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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@center @titlefont{General Documentation}
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@end titlepage
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@top
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@contents
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@chapter external libraries
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Libav can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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Libav can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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@code{--enable-libopencore-amrwb} to configure to enable the libraries.
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Note that OpenCORE is under the Apache License 2.0 (see
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@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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incompatible with the LGPL version 2.1 and GPL version 2. You have to
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upgrade Libav's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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Libav supports the following file formats through the @code{libavformat}
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library:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4xm                       @tab   @tab X
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    @tab 4X Technologies format, used in some games.
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@item 8088flex TMV              @tab   @tab X
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@item Adobe Filmstrip           @tab X @tab X
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@item Audio IFF (AIFF)          @tab X @tab X
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@item American Laser Games MM   @tab   @tab X
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    @tab Multimedia format used in games like Mad Dog McCree.
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@item 3GPP AMR                  @tab X @tab X
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@item Apple HTTP Live Streaming @tab   @tab X
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@item ASF                       @tab X @tab X
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@item AVI                       @tab X @tab X
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@item AVISynth                  @tab   @tab X
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@item AVS                       @tab   @tab X
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    @tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF        @tab   @tab X
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    @tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID    @tab   @tab X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink                      @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Bitmap Brothers JV        @tab   @tab X
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    @tab Used in Z and Z95 games.
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item Interplay C93             @tab   @tab X
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    @tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab   @tab X
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    @tab Multimedia format used by Delphine Software games.
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@item CD+G                      @tab   @tab X
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    @tab Video format used by CD+G karaoke disks
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@item Core Audio Format         @tab   @tab X
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    @tab Apple Core Audio Format
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@item CRC testing format        @tab X @tab
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@item Creative Voice            @tab X @tab X
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    @tab Created for the Sound Blaster Pro.
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@item CRYO APC                  @tab   @tab X
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    @tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio            @tab X @tab X
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@item Deluxe Paint Animation    @tab   @tab X
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@item DFA                       @tab   @tab X
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    @tab This format is used in Chronomaster game
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@item DV video                  @tab X @tab X
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@item DXA                       @tab   @tab X
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    @tab This format is used in the non-Windows version of the Feeble Files
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         game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata  @tab    @tab X
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@item Electronic Arts Multimedia  @tab    @tab X
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    @tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (FFserver live feed)  @tab X @tab X
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@item Flash (SWF)               @tab X @tab X
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@item Flash 9 (AVM2)            @tab X @tab X
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    @tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation     @tab   @tab X
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    @tab .fli/.flc files
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@item Flash Video (FLV)         @tab   @tab X
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    @tab Macromedia Flash video files
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@item framecrc testing format   @tab X @tab
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@item FunCom ISS                @tab   @tab X
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    @tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation             @tab X @tab
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@item GXF                       @tab X @tab X
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    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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         playout servers.
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@item id Quake II CIN video     @tab   @tab X
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@item id RoQ                    @tab X @tab X
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    @tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab X
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@item IFF                       @tab   @tab X
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    @tab Interchange File Format
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@item Interplay MVE             @tab   @tab X
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    @tab Format used in various Interplay computer games.
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@item IV8                       @tab   @tab X
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    @tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2)                 @tab X @tab X
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    @tab A format used by libvpx
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@item LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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@item LXF                       @tab   @tab X
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    @tab VR native stream format, used by Leitch/Harris' video servers.
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@item Matroska                  @tab X @tab X
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@item Matroska audio            @tab X @tab
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@item FFmpeg metadata           @tab X @tab X
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    @tab Metadata in text format.
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@item MAXIS XA                  @tab   @tab X
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    @tab Used in Sim City 3000; file extension .xa.
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@item MD Studio                 @tab   @tab X
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@item Mobotix .mxg              @tab   @tab X
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@item Monkey's Audio            @tab   @tab X
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@item Motion Pixels MVI         @tab   @tab X
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@item MOV/QuickTime/MP4         @tab X @tab X
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    @tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2                       @tab X @tab X
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@item MP3                       @tab X @tab X
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@item MPEG-1 System             @tab X @tab X
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    @tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream)  @tab X @tab X
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    @tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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    @tab also known as DVB Transport Stream
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@item MPEG-4                    @tab X @tab X
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    @tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG       @tab X @tab
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@item MSN TCP webcam            @tab   @tab X
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    @tab Used by MSN Messenger webcam streams.
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@item MTV                       @tab   @tab X
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@item Musepack                  @tab   @tab X
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@item Musepack SV8              @tab   @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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    @tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed            @tab   @tab X
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    @tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF)          @tab   @tab X
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    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video  @tab   @tab X
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@item NuppelVideo               @tab   @tab X
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@item NUT                       @tab X @tab X
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    @tab NUT Open Container Format
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@item Ogg                       @tab X @tab X
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@item TechnoTrend PVA           @tab   @tab X
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    @tab Used by TechnoTrend DVB PCI boards.
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@item QCP                       @tab   @tab X
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@item raw ADTS (AAC)            @tab X @tab X
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@item raw AC-3                  @tab X @tab X
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@item raw Chinese AVS video     @tab X @tab X
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@item raw CRI ADX               @tab X @tab X
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@item raw Dirac                 @tab X @tab X
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@item raw DNxHD                 @tab X @tab X
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@item raw DTS                   @tab X @tab X
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@item raw E-AC-3                @tab X @tab X
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@item raw FLAC                  @tab X @tab X
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@item raw GSM                   @tab   @tab X
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@item raw H.261                 @tab X @tab X
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@item raw H.263                 @tab X @tab X
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@item raw H.264                 @tab X @tab X
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@item raw Ingenient MJPEG       @tab   @tab X
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@item raw MJPEG                 @tab X @tab X
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@item raw MLP                   @tab   @tab X
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@item raw MPEG                  @tab   @tab X
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@item raw MPEG-1                @tab   @tab X
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@item raw MPEG-2                @tab   @tab X
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@item raw MPEG-4                @tab X @tab X
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@item raw NULL                  @tab X @tab
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@item raw video                 @tab X @tab X
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@item raw id RoQ                @tab X @tab
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@item raw Shorten               @tab   @tab X
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@item raw TrueHD                @tab X @tab X
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@item raw VC-1                  @tab   @tab X
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@item raw PCM A-law             @tab X @tab X
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@item raw PCM mu-law            @tab X @tab X
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@item raw PCM signed 8 bit      @tab X @tab X
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@item raw PCM signed 16 bit big-endian  @tab X @tab X
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@item raw PCM signed 16 bit little-endian  @tab X @tab X
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@item raw PCM signed 24 bit big-endian  @tab X @tab X
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@item raw PCM signed 24 bit little-endian  @tab X @tab X
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@item raw PCM signed 32 bit big-endian  @tab X @tab X
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@item raw PCM signed 32 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 8 bit    @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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@item RDT                       @tab   @tab X
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@item REDCODE R3D               @tab   @tab X
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    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia                 @tab X @tab X
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@item Redirector                @tab   @tab X
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@item Renderware TeXture Dictionary @tab   @tab X
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@item RL2                       @tab   @tab X
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    @tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie               @tab   @tab X
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@item Lego Mindstorms RSO       @tab X @tab X
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@item RTMP                      @tab X @tab X
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    @tab Output is performed by publishing stream to RTMP server
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@item RTP                       @tab X @tab X
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@item RTSP                      @tab X @tab X
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@item SAP                       @tab X @tab X
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@item SDP                       @tab   @tab X
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@item Sega FILM/CPK             @tab   @tab X
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    @tab Used in many Sega Saturn console games.
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@item Sierra SOL                @tab   @tab X
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    @tab .sol files used in Sierra Online games.
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@item Sierra VMD                @tab   @tab X
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    @tab Used in Sierra CD-ROM games.
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@item Smacker                   @tab   @tab X
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    @tab Multimedia format used by many games.
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@item Sony OpenMG (OMA)         @tab   @tab X
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    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR      @tab   @tab X
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@item Sony Wave64 (W64)         @tab   @tab X
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@item SoX native format         @tab X @tab X
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@item SUN AU format             @tab X @tab X
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@item Text files                @tab   @tab X
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@item THP                       @tab   @tab X
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    @tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ       @tab   @tab X
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    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio                @tab   @tab X
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@item VC-1 test bitstream       @tab X @tab X
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@item WAV                       @tab X @tab X
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@item WavPack                   @tab   @tab X
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@item WebM                      @tab X @tab X
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@item Windows Televison (WTV)   @tab   @tab X
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@item Wing Commander III movie  @tab   @tab X
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    @tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio    @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA      @tab   @tab X
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    @tab Multimedia format used in Westwood Studios games.
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@item YUV4MPEG pipe             @tab X @tab X
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@item Psygnosis YOP             @tab   @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V       @tab X @tab X
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    @tab one raw file per component
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@item animated GIF @tab X @tab X
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    @tab Only uncompressed GIFs are generated.
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@item BMP          @tab X @tab X
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    @tab Microsoft BMP image
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@item DPX          @tab   @tab X
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    @tab Digital Picture Exchange
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@item JPEG         @tab X @tab X
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    @tab Progressive JPEG is not supported.
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@item JPEG 2000    @tab   @tab E
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    @tab decoding supported through external library libopenjpeg
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@item JPEG-LS      @tab X @tab X
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@item LJPEG        @tab X @tab
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    @tab Lossless JPEG
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@item PAM          @tab X @tab X
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    @tab PAM is a PNM extension with alpha support.
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@item PBM          @tab X @tab X
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    @tab Portable BitMap image
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@item PCX          @tab X @tab X
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    @tab PC Paintbrush
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@item PGM          @tab X @tab X
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    @tab Portable GrayMap image
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@item PGMYUV       @tab X @tab X
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    @tab PGM with U and V components in YUV 4:2:0
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@item PIC          @tab @tab X
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    @tab Pictor/PC Paint
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@item PNG          @tab X @tab X
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    @tab 2/4 bpp not supported yet
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@item PPM          @tab X @tab X
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    @tab Portable PixelMap image
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@item PTX          @tab   @tab X
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    @tab V.Flash PTX format
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@item SGI          @tab X @tab X
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    @tab SGI RGB image format
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@item Sun Rasterfile  @tab   @tab X
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    @tab Sun RAS image format
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@item TIFF         @tab X @tab X
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    @tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa  @tab X @tab X
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    @tab Targa (.TGA) image format
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item 4X Movie               @tab     @tab  X
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    @tab Used in certain computer games.
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@item 8088flex TMV           @tab     @tab  X
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@item 8SVX exponential       @tab     @tab  X
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@item 8SVX fibonacci         @tab     @tab  X
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@item A64 multicolor         @tab  X  @tab
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    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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@item American Laser Games MM  @tab    @tab X
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    @tab Used in games like Mad Dog McCree.
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@item AMV Video              @tab     @tab  X
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    @tab Used in Chinese MP3 players.
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@item ANSI/ASCII art         @tab     @tab  X
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@item Apple MJPEG-B          @tab     @tab  X
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@item Apple QuickDraw        @tab     @tab  X
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    @tab fourcc: qdrw
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@item Asus v1                @tab  X  @tab  X
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    @tab fourcc: ASV1
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@item Asus v2                @tab  X  @tab  X
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    @tab fourcc: ASV2
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@item ATI VCR1               @tab     @tab  X
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    @tab fourcc: VCR1
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@item ATI VCR2               @tab     @tab  X
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    @tab fourcc: VCR2
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@item Auravision Aura        @tab     @tab  X
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@item Auravision Aura 2      @tab     @tab  X
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@item Autodesk Animator Flic video  @tab     @tab  X
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@item Autodesk RLE           @tab     @tab  X
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    @tab fourcc: AASC
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@item AVS (Audio Video Standard) video  @tab     @tab  X
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    @tab Video encoding used by the Creature Shock game.
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@item Beam Software VB       @tab     @tab  X
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@item Bethesda VID video     @tab     @tab  X
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    @tab Used in some games from Bethesda Softworks.
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@item Bink Video             @tab     @tab  X
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@item Bitmap Brothers JV video  @tab   @tab X
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@item Brute Force & Ignorance   @tab   @tab X
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    @tab Used in the game Flash Traffic: City of Angels.
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@item C93 video              @tab     @tab  X
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    @tab Codec used in Cyberia game.
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@item CamStudio              @tab     @tab  X
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    @tab fourcc: CSCD
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@item CD+G                   @tab     @tab  X
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    @tab Video codec for CD+G karaoke disks
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@item Chinese AVS video      @tab  E  @tab  X
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    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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@item Delphine Software International CIN video  @tab     @tab  X
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    @tab Codec used in Delphine Software International games.
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@item Cinepak                @tab     @tab  X
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@item Cirrus Logic AccuPak   @tab     @tab  X
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    @tab fourcc: CLJR
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@item Creative YUV (CYUV)    @tab     @tab  X
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@item DFA                    @tab     @tab  X
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    @tab Codec used in Chronomaster game.
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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 Lagarith               @tab     @tab  X
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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 Mobotix MxPEG video    @tab     @tab  X
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@item Motion Pixels video    @tab     @tab  X
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@item MPEG-1 video           @tab  X  @tab  X
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@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
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@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
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@item MPEG-2 video           @tab  X  @tab  X
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@item MPEG-4 part 2          @tab  X  @tab  X
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    @ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
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  E  @tab  X
592
    @tab encoding supported through external library libvo-amrwbenc
593
@item Apple lossless audio   @tab  X  @tab  X
594
    @tab QuickTime fourcc 'alac'
595
@item Atrac 1                @tab     @tab  X
596
@item Atrac 3                @tab     @tab  X
597
@item Bink Audio             @tab     @tab  X
598
    @tab Used in Bink and Smacker files in many games.
599
@item Delphine Software International CIN audio  @tab     @tab  X
600
    @tab Codec used in Delphine Software International games.
601
@item COOK                   @tab     @tab  X
602
    @tab All versions except 5.1 are supported.
603
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
604
@item DPCM id RoQ            @tab  X  @tab  X
605
    @tab Used in Quake III, Jedi Knight 2, other computer games.
606
@item DPCM Interplay         @tab     @tab  X
607
    @tab Used in various Interplay computer games.
608
@item DPCM Sierra Online     @tab     @tab  X
609
    @tab Used in Sierra Online game audio files.
610
@item DPCM Sol               @tab     @tab  X
611
@item DPCM Xan               @tab     @tab  X
612
    @tab Used in Origin's Wing Commander IV AVI files.
613
@item DSP Group TrueSpeech   @tab     @tab  X
614
@item DV audio               @tab     @tab  X
615
@item Enhanced AC-3          @tab     @tab  X
616
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
617
@item GSM                    @tab  E  @tab  X
618
    @tab encoding supported through external library libgsm
619
@item GSM Microsoft variant  @tab  E  @tab  X
620
    @tab encoding supported through external library libgsm
621
@item IMC (Intel Music Coder)  @tab     @tab  X
622
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
623
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
624
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
625
    @tab Used in DVD-Audio discs.
626
@item Monkey's Audio         @tab     @tab  X
627
    @tab Only versions 3.97-3.99 are supported.
628
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
629
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
630
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
631
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
632
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
633
@item Musepack SV7           @tab     @tab  X
634
@item Musepack SV8           @tab     @tab  X
635
@item Nellymoser Asao        @tab  X  @tab  X
636
@item PCM A-law              @tab  X  @tab  X
637
@item PCM mu-law             @tab  X  @tab  X
638
@item PCM 16-bit little-endian planar  @tab     @tab  X
639
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
640
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
641
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
642
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
643
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
644
@item PCM signed 8-bit       @tab  X  @tab  X
645
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
646
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
647
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
648
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
649
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
650
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
651
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
652
@item PCM unsigned 8-bit     @tab  X  @tab  X
653
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
654
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
655
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
656
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
657
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
658
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
659
@item PCM Zork               @tab  X  @tab  X
660
@item QCELP / PureVoice      @tab     @tab  X
661
@item QDesign Music Codec 2  @tab     @tab  X
662
    @tab There are still some distortions.
663
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
664
    @tab Real 14400 bit/s codec
665
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
666
    @tab Real 28800 bit/s codec
667
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
668
    @tab Real low bitrate AC-3 codec
669
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
670
@item Shorten                @tab     @tab  X
671
@item Sierra VMD audio       @tab     @tab  X
672
    @tab Used in Sierra VMD files.
673
@item Smacker audio          @tab     @tab  X
674
@item Speex                  @tab     @tab  E
675
    @tab supported through external library libspeex
676
@item True Audio (TTA)       @tab     @tab  X
677
@item TrueHD                 @tab     @tab  X
678
    @tab Used in HD-DVD and Blu-Ray discs.
679
@item TwinVQ (VQF flavor)    @tab     @tab  X
680
@item Vorbis                 @tab  E  @tab  X
681
    @tab A native but very primitive encoder exists.
682
@item WavPack                @tab     @tab  X
683
@item Westwood Audio (SND1)  @tab     @tab  X
684
@item Windows Media Audio 1  @tab  X  @tab  X
685
@item Windows Media Audio 2  @tab  X  @tab  X
686
@item Windows Media Audio Pro @tab    @tab  X
687
@item Windows Media Audio Voice @tab  @tab  X
688
@end multitable
689

    
690
@code{X} means that encoding (resp. decoding) is supported.
691

    
692
@code{E} means that support is provided through an external library.
693

    
694
@code{I} means that an integer-only version is available, too (ensures high
695
performance on systems without hardware floating point support).
696

    
697
@section Subtitle Formats
698

    
699
@multitable @columnfractions .4 .1 .1 .1 .1
700
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
701
@item SSA/ASS      @tab X @tab X @tab X @tab X
702
@item DVB          @tab X @tab X @tab X @tab X
703
@item DVD          @tab X @tab X @tab X @tab X
704
@item PGS          @tab   @tab   @tab   @tab X
705
@item SubRip (SRT) @tab X @tab X @tab   @tab X
706
@item XSUB         @tab   @tab   @tab X @tab X
707
@end multitable
708

    
709
@code{X} means that the feature is supported.
710

    
711
@section Network Protocols
712

    
713
@multitable @columnfractions .4 .1
714
@item Name         @tab Support
715
@item Apple HTTP Live Streaming @tab X
716
@item file         @tab X
717
@item Gopher       @tab X
718
@item HTTP         @tab X
719
@item MMS          @tab X
720
@item pipe         @tab X
721
@item RTP          @tab X
722
@item TCP          @tab X
723
@item UDP          @tab X
724
@end multitable
725

    
726
@code{X} means that the protocol is supported.
727

    
728

    
729
@section Input/Output Devices
730

    
731
@multitable @columnfractions .4 .1 .1
732
@item Name              @tab Input  @tab Output
733
@item ALSA              @tab X      @tab X
734
@item BKTR              @tab X      @tab
735
@item DV1394            @tab X      @tab
736
@item JACK              @tab X      @tab
737
@item LIBDC1394         @tab X      @tab
738
@item OSS               @tab X      @tab X
739
@item Video4Linux       @tab X      @tab
740
@item Video4Linux2      @tab X      @tab
741
@item VfW capture       @tab X      @tab
742
@item X11 grabbing      @tab X      @tab
743
@end multitable
744

    
745
@code{X} means that input/output is supported.
746

    
747

    
748
@chapter Platform Specific information
749

    
750
@section DOS
751

    
752
Using a cross-compiler is preferred for various reasons.
753

    
754
@subsection DJGPP
755

    
756
Libav cannot be compiled because of broken system headers, add
757
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
758
workaround.
759

    
760
@section OS/2
761

    
762
For information about compiling Libav on OS/2 see
763
@url{http://www.edm2.com/index.php/FFmpeg}.
764

    
765
@section Unix-like
766

    
767
Some parts of Libav cannot be built with version 2.15 of the GNU
768
assembler which is still provided by a few AMD64 distributions. To
769
make sure your compiler really uses the required version of gas
770
after a binutils upgrade, run:
771

    
772
@example
773
$(gcc -print-prog-name=as) --version
774
@end example
775

    
776
If not, then you should install a different compiler that has no
777
hard-coded path to gas. In the worst case pass @code{--disable-asm}
778
to configure.
779

    
780
@subsection BSD
781

    
782
BSD make will not build Libav, you need to install and use GNU Make
783
(@file{gmake}).
784

    
785
@subsubsection FreeBSD
786

    
787
FreeBSD will not compile out-of-the-box due to broken system headers.
788
Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
789
around the problem. This may have unexpected sideeffects, so use it at
790
your own risk. If you care about FreeBSD, please make an attempt at
791
getting the system headers fixed.
792

    
793
@subsection (Open)Solaris
794

    
795
GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
796
standard Solaris Make will not work. When building with a non-c99 front-end
797
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
798
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
799
since the libc is not c99-compliant by default. The probes performed by
800
configure may raise an exception leading to the death of configure itself
801
due to a bug in the system shell. Simply invoke a different shell such as
802
bash directly to work around this:
803

    
804
@example
805
bash ./configure
806
@end example
807

    
808
@subsection Darwin (MacOS X, iPhone)
809

    
810
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
811
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
812
assembler functions. Just download the Perl script and put it somewhere
813
in your PATH, Libav's configure will pick it up automatically.
814

    
815
@section Windows
816

    
817
@subsection Native Windows compilation
818

    
819
Libav can be built to run natively on Windows using the MinGW tools. Install
820
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
821
You can find detailed installation
822
instructions in the download section and the FAQ.
823

    
824
Libav does not build out-of-the-box with the packages the automated MinGW
825
installer provides. It also requires coreutils to be installed and many other
826
packages updated to the latest version. The minimum version for some packages
827
are listed below:
828

    
829
@itemize
830
@item bash 3.1
831
@item msys-make 3.81-2 (note: not mingw32-make)
832
@item w32api 3.13
833
@item mingw-runtime 3.15
834
@end itemize
835

    
836
Libav automatically passes @code{-fno-common} to the compiler to work around
837
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
838

    
839
Within the MSYS shell, configure and make with:
840

    
841
@example
842
./configure --enable-memalign-hack
843
make
844
make install
845
@end example
846

    
847
This will install @file{ffmpeg.exe} along with many other development files
848
to @file{/usr/local}. You may specify another install path using the
849
@code{--prefix} option in @file{configure}.
850

    
851
Notes:
852

    
853
@itemize
854

    
855
@item Building natively using MSYS can be sped up by disabling implicit rules
856
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
857
speed up is close to non-existent for normal one-off builds and is only
858
noticeable when running make for a second time (for example in
859
@code{make install}).
860

    
861
@item In order to compile FFplay, you must have the MinGW development library
862
of SDL. Get it from @url{http://www.libsdl.org}.
863
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
864
where SDL was installed. Verify that @file{sdl-config} can be launched from
865
the MSYS command line.
866

    
867
@item By using @code{./configure --enable-shared} when configuring Libav,
868
you can build libavutil, libavcodec and libavformat as DLLs.
869

    
870
@end itemize
871

    
872
@subsection Microsoft Visual C++ compatibility
873

    
874
As stated in the FAQ, Libav will not compile under MSVC++. However, if you
875
want to use the libav* libraries in your own applications, you can still
876
compile those applications using MSVC++. But the libav* libraries you link
877
to @emph{must} be built with MinGW. However, you will not be able to debug
878
inside the libav* libraries, since MSVC++ does not recognize the debug
879
symbols generated by GCC.
880
We strongly recommend you to move over from MSVC++ to MinGW tools.
881

    
882
This description of how to use the Libav libraries with MSVC++ is based on
883
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
884
you might have to modify the procedures slightly.
885

    
886
@subsubsection Using static libraries
887

    
888
Assuming you have just built and installed Libav in @file{/usr/local}.
889

    
890
@enumerate
891

    
892
@item Create a new console application ("File / New / Project") and then
893
select "Win32 Console Application". On the appropriate page of the
894
Application Wizard, uncheck the "Precompiled headers" option.
895

    
896
@item Write the source code for your application, or, for testing, just
897
copy the code from an existing sample application into the source file
898
that MSVC++ has already created for you. For example, you can copy
899
@file{libavformat/output-example.c} from the Libav distribution.
900

    
901
@item Open the "Project / Properties" dialog box. In the "Configuration"
902
combo box, select "All Configurations" so that the changes you make will
903
affect both debug and release builds. In the tree view on the left hand
904
side, select "C/C++ / General", then edit the "Additional Include
905
Directories" setting to contain the path where the Libav includes were
906
installed (i.e. @file{c:\msys\1.0\local\include}).
907
Do not add MinGW's include directory here, or the include files will
908
conflict with MSVC's.
909

    
910
@item Still in the "Project / Properties" dialog box, select
911
"Linker / General" from the tree view and edit the
912
"Additional Library Directories" setting to contain the @file{lib}
913
directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
914
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
915
and the directory where MinGW's GCC libs are installed
916
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
917
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
918
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
919
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
920
to the end of "Additional Dependencies".
921

    
922
@item Now, select "C/C++ / Code Generation" from the tree view. Select
923
"Debug" in the "Configuration" combo box. Make sure that "Runtime
924
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
925
the "Configuration" combo box and make sure that "Runtime Library" is
926
set to "Multi-threaded DLL".
927

    
928
@item Click "OK" to close the "Project / Properties" dialog box.
929

    
930
@item MSVC++ lacks some C99 header files that are fundamental for Libav.
931
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
932
and install it in MSVC++'s include directory
933
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
934

    
935
@item MSVC++ also does not understand the @code{inline} keyword used by
936
Libav, so you must add this line before @code{#include}ing libav*:
937
@example
938
#define inline _inline
939
@end example
940

    
941
@item Build your application, everything should work.
942

    
943
@end enumerate
944

    
945
@subsubsection Using shared libraries
946

    
947
This is how to create DLL and LIB files that are compatible with MSVC++:
948

    
949
@enumerate
950

    
951
@item Add a call to @file{vcvars32.bat} (which sets up the environment
952
variables for the Visual C++ tools) as the first line of @file{msys.bat}.
953
The standard location for @file{vcvars32.bat} is
954
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
955
and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
956
If this corresponds to your setup, add the following line as the first line
957
of @file{msys.bat}:
958

    
959
@example
960
call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
961
@end example
962

    
963
Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
964
and run @file{c:\msys\1.0\msys.bat} from there.
965

    
966
@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
967
from @file{Microsoft (R) Library Manager}, this means your environment
968
variables are set up correctly, the @file{Microsoft (R) Library Manager}
969
is on the path and will be used by Libav to create
970
MSVC++-compatible import libraries.
971

    
972
@item Build Libav with
973

    
974
@example
975
./configure --enable-shared --enable-memalign-hack
976
make
977
make install
978
@end example
979

    
980
Your install path (@file{/usr/local/} by default) should now have the
981
necessary DLL and LIB files under the @file{bin} directory.
982

    
983
@end enumerate
984

    
985
To use those files with MSVC++, do the same as you would do with
986
the static libraries, as described above. But in Step 4,
987
you should only need to add the directory where the LIB files are installed
988
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
989
installed in the @file{bin} directory. And instead of adding the static
990
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
991
(@file{avcodec.lib}, @file{avformat.lib}, and
992
@file{avutil.lib}). Note that you should not use the GCC import
993
libraries (@file{libxxx.dll.a} files), as these will give you undefined
994
reference errors. There should be no need for @file{libmingwex.a},
995
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
996
statically linked into the DLLs. The @file{bin} directory contains a bunch
997
of DLL files, but the ones that are actually used to run your application
998
are the ones with a major version number in their filenames
999
(i.e. @file{avcodec-51.dll}).
1000

    
1001
Libav headers do not declare global data for Windows DLLs through the usual
1002
dllexport/dllimport interface. Such data will be exported properly while
1003
building, but to use them in your MSVC++ code you will have to edit the
1004
appropriate headers and mark the data as dllimport. For example, in
1005
libavutil/pixdesc.h you should have:
1006
@example
1007
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1008
@end example
1009

    
1010
Note that using import libraries created by dlltool requires
1011
the linker optimization option to be set to
1012
"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
1013
the resulting binaries will fail during runtime. This isn't
1014
required when using import libraries generated by lib.exe.
1015

    
1016
@subsection Cross compilation for Windows with Linux
1017

    
1018
You must use the MinGW cross compilation tools available at
1019
@url{http://www.mingw.org/}.
1020

    
1021
Then configure Libav with the following options:
1022
@example
1023
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1024
@end example
1025
(you can change the cross-prefix according to the prefix chosen for the
1026
MinGW tools).
1027

    
1028
Then you can easily test Libav with Wine
1029
(@url{http://www.winehq.com/}).
1030

    
1031
@subsection Compilation under Cygwin
1032

    
1033
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1034
llrint() in its C library.
1035

    
1036
Install your Cygwin with all the "Base" packages, plus the
1037
following "Devel" ones:
1038
@example
1039
binutils, gcc4-core, make, git, mingw-runtime, texi2html
1040
@end example
1041

    
1042
And the following "Utils" one:
1043
@example
1044
diffutils
1045
@end example
1046

    
1047
Then run
1048

    
1049
@example
1050
./configure --enable-static --disable-shared
1051
@end example
1052

    
1053
to make a static build.
1054

    
1055
The current @code{gcc4-core} package is buggy and needs this flag to build
1056
shared libraries:
1057

    
1058
@example
1059
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1060
@end example
1061

    
1062
If you want to build Libav with additional libraries, download Cygwin
1063
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1064
@example
1065
libogg-devel, libvorbis-devel
1066
@end example
1067

    
1068
These library packages are only available from Cygwin Ports
1069
(@url{http://sourceware.org/cygwinports/}) :
1070

    
1071
@example
1072
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1073
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1074
libxvidcore-devel
1075
@end example
1076

    
1077
The recommendation for libnut and x264 is to build them from source by
1078
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1079

    
1080
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1081
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1082

    
1083
@subsection Crosscompilation for Windows under Cygwin
1084

    
1085
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1086

    
1087
Just install your Cygwin as explained before, plus these additional
1088
"Devel" packages:
1089
@example
1090
gcc-mingw-core, mingw-runtime, mingw-zlib
1091
@end example
1092

    
1093
and add some special flags to your configure invocation.
1094

    
1095
For a static build run
1096
@example
1097
./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1098
@end example
1099

    
1100
and for a build with shared libraries
1101
@example
1102
./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1103
@end example
1104

    
1105
@bye