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