tab X |
506 |
@tab fourcc: TSCC |
507 |
@item Theora @tab E @tab X |
508 |
@tab encoding supported through external library libtheora |
509 |
@item Tiertex Limited SEQ video @tab @tab X |
510 |
@tab Codec used in DOS CD-ROM FlashBack game. |
511 |
@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X |
512 |
@item VMware Screen Codec / VMware Video @tab @tab X |
513 |
@tab Codec used in videos captured by VMware. |
514 |
@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X |
515 |
@item Windows Media Video 7 @tab X @tab X |
516 |
@item Windows Media Video 8 @tab X @tab X |
517 |
@item Windows Media Video 9 @tab @tab X |
518 |
@tab not completely working |
519 |
@item Wing Commander III / Xan @tab @tab X |
520 |
@tab Used in Wing Commander III .MVE files. |
521 |
@item Wing Commander IV / Xan @tab @tab X |
522 |
@tab Used in Wing Commander IV. |
523 |
@item Winnov WNV1 @tab @tab X |
524 |
@item WMV7 @tab X @tab X |
525 |
@item YAMAHA SMAF @tab X @tab X |
526 |
@item Psygnosis YOP Video @tab @tab X |
527 |
@item ZLIB @tab X @tab X |
528 |
@tab part of LCL, encoder experimental |
529 |
@item Zip Motion Blocks Video @tab X @tab X |
530 |
@tab Encoder works only in PAL8. |
531 |
@end multitable |
532 |
|
533 |
@code{X} means that encoding (resp. decoding) is supported. |
534 |
|
535 |
@code{E} means that support is provided through an external library. |
536 |
|
537 |
@section Audio Codecs |
538 |
|
539 |
@multitable @columnfractions .4 .1 .1 .4 |
540 |
@item Name @tab Encoding @tab Decoding @tab Comments |
541 |
@item 8SVX audio @tab @tab X |
542 |
@item AAC @tab E @tab X |
543 |
@tab encoding supported through external library libfaac and libvo-aacenc |
544 |
@item AC-3 @tab IX @tab X |
545 |
@item ADPCM 4X Movie @tab @tab X |
546 |
@item ADPCM CDROM XA @tab @tab X |
547 |
@item ADPCM Creative Technology @tab @tab X |
548 |
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 |
549 |
@item ADPCM Electronic Arts @tab @tab X |
550 |
@tab Used in various EA titles. |
551 |
@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X |
552 |
@tab Used in Sim City 3000. |
553 |
@item ADPCM Electronic Arts R1 @tab @tab X |
554 |
@item ADPCM Electronic Arts R2 @tab @tab X |
555 |
@item ADPCM Electronic Arts R3 @tab @tab X |
556 |
@item ADPCM Electronic Arts XAS @tab @tab X |
557 |
@item ADPCM G.722 @tab X @tab X |
558 |
@item ADPCM G.726 @tab X @tab X |
559 |
@item ADPCM IMA AMV @tab @tab X |
560 |
@tab Used in AMV files |
561 |
@item ADPCM IMA Electronic Arts EACS @tab @tab X |
562 |
@item ADPCM IMA Electronic Arts SEAD @tab @tab X |
563 |
@item ADPCM IMA Funcom @tab @tab X |
564 |
@item ADPCM IMA QuickTime @tab X @tab X |
565 |
@item ADPCM IMA Loki SDL MJPEG @tab @tab X |
566 |
@item ADPCM IMA WAV @tab X @tab X |
567 |
@item ADPCM IMA Westwood @tab @tab X |
568 |
@item ADPCM ISS IMA @tab @tab X |
569 |
@tab Used in FunCom games. |
570 |
@item ADPCM IMA Duck DK3 @tab @tab X |
571 |
@tab Used in some Sega Saturn console games. |
572 |
@item ADPCM IMA Duck DK4 @tab @tab X |
573 |
@tab Used in some Sega Saturn console games. |
574 |
@item ADPCM Microsoft @tab X @tab X |
575 |
@item ADPCM MS IMA @tab X @tab X |
576 |
@item ADPCM Nintendo Gamecube THP @tab @tab X |
577 |
@item ADPCM QT IMA @tab X @tab X |
578 |
@item ADPCM SEGA CRI ADX @tab X @tab X |
579 |
@tab Used in Sega Dreamcast games. |
580 |
@item ADPCM Shockwave Flash @tab X @tab X |
581 |
@item ADPCM SMJPEG IMA @tab @tab X |
582 |
@tab Used in certain Loki game ports. |
583 |
@item ADPCM Sound Blaster Pro 2-bit @tab @tab X |
584 |
@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X |
585 |
@item ADPCM Sound Blaster Pro 4-bit @tab @tab X |
586 |
@item ADPCM Westwood Studios IMA @tab @tab X |
587 |
@tab Used in Westwood Studios games like Command and Conquer. |
588 |
@item ADPCM Yamaha @tab X @tab X |
589 |
@item AMR-NB @tab E @tab X |
590 |
@tab encoding supported through external library libopencore-amrnb |
591 |
@item AMR-WB @tab @tab X |
592 |
@item Apple lossless audio @tab X @tab X |
593 |
@tab QuickTime fourcc 'alac' |
594 |
@item Atrac 1 @tab @tab X |
595 |
@item Atrac 3 @tab @tab X |
596 |
@item Bink Audio @tab @tab X |
597 |
@tab Used in Bink and Smacker files in many games. |
598 |
@item Delphine Software International CIN audio @tab @tab X |
599 |
@tab Codec used in Delphine Software International games. |
600 |
@item COOK @tab @tab X |
601 |
@tab All versions except 5.1 are supported. |
602 |
@item DCA (DTS Coherent Acoustics) @tab @tab X |
603 |
@item DPCM id RoQ @tab X @tab X |
604 |
@tab Used in Quake III, Jedi Knight 2, other computer games. |
605 |
@item DPCM Interplay @tab @tab X |
606 |
@tab Used in various Interplay computer games. |
607 |
@item DPCM Sierra Online @tab @tab X |
608 |
@tab Used in Sierra Online game audio files. |
609 |
@item DPCM Sol @tab @tab X |
610 |
@item DPCM Xan @tab @tab X |
611 |
@tab Used in Origin's Wing Commander IV AVI files. |
612 |
@item DSP Group TrueSpeech @tab @tab X |
613 |
@item DV audio @tab @tab X |
614 |
@item Enhanced AC-3 @tab @tab X |
615 |
@item FLAC (Free Lossless Audio Codec) @tab X @tab IX |
616 |
@item GSM @tab E @tab X |
617 |
@tab encoding supported through external library libgsm |
618 |
@item GSM Microsoft variant @tab E @tab X |
619 |
@tab encoding supported through external library libgsm |
620 |
@item IMC (Intel Music Coder) @tab @tab X |
621 |
@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X |
622 |
@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X |
623 |
@item MLP (Meridian Lossless Packing) @tab @tab X |
624 |
@tab Used in DVD-Audio discs. |
625 |
@item Monkey's Audio @tab @tab X |
626 |
@tab Only versions 3.97-3.99 are supported. |
627 |
@item MP1 (MPEG audio layer 1) @tab @tab IX |
628 |
@item MP2 (MPEG audio layer 2) @tab IX @tab IX |
629 |
@item MP3 (MPEG audio layer 3) @tab E @tab IX |
630 |
@tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported |
631 |
@item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X |
632 |
@item Musepack SV7 @tab @tab X |
633 |
@item Musepack SV8 @tab @tab X |
634 |
@item Nellymoser Asao @tab X @tab X |
635 |
@item PCM A-law @tab X @tab X |
636 |
@item PCM mu-law @tab X @tab X |
637 |
@item PCM 16-bit little-endian planar @tab @tab X |
638 |
@item PCM 32-bit floating point big-endian @tab X @tab X |
639 |
@item PCM 32-bit floating point little-endian @tab X @tab X |
640 |
@item PCM 64-bit floating point big-endian @tab X @tab X |
641 |
@item PCM 64-bit floating point little-endian @tab X @tab X |
642 |
@item PCM D-Cinema audio signed 24-bit @tab X @tab X |
643 |
@item PCM signed 8-bit @tab X @tab X |
644 |
@item PCM signed 16-bit big-endian @tab X @tab X |
645 |
@item PCM signed 16-bit little-endian @tab X @tab X |
646 |
@item PCM signed 24-bit big-endian @tab X @tab X |
647 |
@item PCM signed 24-bit little-endian @tab X @tab X |
648 |
@item PCM signed 32-bit big-endian @tab X @tab X |
649 |
@item PCM signed 32-bit little-endian @tab X @tab X |
650 |
@item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X |
651 |
@item PCM unsigned 8-bit @tab X @tab X |
652 |
@item PCM unsigned 16-bit big-endian @tab X @tab X |
653 |
@item PCM unsigned 16-bit little-endian @tab X @tab X |
654 |
@item PCM unsigned 24-bit big-endian @tab X @tab X |
655 |
@item PCM unsigned 24-bit little-endian @tab X @tab X |
656 |
@item PCM unsigned 32-bit big-endian @tab X @tab X |
657 |
@item PCM unsigned 32-bit little-endian @tab X @tab X |
658 |
@item PCM Zork @tab X @tab X |
659 |
@item QCELP / PureVoice @tab @tab X |
660 |
@item QDesign Music Codec 2 @tab @tab X |
661 |
@tab There are still some distortions. |
662 |
@item RealAudio 1.0 (14.4K) @tab X @tab X |
663 |
@tab Real 14400 bit/s codec |
664 |
@item RealAudio 2.0 (28.8K) @tab @tab X |
665 |
@tab Real 28800 bit/s codec |
666 |
@item RealAudio 3.0 (dnet) @tab IX @tab X |
667 |
@tab Real low bitrate AC-3 codec |
668 |
@item RealAudio SIPR / ACELP.NET @tab @tab X |
669 |
@item Shorten @tab @tab X |
670 |
@item Sierra VMD audio @tab @tab X |
671 |
@tab Used in Sierra VMD files. |
672 |
@item Smacker audio @tab @tab X |
673 |
@item Speex @tab @tab E |
674 |
@tab supported through external library libspeex |
675 |
@item True Audio (TTA) @tab @tab X |
676 |
@item TrueHD @tab @tab X |
677 |
@tab Used in HD-DVD and Blu-Ray discs. |
678 |
@item TwinVQ (VQF flavor) @tab @tab X |
679 |
@item Vorbis @tab E @tab X |
680 |
@tab A native but very primitive encoder exists. |
681 |
@item WavPack @tab @tab X |
682 |
@item Westwood Audio (SND1) @tab @tab X |
683 |
@item Windows Media Audio 1 @tab X @tab X |
684 |
@item Windows Media Audio 2 @tab X @tab X |
685 |
@item Windows Media Audio Pro @tab @tab X |
686 |
@item Windows Media Audio Voice @tab @tab X |
687 |
@end multitable |
688 |
|
689 |
@code{X} means that encoding (resp. decoding) is supported. |
690 |
|
691 |
@code{E} means that support is provided through an external library. |
692 |
|
693 |
@code{I} means that an integer-only version is available, too (ensures high |
694 |
performance on systems without hardware floating point support). |
695 |
|
696 |
@section Subtitle Formats |
697 |
|
698 |
@multitable @columnfractions .4 .1 .1 .1 .1 |
699 |
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding |
700 |
@item SSA/ASS @tab X @tab X @tab X @tab X |
701 |
@item DVB @tab X @tab X @tab X @tab X |
702 |
@item DVD @tab X @tab X @tab X @tab X |
703 |
@item PGS @tab @tab @tab @tab X |
704 |
@item SubRip (SRT) @tab X @tab X @tab @tab X |
705 |
@item XSUB @tab @tab @tab X @tab X |
706 |
@end multitable |
707 |
|
708 |
@code{X} means that the feature is supported. |
709 |
|
710 |
@section Network Protocols |
711 |
|
712 |
@multitable @columnfractions .4 .1 |
713 |
@item Name @tab Support |
714 |
@item Apple HTTP Live Streaming @tab X |
715 |
@item file @tab X |
716 |
@item Gopher @tab X |
717 |
@item HTTP @tab X |
718 |
@item MMS @tab X |
719 |
@item pipe @tab X |
720 |
@item RTP @tab X |
721 |
@item TCP @tab X |
722 |
@item UDP @tab X |
723 |
@end multitable |
724 |
|
725 |
@code{X} means that the protocol is supported. |
726 |
|
727 |
|
728 |
@section Input/Output Devices |
729 |
|
730 |
@multitable @columnfractions .4 .1 .1 |
731 |
@item Name @tab Input @tab Output |
732 |
@item ALSA @tab X @tab X |
733 |
@item BKTR @tab X @tab |
734 |
@item DV1394 @tab X @tab |
735 |
@item JACK @tab X @tab |
736 |
@item LIBDC1394 @tab X @tab |
737 |
@item OSS @tab X @tab X |
738 |
@item Video4Linux @tab X @tab |
739 |
@item Video4Linux2 @tab X @tab |
740 |
@item VfW capture @tab X @tab |
741 |
@item X11 grabbing @tab X @tab |
742 |
@end multitable |
743 |
|
744 |
@code{X} means that input/output is supported. |
745 |
|
746 |
|
747 |
@chapter Platform Specific information |
748 |
|
749 |
@section DOS |
750 |
|
751 |
Using a cross-compiler is preferred for various reasons. |
752 |
|
753 |
@subsection DJGPP |
754 |
|
755 |
Libav cannot be compiled because of broken system headers, add |
756 |
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a |
757 |
workaround. |
758 |
|
759 |
@section OS/2 |
760 |
|
761 |
For information about compiling Libav on OS/2 see |
762 |
@url{http://www.edm2.com/index.php/FFmpeg}. |
763 |
|
764 |
@section Unix-like |
765 |
|
766 |
Some parts of Libav cannot be built with version 2.15 of the GNU |
767 |
assembler which is still provided by a few AMD64 distributions. To |
768 |
make sure your compiler really uses the required version of gas |
769 |
after a binutils upgrade, run: |
770 |
|
771 |
@example |
772 |
$(gcc -print-prog-name=as) --version |
773 |
@end example |
774 |
|
775 |
If not, then you should install a different compiler that has no |
776 |
hard-coded path to gas. In the worst case pass @code{--disable-asm} |
777 |
to configure. |
778 |
|
779 |
@subsection BSD |
780 |
|
781 |
BSD make will not build Libav, you need to install and use GNU Make |
782 |
(@file{gmake}). |
783 |
|
784 |
@subsubsection FreeBSD |
785 |
|
786 |
FreeBSD will not compile out-of-the-box due to broken system headers. |
787 |
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work |
788 |
around the problem. This may have unexpected sideeffects, so use it at |
789 |
your own risk. If you care about FreeBSD, please make an attempt at |
790 |
getting the system headers fixed. |
791 |
|
792 |
@subsection (Open)Solaris |
793 |
|
794 |
GNU Make is required to build Libav, so you have to invoke (@file{gmake}), |
795 |
standard Solaris Make will not work. When building with a non-c99 front-end |
796 |
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o} |
797 |
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options |
798 |
since the libc is not c99-compliant by default. The probes performed by |
799 |
configure may raise an exception leading to the death of configure itself |
800 |
due to a bug in the system shell. Simply invoke a different shell such as |
801 |
bash directly to work around this: |
802 |
|
803 |
@example |
804 |
bash ./configure |
805 |
@end example |
806 |
|
807 |
@subsection Darwin (MacOS X, iPhone) |
808 |
|
809 |
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from |
810 |
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized |
811 |
assembler functions. Just download the Perl script and put it somewhere |
812 |
in your PATH, Libav's configure will pick it up automatically. |
813 |
|
814 |
@section Windows |
815 |
|
816 |
@subsection Native Windows compilation |
817 |
|
818 |
Libav can be built to run natively on Windows using the MinGW tools. Install |
819 |
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}. |
820 |
You can find detailed installation |
821 |
instructions in the download section and the FAQ. |
822 |
|
823 |
Libav does not build out-of-the-box with the packages the automated MinGW |
824 |
installer provides. It also requires coreutils to be installed and many other |
825 |
packages updated to the latest version. The minimum version for some packages |
826 |
are listed below: |
827 |
|
828 |
@itemize |
829 |
@item bash 3.1 |
830 |
@item msys-make 3.81-2 (note: not mingw32-make) |
831 |
@item w32api 3.13 |
832 |
@item mingw-runtime 3.15 |
833 |
@end itemize |
834 |
|
835 |
Libav automatically passes @code{-fno-common} to the compiler to work around |
836 |
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}). |
837 |
|
838 |
Within the MSYS shell, configure and make with: |
839 |
|
840 |
@example |
841 |
./configure --enable-memalign-hack |
842 |
make |
843 |
make install |
844 |
@end example |
845 |
|
846 |
This will install @file{ffmpeg.exe} along with many other development files |
847 |
to @file{/usr/local}. You may specify another install path using the |
848 |
@code{--prefix} option in @file{configure}. |
849 |
|
850 |
Notes: |
851 |
|
852 |
@itemize |
853 |
|
854 |
@item Building natively using MSYS can be sped up by disabling implicit rules |
855 |
in the Makefile by calling @code{make -r} instead of plain @code{make}. This |
856 |
speed up is close to non-existent for normal one-off builds and is only |
857 |
noticeable when running make for a second time (for example in |
858 |
@code{make install}). |
859 |
|
860 |
@item In order to compile FFplay, you must have the MinGW development library |
861 |
of SDL. Get it from @url{http://www.libsdl.org}. |
862 |
Edit the @file{bin/sdl-config} script so that it points to the correct prefix |
863 |
where SDL was installed. Verify that @file{sdl-config} can be launched from |
864 |
the MSYS command line. |
865 |
|
866 |
@item By using @code{./configure --enable-shared} when configuring Libav, |
867 |
you can build libavutil, libavcodec and libavformat as DLLs. |
868 |
|
869 |
@end itemize |
870 |
|
871 |
@subsection Microsoft Visual C++ compatibility |
872 |
|
873 |
As stated in the FAQ, Libav will not compile under MSVC++. However, if you |
874 |
want to use the libav* libraries in your own applications, you can still |
875 |
compile those applications using MSVC++. But the libav* libraries you link |
876 |
to @emph{must} be built with MinGW. However, you will not be able to debug |
877 |
inside the libav* libraries, since MSVC++ does not recognize the debug |
878 |
symbols generated by GCC. |
879 |
We strongly recommend you to move over from MSVC++ to MinGW tools. |
880 |
|
881 |
This description of how to use the Libav libraries with MSVC++ is based on |
882 |
Microsoft Visual C++ 2005 Express Edition. If you have a different version, |
883 |
you might have to modify the procedures slightly. |
884 |
|
885 |
@subsubsection Using static libraries |
886 |
|
887 |
Assuming you have just built and installed Libav in @file{/usr/local}. |
888 |
|
889 |
@enumerate |
890 |
|
891 |
@item Create a new console application ("File / New / Project") and then |
892 |
select "Win32 Console Application". On the appropriate page of the |
893 |
Application Wizard, uncheck the "Precompiled headers" option. |
894 |
|
895 |
@item Write the source code for your application, or, for testing, just |
896 |
copy the code from an existing sample application into the source file |
897 |
that MSVC++ has already created for you. For example, you can copy |
898 |
@file{libavformat/output-example.c} from the Libav distribution. |
899 |
|
900 |
@item Open the "Project / Properties" dialog box. In the "Configuration" |
901 |
combo box, select "All Configurations" so that the changes you make will |
902 |
affect both debug and release builds. In the tree view on the left hand |
903 |
side, select "C/C++ / General", then edit the "Additional Include |
904 |
Directories" setting to contain the path where the Libav includes were |
905 |
installed (i.e. @file{c:\msys\1.0\local\include}). |
906 |
Do not add MinGW's include directory here, or the include files will |
907 |
conflict with MSVC's. |
908 |
|
909 |
@item Still in the "Project / Properties" dialog box, select |
910 |
"Linker / General" from the tree view and edit the |
911 |
"Additional Library Directories" setting to contain the @file{lib} |
912 |
directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}), |
913 |
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), |
914 |
and the directory where MinGW's GCC libs are installed |
915 |
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select |
916 |
"Linker / Input" from the tree view, and add the files @file{libavformat.a}, |
917 |
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, |
918 |
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) |
919 |
to the end of "Additional Dependencies". |
920 |
|
921 |
@item Now, select "C/C++ / Code Generation" from the tree view. Select |
922 |
"Debug" in the "Configuration" combo box. Make sure that "Runtime |
923 |
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in |
924 |
the "Configuration" combo box and make sure that "Runtime Library" is |
925 |
set to "Multi-threaded DLL". |
926 |
|
927 |
@item Click "OK" to close the "Project / Properties" dialog box. |
928 |
|
929 |
@item MSVC++ lacks some C99 header files that are fundamental for Libav. |
930 |
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} |
931 |
and install it in MSVC++'s include directory |
932 |
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). |
933 |
|
934 |
@item MSVC++ also does not understand the @code{inline} keyword used by |
935 |
Libav, so you must add this line before @code{#include}ing libav*: |
936 |
@example |
937 |
#define inline _inline |
938 |
@end example |
939 |
|
940 |
@item Build your application, everything should work. |
941 |
|
942 |
@end enumerate |
943 |
|
944 |
@subsubsection Using shared libraries |
945 |
|
946 |
This is how to create DLL and LIB files that are compatible with MSVC++: |
947 |
|
948 |
@enumerate |
949 |
|
950 |
@item Add a call to @file{vcvars32.bat} (which sets up the environment |
951 |
variables for the Visual C++ tools) as the first line of @file{msys.bat}. |
952 |
The standard location for @file{vcvars32.bat} is |
953 |
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, |
954 |
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. |
955 |
If this corresponds to your setup, add the following line as the first line |
956 |
of @file{msys.bat}: |
957 |
|
958 |
@example |
959 |
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" |
960 |
@end example |
961 |
|
962 |
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, |
963 |
and run @file{c:\msys\1.0\msys.bat} from there. |
964 |
|
965 |
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message |
966 |
from @file{Microsoft (R) Library Manager}, this means your environment |
967 |
variables are set up correctly, the @file{Microsoft (R) Library Manager} |
968 |
is on the path and will be used by Libav to create |
969 |
MSVC++-compatible import libraries. |
970 |
|
971 |
@item Build Libav with |
972 |
|
973 |
@example |
974 |
./configure --enable-shared --enable-memalign-hack |
975 |
make |
976 |
make install |
977 |
@end example |
978 |
|
979 |
Your install path (@file{/usr/local/} by default) should now have the |
980 |
necessary DLL and LIB files under the @file{bin} directory. |
981 |
|
982 |
@end enumerate |
983 |
|
984 |
To use those files with MSVC++, do the same as you would do with |
985 |
the static libraries, as described above. But in Step 4, |
986 |
you should only need to add the directory where the LIB files are installed |
987 |
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are |
988 |
installed in the @file{bin} directory. And instead of adding the static |
989 |
libraries (@file{libxxx.a} files) you should add the MSVC import libraries |
990 |
(@file{avcodec.lib}, @file{avformat.lib}, and |
991 |
@file{avutil.lib}). Note that you should not use the GCC import |
992 |
libraries (@file{libxxx.dll.a} files), as these will give you undefined |
993 |
reference errors. There should be no need for @file{libmingwex.a}, |
994 |
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library |
995 |
statically linked into the DLLs. The @file{bin} directory contains a bunch |
996 |
of DLL files, but the ones that are actually used to run your application |
997 |
are the ones with a major version number in their filenames |
998 |
(i.e. @file{avcodec-51.dll}). |
999 |
|
1000 |
Libav headers do not declare global data for Windows DLLs through the usual |
1001 |
dllexport/dllimport interface. Such data will be exported properly while |
1002 |
building, but to use them in your MSVC++ code you will have to edit the |
1003 |
appropriate headers and mark the data as dllimport. For example, in |
1004 |
libavutil/pixdesc.h you should have: |
1005 |
@example |
1006 |
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[]; |
1007 |
@end example |
1008 |
|
1009 |
Note that using import libraries created by dlltool requires |
1010 |
the linker optimization option to be set to |
1011 |
"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise |
1012 |
the resulting binaries will fail during runtime. This isn't |
1013 |
required when using import libraries generated by lib.exe. |
1014 |
|
1015 |
@subsection Cross compilation for Windows with Linux |
1016 |
|
1017 |
You must use the MinGW cross compilation tools available at |
1018 |
@url{http://www.mingw.org/}. |
1019 |
|
1020 |
Then configure Libav with the following options: |
1021 |
@example |
1022 |
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- |
1023 |
@end example |
1024 |
(you can change the cross-prefix according to the prefix chosen for the |
1025 |
MinGW tools). |
1026 |
|
1027 |
Then you can easily test Libav with Wine |
1028 |
(@url{http://www.winehq.com/}). |
1029 |
|
1030 |
@subsection Compilation under Cygwin |
1031 |
|
1032 |
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack |
1033 |
llrint() in its C library. |
1034 |
|
1035 |
Install your Cygwin with all the "Base" packages, plus the |
1036 |
following "Devel" ones: |
1037 |
@example |
1038 |
binutils, gcc4-core, make, git, mingw-runtime, texi2html |
1039 |
@end example |
1040 |
|
1041 |
And the following "Utils" one: |
1042 |
@example |
1043 |
diffutils |
1044 |
@end example |
1045 |
|
1046 |
Then run |
1047 |
|
1048 |
@example |
1049 |
./configure --enable-static --disable-shared |
1050 |
@end example |
1051 |
|
1052 |
to make a static build. |
1053 |
|
1054 |
The current @code{gcc4-core} package is buggy and needs this flag to build |
1055 |
shared libraries: |
1056 |
|
1057 |
@example |
1058 |
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions |
1059 |
@end example |
1060 |
|
1061 |
If you want to build Libav with additional libraries, download Cygwin |
1062 |
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository: |
1063 |
@example |
1064 |
libogg-devel, libvorbis-devel |
1065 |
@end example |
1066 |
|
1067 |
These library packages are only available from Cygwin Ports |
1068 |
(@url{http://sourceware.org/cygwinports/}) : |
1069 |
|
1070 |
@example |
1071 |
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel, |
1072 |
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel, |
1073 |
libxvidcore-devel |
1074 |
@end example |
1075 |
|
1076 |
The recommendation for libnut and x264 is to build them from source by |
1077 |
yourself, as they evolve too quickly for Cygwin Ports to be up to date. |
1078 |
|
1079 |
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means |
1080 |
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports. |
1081 |
|
1082 |
@subsection Crosscompilation for Windows under Cygwin |
1083 |
|
1084 |
With Cygwin you can create Windows binaries that do not need the cygwin1.dll. |
1085 |
|
1086 |
Just install your Cygwin as explained before, plus these additional |
1087 |
"Devel" packages: |
1088 |
@example |
1089 |
gcc-mingw-core, mingw-runtime, mingw-zlib |
1090 |
@end example |
1091 |
|
1092 |
and add some special flags to your configure invocation. |
1093 |
|
1094 |
For a static build run |
1095 |
@example |
1096 |
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
1097 |
@end example |
1098 |
|
1099 |
and for a build with shared libraries |
1100 |
@example |
1101 |
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
1102 |
@end example |
1103 |
|
1104 |
@bye |