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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab   @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item 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   @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   @tab X
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@item RTSP                      @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item Text files                @tab   @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item WebM                      @tab X @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@item Psygnosis YOP             @tab   @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PIC          @tab @tab X
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    @tab Pictor/PC Paint
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item ANSI/ASCII art         @tab     @tab  X
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
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    @tab Support for version 'b' is missing.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab     @tab  X
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    @tab AVS1-P2, JiZhun profile
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item Dirac                  @tab  E  @tab  E
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    @tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab     @tab  X
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@item DNxHD                  @tab   X @tab  X
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    @tab aka SMPTE VC3
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@item Duck TrueMotion 1.0   @tab     @tab  X
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    @tab fourcc: DUCK
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@item Duck TrueMotion 2.0    @tab     @tab  X
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    @tab fourcc: TM20
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@item DV (Digital Video)     @tab  X  @tab  X
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@item Feeble Files/ScummVM DXA  @tab     @tab  X
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    @tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video  @tab     @tab  X
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    @tab Used in NHL 95 game.
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@item Electronic Arts Madcow video  @tab     @tab  X
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@item Electronic Arts TGV video  @tab     @tab  X
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@item Electronic Arts TGQ video  @tab     @tab  X
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@item Electronic Arts TQI video  @tab     @tab  X
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@item Escape 124             @tab     @tab  X
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@item FFmpeg video codec #1  @tab  X  @tab  X
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    @tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1  @tab  X  @tab  X
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    @tab fourcc: FSV1
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@item Flash Video (FLV)      @tab  X  @tab  X
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    @tab Sorenson H.263 used in Flash
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@item Fraps                  @tab     @tab  X
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@item H.261                  @tab  X  @tab  X
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@item H.263 / H.263-1996     @tab  X  @tab  X
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@item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
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    @tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
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@item HuffYUV                @tab  X  @tab  X
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@item HuffYUV FFmpeg variant @tab  X  @tab  X
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@item IBM Ultimotion         @tab     @tab  X
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    @tab fourcc: ULTI
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@item id Cinematic video     @tab     @tab  X
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    @tab Used in Quake II.
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@item id RoQ video           @tab  X  @tab  X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF ILBM               @tab     @tab  X
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    @tab IFF interlaved bitmap
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@item IFF ByteRun1           @tab     @tab  X
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    @tab IFF run length encoded bitmap
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@item Intel H.263            @tab     @tab  X
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@item Intel Indeo 2          @tab     @tab  X
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@item Intel Indeo 3          @tab     @tab  X
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@item Intel Indeo 5          @tab     @tab  X
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@item Interplay C93          @tab     @tab  X
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    @tab Used in the game Cyberia from Interplay.
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@item Interplay MVE video    @tab     @tab  X
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    @tab Used in Interplay .MVE files.
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@item Karl Morton's video codec  @tab     @tab  X
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    @tab Codec used in Worms games.
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@item Kega Game Video (KGV1) @tab      @tab  X
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    @tab Kega emulator screen capture codec.
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@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
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@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
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@item LOCO                   @tab     @tab  X
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@item lossless MJPEG         @tab  X  @tab  X
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@item Microsoft RLE          @tab     @tab  X
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@item Microsoft Video 1      @tab     @tab  X
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@item Mimic                  @tab     @tab  X
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    @tab Used in MSN Messenger Webcam streams.
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@item Miro VideoXL           @tab     @tab  X
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    @tab fourcc: VIXL
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@item MJPEG (Motion JPEG)    @tab  X  @tab  X
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@item Motion Pixels video    @tab     @tab  X
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
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@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4 part 2          @tab  X  @tab  X
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    @ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
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@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
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@item Nintendo Gamecube THP video  @tab     @tab  X
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@item NuppelVideo/RTjpeg     @tab     @tab  X
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    @tab Video encoding used in NuppelVideo files.
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@item On2 VP3                @tab     @tab  X
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    @tab still experimental
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@item On2 VP5                @tab     @tab  X
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    @tab fourcc: VP50
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@item On2 VP6                @tab     @tab  X
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    @tab fourcc: VP60,VP61,VP62
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@item VP8                    @tab  E  @tab  X
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    @tab fourcc: VP80, encoding supported through external library libvpx
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@item planar RGB             @tab     @tab  X
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    @tab fourcc: 8BPS
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@item Q-team QPEG            @tab     @tab  X
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    @tab fourccs: QPEG, Q1.0, Q1.1
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@item QuickTime 8BPS video   @tab     @tab  X
454
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
455
    @tab fourcc: 'rle '
456
@item QuickTime Graphics (SMC)  @tab     @tab  X
457
    @tab fourcc: 'smc '
458
@item QuickTime video (RPZA) @tab     @tab  X
459
    @tab fourcc: rpza
460
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
461
@item Raw Video              @tab  X  @tab  X
462
@item RealVideo 1.0          @tab  X  @tab  X
463
@item RealVideo 2.0          @tab  X  @tab  X
464
@item RealVideo 3.0          @tab     @tab  X
465
    @tab still far from ideal
466
@item RealVideo 4.0          @tab     @tab  X
467
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
468
    @tab Texture dictionaries used by the Renderware Engine.
469
@item RL2 video              @tab     @tab  X
470
    @tab used in some games by Entertainment Software Partners
471
@item Sierra VMD video       @tab     @tab  X
472
    @tab Used in Sierra VMD files.
473
@item Smacker video          @tab     @tab  X
474
    @tab Video encoding used in Smacker.
475
@item SMPTE VC-1             @tab     @tab  X
476
@item Snow                   @tab  X  @tab  X
477
    @tab experimental wavelet codec (fourcc: SNOW)
478
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
479
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
480
    @tab fourcc: SVQ1
481
@item Sorenson Vector Quantizer 3  @tab     @tab  X
482
    @tab fourcc: SVQ3
483
@item Sunplus JPEG (SP5X)    @tab     @tab  X
484
    @tab fourcc: SP5X
485
@item TechSmith Screen Capture Codec  @tab     @tab  X
486
    @tab fourcc: TSCC
487
@item Theora                 @tab  E  @tab  X
488
    @tab encoding supported through external library libtheora
489
@item Tiertex Limited SEQ video  @tab     @tab  X
490
    @tab Codec used in DOS CD-ROM FlashBack game.
491
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
492
@item VMware Screen Codec / VMware Video  @tab     @tab  X
493
    @tab Codec used in videos captured by VMware.
494
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
495
@item Windows Media Video 7  @tab  X  @tab  X
496
@item Windows Media Video 8  @tab  X  @tab  X
497
@item Windows Media Video 9  @tab     @tab  X
498
    @tab not completely working
499
@item Wing Commander III / Xan  @tab     @tab  X
500
    @tab Used in Wing Commander III .MVE files.
501
@item Winnov WNV1            @tab     @tab  X
502
@item WMV7                   @tab  X  @tab  X
503
@item YAMAHA SMAF            @tab  X  @tab  X
504
@item Psygnosis YOP Video    @tab     @tab  X
505
@item ZLIB                   @tab  X  @tab  X
506
    @tab part of LCL, encoder experimental
507
@item Zip Motion Blocks Video  @tab   X @tab  X
508
    @tab Encoder works only in PAL8.
509
@end multitable
510

    
511
@code{X} means that encoding (resp. decoding) is supported.
512

    
513
@code{E} means that support is provided through an external library.
514

    
515
@section Audio Codecs
516

    
517
@multitable @columnfractions .4 .1 .1 .4
518
@item Name @tab Encoding @tab Decoding @tab Comments
519
@item 8SVX audio             @tab     @tab  X
520
@item AAC                    @tab  E  @tab  X
521
    @tab encoding supported through external library libfaac
522
@item AC-3                   @tab IX  @tab  X
523
@item ADPCM 4X Movie         @tab     @tab  X
524
@item ADPCM CDROM XA         @tab     @tab  X
525
@item ADPCM Creative Technology @tab     @tab  X
526
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
527
@item ADPCM Electronic Arts  @tab     @tab  X
528
    @tab Used in various EA titles.
529
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
530
    @tab Used in Sim City 3000.
531
@item ADPCM Electronic Arts R1  @tab     @tab  X
532
@item ADPCM Electronic Arts R2  @tab     @tab  X
533
@item ADPCM Electronic Arts R3  @tab     @tab  X
534
@item ADPCM Electronic Arts XAS @tab     @tab  X
535
@item ADPCM G.726            @tab  X  @tab  X
536
@item ADPCM IMA AMV          @tab     @tab  X
537
    @tab Used in AMV files
538
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
539
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
540
@item ADPCM IMA Funcom       @tab     @tab  X
541
@item ADPCM IMA QuickTime    @tab  X  @tab  X
542
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
543
@item ADPCM IMA WAV          @tab  X  @tab  X
544
@item ADPCM IMA Westwood     @tab     @tab  X
545
@item ADPCM ISS IMA          @tab     @tab  X
546
    @tab Used in FunCom games.
547
@item ADPCM IMA Duck DK3     @tab     @tab  X
548
    @tab Used in some Sega Saturn console games.
549
@item ADPCM IMA Duck DK4     @tab     @tab  X
550
    @tab Used in some Sega Saturn console games.
551
@item ADPCM Microsoft        @tab  X  @tab  X
552
@item ADPCM MS IMA           @tab  X  @tab  X
553
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
554
@item ADPCM QT IMA           @tab  X  @tab  X
555
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
556
    @tab Used in Sega Dreamcast games.
557
@item ADPCM Shockwave Flash  @tab  X  @tab  X
558
@item ADPCM SMJPEG IMA       @tab     @tab  X
559
    @tab Used in certain Loki game ports.
560
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
561
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
562
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
563
@item ADPCM Westwood Studios IMA @tab     @tab  X
564
    @tab Used in Westwood Studios games like Command and Conquer.
565
@item ADPCM Yamaha           @tab  X  @tab  X
566
@item AMR-NB                 @tab  E  @tab  X
567
    @tab encoding supported through external library libopencore-amrnb
568
@item AMR-WB                 @tab     @tab  E
569
    @tab decoding supported through external library libopencore-amrwb
570
@item Apple lossless audio   @tab  X  @tab  X
571
    @tab QuickTime fourcc 'alac'
572
@item Atrac 1                @tab     @tab  X
573
@item Atrac 3                @tab     @tab  X
574
@item Bink Audio             @tab     @tab  X
575
    @tab Used in Bink and Smacker files in many games.
576
@item Delphine Software International CIN audio  @tab     @tab  X
577
    @tab Codec used in Delphine Software International games.
578
@item COOK                   @tab     @tab  X
579
    @tab All versions except 5.1 are supported.
580
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
581
@item DPCM id RoQ            @tab  X  @tab  X
582
    @tab Used in Quake III, Jedi Knight 2, other computer games.
583
@item DPCM Interplay         @tab     @tab  X
584
    @tab Used in various Interplay computer games.
585
@item DPCM Sierra Online     @tab     @tab  X
586
    @tab Used in Sierra Online game audio files.
587
@item DPCM Sol               @tab     @tab  X
588
@item DPCM Xan               @tab     @tab  X
589
    @tab Used in Origin's Wing Commander IV AVI files.
590
@item DSP Group TrueSpeech   @tab     @tab  X
591
@item DV audio               @tab     @tab  X
592
@item Enhanced AC-3          @tab     @tab  X
593
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
594
@item G.729                  @tab     @tab  X
595
@item GSM                    @tab  E  @tab  X
596
    @tab encoding supported through external library libgsm
597
@item GSM Microsoft variant  @tab  E  @tab  X
598
    @tab encoding supported through external library libgsm
599
@item IMC (Intel Music Coder)  @tab     @tab  X
600
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
601
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
602
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
603
    @tab Used in DVD-Audio discs.
604
@item Monkey's Audio         @tab     @tab  X
605
    @tab Only versions 3.97-3.99 are supported.
606
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
607
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
608
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
609
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
610
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
611
@item Musepack SV7           @tab     @tab  X
612
@item Musepack SV8           @tab     @tab  X
613
@item Nellymoser Asao        @tab  X  @tab  X
614
@item PCM A-law              @tab  X  @tab  X
615
@item PCM mu-law             @tab  X  @tab  X
616
@item PCM 16-bit little-endian planar  @tab     @tab  X
617
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
618
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
619
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
620
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
621
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
622
@item PCM signed 8-bit       @tab  X  @tab  X
623
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
624
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
625
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
626
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
627
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
628
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
629
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
630
@item PCM unsigned 8-bit     @tab  X  @tab  X
631
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
632
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
633
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
634
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
635
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
636
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
637
@item PCM Zork               @tab  X  @tab  X
638
@item QCELP / PureVoice      @tab     @tab  X
639
@item QDesign Music Codec 2  @tab     @tab  X
640
    @tab There are still some distortions.
641
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
642
    @tab Real 14400 bit/s codec
643
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
644
    @tab Real 28800 bit/s codec
645
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
646
    @tab Real low bitrate AC-3 codec
647
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
648
@item Shorten                @tab     @tab  X
649
@item Sierra VMD audio       @tab     @tab  X
650
    @tab Used in Sierra VMD files.
651
@item Smacker audio          @tab     @tab  X
652
@item Sonic                  @tab  X  @tab  X
653
    @tab experimental codec
654
@item Sonic lossless         @tab  X  @tab  X
655
    @tab experimental codec
656
@item Speex                  @tab     @tab  E
657
    @tab supported through external library libspeex
658
@item True Audio (TTA)       @tab     @tab  X
659
@item TrueHD                 @tab     @tab  X
660
    @tab Used in HD-DVD and Blu-Ray discs.
661
@item TwinVQ (VQF flavor)    @tab     @tab  X
662
@item Vorbis                 @tab  E  @tab  X
663
    @tab A native but very primitive encoder exists.
664
@item WavPack                @tab     @tab  X
665
@item Westwood Audio (SND1)  @tab     @tab  X
666
@item Windows Media Audio 1  @tab  X  @tab  X
667
@item Windows Media Audio 2  @tab  X  @tab  X
668
@item Windows Media Audio Pro @tab    @tab  X
669
@item Windows Media Audio Voice @tab  @tab  X
670
@end multitable
671

    
672
@code{X} means that encoding (resp. decoding) is supported.
673

    
674
@code{E} means that support is provided through an external library.
675

    
676
@code{I} means that an integer-only version is available, too (ensures high
677
performance on systems without hardware floating point support).
678

    
679
@section Subtitle Formats
680

    
681
@multitable @columnfractions .4 .1 .1 .1 .1
682
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
683
@item SSA/ASS      @tab X @tab X
684
@item DVB          @tab X @tab X @tab X @tab X
685
@item DVD          @tab X @tab X @tab X @tab X
686
@item PGS          @tab   @tab   @tab   @tab X
687
@item XSUB         @tab   @tab   @tab X @tab X
688
@end multitable
689

    
690
@code{X} means that the feature is supported.
691

    
692
@section Network Protocols
693

    
694
@multitable @columnfractions .4 .1
695
@item Name         @tab Support
696
@item file         @tab X
697
@item Gopher       @tab X
698
@item HTTP         @tab X
699
@item MMS          @tab X
700
@item pipe         @tab X
701
@item RTP          @tab X
702
@item TCP          @tab X
703
@item UDP          @tab X
704
@end multitable
705

    
706
@code{X} means that the protocol is supported.
707

    
708

    
709
@section Input/Output Devices
710

    
711
@multitable @columnfractions .4 .1 .1
712
@item Name              @tab Input  @tab Output
713
@item ALSA              @tab X      @tab X
714
@item BKTR              @tab X      @tab
715
@item DV1394            @tab X      @tab
716
@item JACK              @tab X      @tab
717
@item LIBDC1394         @tab X      @tab
718
@item OSS               @tab X      @tab X
719
@item Video4Linux       @tab X      @tab
720
@item Video4Linux2      @tab X      @tab
721
@item VfW capture       @tab X      @tab
722
@item X11 grabbing      @tab X      @tab
723
@end multitable
724

    
725
@code{X} means that input/output is supported.
726

    
727

    
728
@chapter Platform Specific information
729

    
730
@section DOS
731

    
732
Using a cross-compiler is preferred for various reasons.
733

    
734
@subsection DJGPP
735

    
736
FFmpeg cannot be compiled because of broken system headers, add
737
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
738
workaround.
739

    
740
@section OS/2
741

    
742
For information about compiling FFmpeg on OS/2 see
743
@url{http://www.edm2.com/index.php/FFmpeg}.
744

    
745
@section Unix-like
746

    
747
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
748
assembler which is still provided by a few AMD64 distributions. To
749
make sure your compiler really uses the required version of gas
750
after a binutils upgrade, run:
751

    
752
@example
753
$(gcc -print-prog-name=as) --version
754
@end example
755

    
756
If not, then you should install a different compiler that has no
757
hard-coded path to gas. In the worst case pass @code{--disable-asm}
758
to configure.
759

    
760
@subsection BSD
761

    
762
BSD make will not build FFmpeg, you need to install and use GNU Make
763
(@file{gmake}).
764

    
765
@subsubsection FreeBSD
766

    
767
FreeBSD will not compile out-of-the-box due to broken system headers.
768
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
769
around the problem. This may have unexpected sideeffects, so use it at
770
your own risk. If you care about FreeBSD, please make an attempt at
771
getting the system headers fixed.
772

    
773
@subsection (Open)Solaris
774

    
775
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
776
standard Solaris Make will not work. When building with a non-c99 front-end
777
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
778
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
779
since the libc is not c99-compliant by default. The probes performed by
780
configure may raise an exception leading to the death of configure itself
781
due to a bug in the system shell. Simply invoke a different shell such as
782
bash directly to work around this:
783

    
784
@example
785
bash ./configure
786
@end example
787

    
788
@subsection Darwin (MacOS X, iPhone)
789

    
790
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
791
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
792
assembler functions.
793

    
794
@section Windows
795

    
796
To get help and instructions for building FFmpeg under Windows, check out
797
the FFmpeg Windows Help Forum at
798
@url{http://ffmpeg.arrozcru.org/}.
799

    
800
@subsection Native Windows compilation
801

    
802
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
803
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
804
You can find detailed installation
805
instructions in the download section and the FAQ.
806

    
807
FFmpeg does not build out-of-the-box with the packages the automated MinGW
808
installer provides. It also requires coreutils to be installed and many other
809
packages updated to the latest version. The minimum version for some packages
810
are listed below:
811

    
812
@itemize
813
@item bash 3.1
814
@item msys-make 3.81-2 (note: not mingw32-make)
815
@item w32api 3.13
816
@item mingw-runtime 3.15
817
@end itemize
818

    
819
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
820
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
821

    
822
Within the MSYS shell, configure and make with:
823

    
824
@example
825
./configure --enable-memalign-hack
826
make
827
make install
828
@end example
829

    
830
This will install @file{ffmpeg.exe} along with many other development files
831
to @file{/usr/local}. You may specify another install path using the
832
@code{--prefix} option in @file{configure}.
833

    
834
Notes:
835

    
836
@itemize
837

    
838
@item Building natively using MSYS can be sped up by disabling implicit rules
839
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
840
speed up is close to non-existent for normal one-off builds and is only
841
noticeable when running make for a second time (for example in
842
@code{make install}).
843

    
844
@item In order to compile FFplay, you must have the MinGW development library
845
of SDL. Get it from @url{http://www.libsdl.org}.
846
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
847
where SDL was installed. Verify that @file{sdl-config} can be launched from
848
the MSYS command line.
849

    
850
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
851
you can build libavutil, libavcodec and libavformat as DLLs.
852

    
853
@end itemize
854

    
855
@subsection Microsoft Visual C++ compatibility
856

    
857
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
858
want to use the libav* libraries in your own applications, you can still
859
compile those applications using MSVC++. But the libav* libraries you link
860
to @emph{must} be built with MinGW. However, you will not be able to debug
861
inside the libav* libraries, since MSVC++ does not recognize the debug
862
symbols generated by GCC.
863
We strongly recommend you to move over from MSVC++ to MinGW tools.
864

    
865
This description of how to use the FFmpeg libraries with MSVC++ is based on
866
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
867
you might have to modify the procedures slightly.
868

    
869
@subsubsection Using static libraries
870

    
871
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
872

    
873
@enumerate
874

    
875
@item Create a new console application ("File / New / Project") and then
876
select "Win32 Console Application". On the appropriate page of the
877
Application Wizard, uncheck the "Precompiled headers" option.
878

    
879
@item Write the source code for your application, or, for testing, just
880
copy the code from an existing sample application into the source file
881
that MSVC++ has already created for you. For example, you can copy
882
@file{libavformat/output-example.c} from the FFmpeg distribution.
883

    
884
@item Open the "Project / Properties" dialog box. In the "Configuration"
885
combo box, select "All Configurations" so that the changes you make will
886
affect both debug and release builds. In the tree view on the left hand
887
side, select "C/C++ / General", then edit the "Additional Include
888
Directories" setting to contain the path where the FFmpeg includes were
889
installed (i.e. @file{c:\msys\1.0\local\include}).
890
Do not add MinGW's include directory here, or the include files will
891
conflict with MSVC's.
892

    
893
@item Still in the "Project / Properties" dialog box, select
894
"Linker / General" from the tree view and edit the
895
"Additional Library Directories" setting to contain the @file{lib}
896
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
897
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
898
and the directory where MinGW's GCC libs are installed
899
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
900
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
901
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
902
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
903
to the end of "Additional Dependencies".
904

    
905
@item Now, select "C/C++ / Code Generation" from the tree view. Select
906
"Debug" in the "Configuration" combo box. Make sure that "Runtime
907
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
908
the "Configuration" combo box and make sure that "Runtime Library" is
909
set to "Multi-threaded DLL".
910

    
911
@item Click "OK" to close the "Project / Properties" dialog box.
912

    
913
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
914
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
915
and install it in MSVC++'s include directory
916
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
917

    
918
@item MSVC++ also does not understand the @code{inline} keyword used by
919
FFmpeg, so you must add this line before @code{#include}ing libav*:
920
@example
921
#define inline _inline
922
@end example
923

    
924
@item Build your application, everything should work.
925

    
926
@end enumerate
927

    
928
@subsubsection Using shared libraries
929

    
930
This is how to create DLL and LIB files that are compatible with MSVC++:
931

    
932
@enumerate
933

    
934
@item Add a call to @file{vcvars32.bat} (which sets up the environment
935
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
936
The standard location for @file{vcvars32.bat} is
937
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
938
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
939
If this corresponds to your setup, add the following line as the first line
940
of @file{msys.bat}:
941

    
942
@example
943
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
944
@end example
945

    
946
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
947
and run @file{c:\msys\1.0\msys.bat} from there.
948

    
949
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
950
from @file{Microsoft (R) Library Manager}, this means your environment
951
variables are set up correctly, the @file{Microsoft (R) Library Manager}
952
is on the path and will be used by FFmpeg to create
953
MSVC++-compatible import libraries.
954

    
955
@item Build FFmpeg with
956

    
957
@example
958
./configure --enable-shared --enable-memalign-hack
959
make
960
make install
961
@end example
962

    
963
Your install path (@file{/usr/local/} by default) should now have the
964
necessary DLL and LIB files under the @file{bin} directory.
965

    
966
@end enumerate
967

    
968
To use those files with MSVC++, do the same as you would do with
969
the static libraries, as described above. But in Step 4,
970
you should only need to add the directory where the LIB files are installed
971
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
972
installed in the @file{bin} directory. And instead of adding @file{libxx.a}
973
files, you should add @file{avcodec.lib}, @file{avformat.lib}, and
974
@file{avutil.lib}. There should be no need for @file{libmingwex.a},
975
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
976
statically linked into the DLLs. The @file{bin} directory contains a bunch
977
of DLL files, but the ones that are actually used to run your application
978
are the ones with a major version number in their filenames
979
(i.e. @file{avcodec-51.dll}).
980

    
981
@subsection Cross compilation for Windows with Linux
982

    
983
You must use the MinGW cross compilation tools available at
984
@url{http://www.mingw.org/}.
985

    
986
Then configure FFmpeg with the following options:
987
@example
988
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
989
@end example
990
(you can change the cross-prefix according to the prefix chosen for the
991
MinGW tools).
992

    
993
Then you can easily test FFmpeg with Wine
994
(@url{http://www.winehq.com/}).
995

    
996
@subsection Compilation under Cygwin
997

    
998
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
999
llrint() in its C library.
1000

    
1001
Install your Cygwin with all the "Base" packages, plus the
1002
following "Devel" ones:
1003
@example
1004
binutils, gcc4-core, make, subversion, mingw-runtime, texi2html
1005
@end example
1006

    
1007
And the following "Utils" one:
1008
@example
1009
diffutils
1010
@end example
1011

    
1012
Then run
1013

    
1014
@example
1015
./configure --enable-static --disable-shared
1016
@end example
1017

    
1018
to make a static build.
1019

    
1020
The current @code{gcc4-core} package is buggy and needs this flag to build
1021
shared libraries:
1022

    
1023
@example
1024
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1025
@end example
1026

    
1027
If you want to build FFmpeg with additional libraries, download Cygwin
1028
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1029
@example
1030
libogg-devel, libvorbis-devel
1031
@end example
1032

    
1033
These library packages are only available from Cygwin Ports
1034
(@url{http://sourceware.org/cygwinports/}) :
1035

    
1036
@example
1037
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1038
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1039
libxvidcore-devel
1040
@end example
1041

    
1042
The recommendation for libnut and x264 is to build them from source by
1043
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1044

    
1045
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1046
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1047

    
1048
@subsection Crosscompilation for Windows under Cygwin
1049

    
1050
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1051

    
1052
Just install your Cygwin as explained before, plus these additional
1053
"Devel" packages:
1054
@example
1055
gcc-mingw-core, mingw-runtime, mingw-zlib
1056
@end example
1057

    
1058
and add some special flags to your configure invocation.
1059

    
1060
For a static build run
1061
@example
1062
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1063
@end example
1064

    
1065
and for a build with shared libraries
1066
@example
1067
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1068
@end example
1069

    
1070
@bye