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  1. \input texinfo @c -*- texinfo -*-
  2. @settitle General Documentation
  3. @titlepage
  4. @center @titlefont{General Documentation}
  5. @end titlepage
  6. @top
  7. @contents
  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 OpenJPEG
  13. FFmpeg can use the OpenJPEG libraries for encoding/decoding J2K videos. Go to
  14. @url{http://www.openjpeg.org/} to get the libraries and follow the installation
  15. instructions. To enable using OpenJPEG in FFmpeg, pass @code{--enable-libopenjpeg} to
  16. @file{./configure}.
  17. @section OpenCORE AMR
  18. FFmpeg can make use of the OpenCORE libraries for AMR-NB
  19. decoding/encoding and AMR-WB decoding.
  20. Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
  21. installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
  22. @code{--enable-libopencore-amrwb} to configure to enable the libraries.
  23. Note that OpenCORE is under the Apache License 2.0 (see
  24. @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
  25. incompatible with the LGPL version 2.1 and GPL version 2. You have to
  26. upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
  27. GPL components, GPL version 3) to use it.
  28. @chapter Supported File Formats and Codecs
  29. You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
  30. @section File Formats
  31. FFmpeg supports the following file formats through the @code{libavformat}
  32. library:
  33. @multitable @columnfractions .4 .1 .1 .4
  34. @item Name @tab Encoding @tab Decoding @tab Comments
  35. @item 4xm @tab @tab X
  36. @tab 4X Technologies format, used in some games.
  37. @item 8088flex TMV @tab @tab X
  38. @item ACT Voice @tab @tab X
  39. @tab contains G.729 audio
  40. @item Adobe Filmstrip @tab X @tab X
  41. @item Audio IFF (AIFF) @tab X @tab X
  42. @item American Laser Games MM @tab @tab X
  43. @tab Multimedia format used in games like Mad Dog McCree.
  44. @item 3GPP AMR @tab X @tab X
  45. @item Apple HTTP Live Streaming @tab @tab X
  46. @item Artworx Data Format @tab @tab X
  47. @item ASF @tab X @tab X
  48. @item AVI @tab X @tab X
  49. @item AVISynth @tab @tab X
  50. @item AVS @tab @tab X
  51. @tab Multimedia format used by the Creature Shock game.
  52. @item Beam Software SIFF @tab @tab X
  53. @tab Audio and video format used in some games by Beam Software.
  54. @item Bethesda Softworks VID @tab @tab X
  55. @tab Used in some games from Bethesda Softworks.
  56. @item Binary text @tab @tab X
  57. @item Bink @tab @tab X
  58. @tab Multimedia format used by many games.
  59. @item Bitmap Brothers JV @tab @tab X
  60. @tab Used in Z and Z95 games.
  61. @item Brute Force & Ignorance @tab @tab X
  62. @tab Used in the game Flash Traffic: City of Angels.
  63. @item BWF @tab X @tab X
  64. @item Discworld II BMV @tab @tab X
  65. @item Interplay C93 @tab @tab X
  66. @tab Used in the game Cyberia from Interplay.
  67. @item Delphine Software International CIN @tab @tab X
  68. @tab Multimedia format used by Delphine Software games.
  69. @item CD+G @tab @tab X
  70. @tab Video format used by CD+G karaoke disks
  71. @item Core Audio Format @tab X @tab X
  72. @tab Apple Core Audio Format
  73. @item CRC testing format @tab X @tab
  74. @item Creative Voice @tab X @tab X
  75. @tab Created for the Sound Blaster Pro.
  76. @item CRYO APC @tab @tab X
  77. @tab Audio format used in some games by CRYO Interactive Entertainment.
  78. @item D-Cinema audio @tab X @tab X
  79. @item Deluxe Paint Animation @tab @tab X
  80. @item DFA @tab @tab X
  81. @tab This format is used in Chronomaster game
  82. @item DV video @tab X @tab X
  83. @item DXA @tab @tab X
  84. @tab This format is used in the non-Windows version of the Feeble Files
  85. game and different game cutscenes repacked for use with ScummVM.
  86. @item Electronic Arts cdata @tab @tab X
  87. @item Electronic Arts Multimedia @tab @tab X
  88. @tab Used in various EA games; files have extensions like WVE and UV2.
  89. @item FFM (FFserver live feed) @tab X @tab X
  90. @item Flash (SWF) @tab X @tab X
  91. @item Flash 9 (AVM2) @tab X @tab X
  92. @tab Only embedded audio is decoded.
  93. @item FLI/FLC/FLX animation @tab @tab X
  94. @tab .fli/.flc files
  95. @item Flash Video (FLV) @tab X @tab X
  96. @tab Macromedia Flash video files
  97. @item framecrc testing format @tab X @tab
  98. @item FunCom ISS @tab @tab X
  99. @tab Audio format used in various games from FunCom like The Longest Journey.
  100. @item G.723.1 @tab X @tab X
  101. @item G.729 BIT @tab X @tab X
  102. @item G.729 raw @tab @tab X
  103. @item GIF Animation @tab X @tab
  104. @item GXF @tab X @tab X
  105. @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
  106. playout servers.
  107. @item iCEDraw File @tab @tab X
  108. @item id Quake II CIN video @tab @tab X
  109. @item id RoQ @tab X @tab X
  110. @tab Used in Quake III, Jedi Knight 2, other computer games.
  111. @item IEC61937 encapsulation @tab X @tab X
  112. @item IFF @tab @tab X
  113. @tab Interchange File Format
  114. @item Interplay MVE @tab @tab X
  115. @tab Format used in various Interplay computer games.
  116. @item IV8 @tab @tab X
  117. @tab A format generated by IndigoVision 8000 video server.
  118. @item IVF (On2) @tab X @tab X
  119. @tab A format used by libvpx
  120. @item LATM @tab X @tab X
  121. @item LMLM4 @tab @tab X
  122. @tab Used by Linux Media Labs MPEG-4 PCI boards
  123. @item LOAS @tab @tab X
  124. @tab contains LATM multiplexed AAC audio
  125. @item LXF @tab @tab X
  126. @tab VR native stream format, used by Leitch/Harris' video servers.
  127. @item Matroska @tab X @tab X
  128. @item Matroska audio @tab X @tab
  129. @item FFmpeg metadata @tab X @tab X
  130. @tab Metadata in text format.
  131. @item MAXIS XA @tab @tab X
  132. @tab Used in Sim City 3000; file extension .xa.
  133. @item MD Studio @tab @tab X
  134. @item Mobotix .mxg @tab @tab X
  135. @item Monkey's Audio @tab @tab X
  136. @item Motion Pixels MVI @tab @tab X
  137. @item MOV/QuickTime/MP4 @tab X @tab X
  138. @tab 3GP, 3GP2, PSP, iPod variants supported
  139. @item MP2 @tab X @tab X
  140. @item MP3 @tab X @tab X
  141. @item MPEG-1 System @tab X @tab X
  142. @tab muxed audio and video, VCD format supported
  143. @item MPEG-PS (program stream) @tab X @tab X
  144. @tab also known as @code{VOB} file, SVCD and DVD format supported
  145. @item MPEG-TS (transport stream) @tab X @tab X
  146. @tab also known as DVB Transport Stream
  147. @item MPEG-4 @tab X @tab X
  148. @tab MPEG-4 is a variant of QuickTime.
  149. @item MIME multipart JPEG @tab X @tab
  150. @item MSN TCP webcam @tab @tab X
  151. @tab Used by MSN Messenger webcam streams.
  152. @item MTV @tab @tab X
  153. @item Musepack @tab @tab X
  154. @item Musepack SV8 @tab @tab X
  155. @item Material eXchange Format (MXF) @tab X @tab X
  156. @tab SMPTE 377M, used by D-Cinema, broadcast industry.
  157. @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
  158. @tab SMPTE 386M, D-10/IMX Mapping.
  159. @item NC camera feed @tab @tab X
  160. @tab NC (AVIP NC4600) camera streams
  161. @item NTT TwinVQ (VQF) @tab @tab X
  162. @tab Nippon Telegraph and Telephone Corporation TwinVQ.
  163. @item Nullsoft Streaming Video @tab @tab X
  164. @item NuppelVideo @tab @tab X
  165. @item NUT @tab X @tab X
  166. @tab NUT Open Container Format
  167. @item Ogg @tab X @tab X
  168. @item Playstation Portable PMP @tab @tab X
  169. @item TechnoTrend PVA @tab @tab X
  170. @tab Used by TechnoTrend DVB PCI boards.
  171. @item QCP @tab @tab X
  172. @item raw ADTS (AAC) @tab X @tab X
  173. @item raw AC-3 @tab X @tab X
  174. @item raw Chinese AVS video @tab X @tab X
  175. @item raw CRI ADX @tab X @tab X
  176. @item raw Dirac @tab X @tab X
  177. @item raw DNxHD @tab X @tab X
  178. @item raw DTS @tab X @tab X
  179. @item raw E-AC-3 @tab X @tab X
  180. @item raw FLAC @tab X @tab X
  181. @item raw GSM @tab @tab X
  182. @item raw H.261 @tab X @tab X
  183. @item raw H.263 @tab X @tab X
  184. @item raw H.264 @tab X @tab X
  185. @item raw Ingenient MJPEG @tab @tab X
  186. @item raw MJPEG @tab X @tab X
  187. @item raw MLP @tab @tab X
  188. @item raw MPEG @tab @tab X
  189. @item raw MPEG-1 @tab @tab X
  190. @item raw MPEG-2 @tab @tab X
  191. @item raw MPEG-4 @tab X @tab X
  192. @item raw NULL @tab X @tab
  193. @item raw video @tab X @tab X
  194. @item raw id RoQ @tab X @tab
  195. @item raw Shorten @tab @tab X
  196. @item raw TrueHD @tab X @tab X
  197. @item raw VC-1 @tab @tab X
  198. @item raw PCM A-law @tab X @tab X
  199. @item raw PCM mu-law @tab X @tab X
  200. @item raw PCM signed 8 bit @tab X @tab X
  201. @item raw PCM signed 16 bit big-endian @tab X @tab X
  202. @item raw PCM signed 16 bit little-endian @tab X @tab X
  203. @item raw PCM signed 24 bit big-endian @tab X @tab X
  204. @item raw PCM signed 24 bit little-endian @tab X @tab X
  205. @item raw PCM signed 32 bit big-endian @tab X @tab X
  206. @item raw PCM signed 32 bit little-endian @tab X @tab X
  207. @item raw PCM unsigned 8 bit @tab X @tab X
  208. @item raw PCM unsigned 16 bit big-endian @tab X @tab X
  209. @item raw PCM unsigned 16 bit little-endian @tab X @tab X
  210. @item raw PCM unsigned 24 bit big-endian @tab X @tab X
  211. @item raw PCM unsigned 24 bit little-endian @tab X @tab X
  212. @item raw PCM unsigned 32 bit big-endian @tab X @tab X
  213. @item raw PCM unsigned 32 bit little-endian @tab X @tab X
  214. @item raw PCM floating-point 32 bit big-endian @tab X @tab X
  215. @item raw PCM floating-point 32 bit little-endian @tab X @tab X
  216. @item raw PCM floating-point 64 bit big-endian @tab X @tab X
  217. @item raw PCM floating-point 64 bit little-endian @tab X @tab X
  218. @item RDT @tab @tab X
  219. @item REDCODE R3D @tab @tab X
  220. @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
  221. @item RealMedia @tab X @tab X
  222. @item Redirector @tab @tab X
  223. @item Renderware TeXture Dictionary @tab @tab X
  224. @item RL2 @tab @tab X
  225. @tab Audio and video format used in some games by Entertainment Software Partners.
  226. @item RPL/ARMovie @tab @tab X
  227. @item Lego Mindstorms RSO @tab X @tab X
  228. @item RTMP @tab X @tab X
  229. @tab Output is performed by publishing stream to RTMP server
  230. @item RTP @tab X @tab X
  231. @item RTSP @tab X @tab X
  232. @item SAP @tab X @tab X
  233. @item SDP @tab @tab X
  234. @item Sega FILM/CPK @tab @tab X
  235. @tab Used in many Sega Saturn console games.
  236. @item Sierra SOL @tab @tab X
  237. @tab .sol files used in Sierra Online games.
  238. @item Sierra VMD @tab @tab X
  239. @tab Used in Sierra CD-ROM games.
  240. @item Smacker @tab @tab X
  241. @tab Multimedia format used by many games.
  242. @item Sony OpenMG (OMA) @tab @tab X
  243. @tab Audio format used in Sony Sonic Stage and Sony Vegas.
  244. @item Sony PlayStation STR @tab @tab X
  245. @item Sony Wave64 (W64) @tab @tab X
  246. @item SoX native format @tab X @tab X
  247. @item SUN AU format @tab X @tab X
  248. @item Text files @tab @tab X
  249. @item THP @tab @tab X
  250. @tab Used on the Nintendo GameCube.
  251. @item Tiertex Limited SEQ @tab @tab X
  252. @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
  253. @item True Audio @tab @tab X
  254. @item VC-1 test bitstream @tab X @tab X
  255. @item WAV @tab X @tab X
  256. @item WavPack @tab @tab X
  257. @item WebM @tab X @tab X
  258. @item Windows Televison (WTV) @tab X @tab X
  259. @item Wing Commander III movie @tab @tab X
  260. @tab Multimedia format used in Origin's Wing Commander III computer game.
  261. @item Westwood Studios audio @tab @tab X
  262. @tab Multimedia format used in Westwood Studios games.
  263. @item Westwood Studios VQA @tab @tab X
  264. @tab Multimedia format used in Westwood Studios games.
  265. @item XMV @tab @tab X
  266. @tab Microsoft video container used in Xbox games.
  267. @item xWMA @tab @tab X
  268. @tab Microsoft audio container used by XAudio 2.
  269. @item eXtended BINary text (XBIN) @tab @tab X
  270. @item YUV4MPEG pipe @tab X @tab X
  271. @item Psygnosis YOP @tab @tab X
  272. @end multitable
  273. @code{X} means that encoding (resp. decoding) is supported.
  274. @section Image Formats
  275. FFmpeg can read and write images for each frame of a video sequence. The
  276. following image formats are supported:
  277. @multitable @columnfractions .4 .1 .1 .4
  278. @item Name @tab Encoding @tab Decoding @tab Comments
  279. @item .Y.U.V @tab X @tab X
  280. @tab one raw file per component
  281. @item animated GIF @tab X @tab X
  282. @tab Only uncompressed GIFs are generated.
  283. @item BMP @tab X @tab X
  284. @tab Microsoft BMP image
  285. @item DPX @tab X @tab X
  286. @tab Digital Picture Exchange
  287. @item JPEG @tab X @tab X
  288. @tab Progressive JPEG is not supported.
  289. @item JPEG 2000 @tab X @tab X
  290. @item JPEG-LS @tab X @tab X
  291. @item LJPEG @tab X @tab
  292. @tab Lossless JPEG
  293. @item PAM @tab X @tab X
  294. @tab PAM is a PNM extension with alpha support.
  295. @item PBM @tab X @tab X
  296. @tab Portable BitMap image
  297. @item PCX @tab X @tab X
  298. @tab PC Paintbrush
  299. @item PGM @tab X @tab X
  300. @tab Portable GrayMap image
  301. @item PGMYUV @tab X @tab X
  302. @tab PGM with U and V components in YUV 4:2:0
  303. @item PIC @tab @tab X
  304. @tab Pictor/PC Paint
  305. @item PNG @tab X @tab X
  306. @item PPM @tab X @tab X
  307. @tab Portable PixelMap image
  308. @item PTX @tab @tab X
  309. @tab V.Flash PTX format
  310. @item SGI @tab X @tab X
  311. @tab SGI RGB image format
  312. @item Sun Rasterfile @tab @tab X
  313. @tab Sun RAS image format
  314. @item TIFF @tab X @tab X
  315. @tab YUV, JPEG and some extension is not supported yet.
  316. @item Truevision Targa @tab X @tab X
  317. @tab Targa (.TGA) image format
  318. @end multitable
  319. @code{X} means that encoding (resp. decoding) is supported.
  320. @code{E} means that support is provided through an external library.
  321. @section Video Codecs
  322. @multitable @columnfractions .4 .1 .1 .4
  323. @item Name @tab Encoding @tab Decoding @tab Comments
  324. @item 4X Movie @tab @tab X
  325. @tab Used in certain computer games.
  326. @item 8088flex TMV @tab @tab X
  327. @item 8SVX exponential @tab @tab X
  328. @item 8SVX fibonacci @tab @tab X
  329. @item A64 multicolor @tab X @tab
  330. @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
  331. @item American Laser Games MM @tab @tab X
  332. @tab Used in games like Mad Dog McCree.
  333. @item AMV Video @tab X @tab X
  334. @tab Used in Chinese MP3 players.
  335. @item ANSI/ASCII art @tab @tab X
  336. @item Apple MJPEG-B @tab @tab X
  337. @item Apple ProRes @tab X @tab X
  338. @item Apple QuickDraw @tab @tab X
  339. @tab fourcc: qdrw
  340. @item Asus v1 @tab X @tab X
  341. @tab fourcc: ASV1
  342. @item Asus v2 @tab X @tab X
  343. @tab fourcc: ASV2
  344. @item ATI VCR1 @tab @tab X
  345. @tab fourcc: VCR1
  346. @item ATI VCR2 @tab @tab X
  347. @tab fourcc: VCR2
  348. @item Auravision Aura @tab @tab X
  349. @item Auravision Aura 2 @tab @tab X
  350. @item Autodesk Animator Flic video @tab @tab X
  351. @item Autodesk RLE @tab @tab X
  352. @tab fourcc: AASC
  353. @item AVS (Audio Video Standard) video @tab @tab X
  354. @tab Video encoding used by the Creature Shock game.
  355. @item Beam Software VB @tab @tab X
  356. @item Bethesda VID video @tab @tab X
  357. @tab Used in some games from Bethesda Softworks.
  358. @item Bink Video @tab @tab X
  359. @item Bitmap Brothers JV video @tab @tab X
  360. @item Brute Force & Ignorance @tab @tab X
  361. @tab Used in the game Flash Traffic: City of Angels.
  362. @item C93 video @tab @tab X
  363. @tab Codec used in Cyberia game.
  364. @item CamStudio @tab @tab X
  365. @tab fourcc: CSCD
  366. @item CD+G @tab @tab X
  367. @tab Video codec for CD+G karaoke disks
  368. @item Chinese AVS video @tab E @tab X
  369. @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
  370. @item Delphine Software International CIN video @tab @tab X
  371. @tab Codec used in Delphine Software International games.
  372. @item Discworld II BMV Video @tab @tab X
  373. @item Cinepak @tab @tab X
  374. @item Cirrus Logic AccuPak @tab @tab X
  375. @tab fourcc: CLJR
  376. @item Creative YUV (CYUV) @tab @tab X
  377. @item DFA @tab @tab X
  378. @tab Codec used in Chronomaster game.
  379. @item Dirac @tab E @tab X
  380. @tab supported through external libdirac/libschroedinger libraries
  381. @item Deluxe Paint Animation @tab @tab X
  382. @item DNxHD @tab X @tab X
  383. @tab aka SMPTE VC3
  384. @item Duck TrueMotion 1.0 @tab @tab X
  385. @tab fourcc: DUCK
  386. @item Duck TrueMotion 2.0 @tab @tab X
  387. @tab fourcc: TM20
  388. @item DV (Digital Video) @tab X @tab X
  389. @item Feeble Files/ScummVM DXA @tab @tab X
  390. @tab Codec originally used in Feeble Files game.
  391. @item Electronic Arts CMV video @tab @tab X
  392. @tab Used in NHL 95 game.
  393. @item Electronic Arts Madcow video @tab @tab X
  394. @item Electronic Arts TGV video @tab @tab X
  395. @item Electronic Arts TGQ video @tab @tab X
  396. @item Electronic Arts TQI video @tab @tab X
  397. @item Escape 124 @tab @tab X
  398. @item FFmpeg video codec #1 @tab X @tab X
  399. @tab experimental lossless codec (fourcc: FFV1)
  400. @item Flash Screen Video v1 @tab X @tab X
  401. @tab fourcc: FSV1
  402. @item Flash Screen Video v2 @tab X @tab X
  403. @item Flash Video (FLV) @tab X @tab X
  404. @tab Sorenson H.263 used in Flash
  405. @item Fraps @tab @tab X
  406. @item H.261 @tab X @tab X
  407. @item H.263 / H.263-1996 @tab X @tab X
  408. @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
  409. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
  410. @tab encoding supported through external library libx264
  411. @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
  412. @item HuffYUV @tab X @tab X
  413. @item HuffYUV FFmpeg variant @tab X @tab X
  414. @item IBM Ultimotion @tab @tab X
  415. @tab fourcc: ULTI
  416. @item id Cinematic video @tab @tab X
  417. @tab Used in Quake II.
  418. @item id RoQ video @tab X @tab X
  419. @tab Used in Quake III, Jedi Knight 2, other computer games.
  420. @item IFF ILBM @tab @tab X
  421. @tab IFF interlaved bitmap
  422. @item IFF ByteRun1 @tab @tab X
  423. @tab IFF run length encoded bitmap
  424. @item Intel H.263 @tab @tab X
  425. @item Intel Indeo 2 @tab @tab X
  426. @item Intel Indeo 3 @tab @tab X
  427. @item Intel Indeo 5 @tab @tab X
  428. @item Interplay C93 @tab @tab X
  429. @tab Used in the game Cyberia from Interplay.
  430. @item Interplay MVE video @tab @tab X
  431. @tab Used in Interplay .MVE files.
  432. @item J2K @tab X @tab X
  433. @item Karl Morton's video codec @tab @tab X
  434. @tab Codec used in Worms games.
  435. @item Kega Game Video (KGV1) @tab @tab X
  436. @tab Kega emulator screen capture codec.
  437. @item Lagarith @tab @tab X
  438. @item LCL (LossLess Codec Library) MSZH @tab @tab X
  439. @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
  440. @item LOCO @tab @tab X
  441. @item lossless MJPEG @tab X @tab X
  442. @item Microsoft RLE @tab @tab X
  443. @item Microsoft Video 1 @tab @tab X
  444. @item Mimic @tab @tab X
  445. @tab Used in MSN Messenger Webcam streams.
  446. @item Miro VideoXL @tab @tab X
  447. @tab fourcc: VIXL
  448. @item MJPEG (Motion JPEG) @tab X @tab X
  449. @item Mobotix MxPEG video @tab @tab X
  450. @item Motion Pixels video @tab @tab X
  451. @item MPEG-1 video @tab X @tab X
  452. @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
  453. @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
  454. @item MPEG-2 video @tab X @tab X
  455. @item MPEG-4 part 2 @tab X @tab X
  456. @tab libxvidcore can be used alternatively for encoding.
  457. @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
  458. @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
  459. @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
  460. @item Nintendo Gamecube THP video @tab @tab X
  461. @item NuppelVideo/RTjpeg @tab @tab X
  462. @tab Video encoding used in NuppelVideo files.
  463. @item On2 VP3 @tab @tab X
  464. @tab still experimental
  465. @item On2 VP5 @tab @tab X
  466. @tab fourcc: VP50
  467. @item On2 VP6 @tab @tab X
  468. @tab fourcc: VP60,VP61,VP62
  469. @item VP8 @tab E @tab X
  470. @tab fourcc: VP80, encoding supported through external library libvpx
  471. @item planar RGB @tab @tab X
  472. @tab fourcc: 8BPS
  473. @item Prores @tab @tab X
  474. @tab fourcc: apch,apcn,apcs,apco
  475. @item Q-team QPEG @tab @tab X
  476. @tab fourccs: QPEG, Q1.0, Q1.1
  477. @item QuickTime 8BPS video @tab @tab X
  478. @item QuickTime Animation (RLE) video @tab X @tab X
  479. @tab fourcc: 'rle '
  480. @item QuickTime Graphics (SMC) @tab @tab X
  481. @tab fourcc: 'smc '
  482. @item QuickTime video (RPZA) @tab @tab X
  483. @tab fourcc: rpza
  484. @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
  485. @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
  486. @item Raw Video @tab X @tab X
  487. @item RealVideo 1.0 @tab X @tab X
  488. @item RealVideo 2.0 @tab X @tab X
  489. @item RealVideo 3.0 @tab @tab X
  490. @tab still far from ideal
  491. @item RealVideo 4.0 @tab @tab X
  492. @item Renderware TXD (TeXture Dictionary) @tab @tab X
  493. @tab Texture dictionaries used by the Renderware Engine.
  494. @item RL2 video @tab @tab X
  495. @tab used in some games by Entertainment Software Partners
  496. @item Sierra VMD video @tab @tab X
  497. @tab Used in Sierra VMD files.
  498. @item Smacker video @tab @tab X
  499. @tab Video encoding used in Smacker.
  500. @item SMPTE VC-1 @tab @tab X
  501. @item Snow @tab X @tab X
  502. @tab experimental wavelet codec (fourcc: SNOW)
  503. @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
  504. @item Sorenson Vector Quantizer 1 @tab X @tab X
  505. @tab fourcc: SVQ1
  506. @item Sorenson Vector Quantizer 3 @tab @tab X
  507. @tab fourcc: SVQ3
  508. @item Sunplus JPEG (SP5X) @tab @tab X
  509. @tab fourcc: SP5X
  510. @item TechSmith Screen Capture Codec @tab @tab X
  511. @tab fourcc: TSCC
  512. @item Theora @tab E @tab X
  513. @tab encoding supported through external library libtheora
  514. @item Tiertex Limited SEQ video @tab @tab X
  515. @tab Codec used in DOS CD-ROM FlashBack game.
  516. @item Ut Video @tab @tab X
  517. @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
  518. @item VBLE Lossless Codec @tab @tab X
  519. @item VMware Screen Codec / VMware Video @tab @tab X
  520. @tab Codec used in videos captured by VMware.
  521. @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
  522. @item Windows Media Image @tab @tab X
  523. @item Windows Media Video 7 @tab X @tab X
  524. @item Windows Media Video 8 @tab X @tab X
  525. @item Windows Media Video 9 @tab @tab X
  526. @tab not completely working
  527. @item Wing Commander III / Xan @tab @tab X
  528. @tab Used in Wing Commander III .MVE files.
  529. @item Wing Commander IV / Xan @tab @tab X
  530. @tab Used in Wing Commander IV.
  531. @item Winnov WNV1 @tab @tab X
  532. @item WMV7 @tab X @tab X
  533. @item YAMAHA SMAF @tab X @tab X
  534. @item Psygnosis YOP Video @tab @tab X
  535. @item ZLIB @tab X @tab X
  536. @tab part of LCL, encoder experimental
  537. @item Zip Motion Blocks Video @tab X @tab X
  538. @tab Encoder works only in PAL8.
  539. @end multitable
  540. @code{X} means that encoding (resp. decoding) is supported.
  541. @code{E} means that support is provided through an external library.
  542. @section Audio Codecs
  543. @multitable @columnfractions .4 .1 .1 .4
  544. @item Name @tab Encoding @tab Decoding @tab Comments
  545. @item 8SVX audio @tab @tab X
  546. @item AAC+ @tab E @tab X
  547. @tab encoding supported through external library libaacplus
  548. @item AAC @tab E @tab X
  549. @tab encoding supported through external library libfaac and libvo-aacenc
  550. @item AC-3 @tab IX @tab X
  551. @item ADPCM 4X Movie @tab @tab X
  552. @item ADPCM CDROM XA @tab @tab X
  553. @item ADPCM Creative Technology @tab @tab X
  554. @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
  555. @item ADPCM Electronic Arts @tab @tab X
  556. @tab Used in various EA titles.
  557. @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
  558. @tab Used in Sim City 3000.
  559. @item ADPCM Electronic Arts R1 @tab @tab X
  560. @item ADPCM Electronic Arts R2 @tab @tab X
  561. @item ADPCM Electronic Arts R3 @tab @tab X
  562. @item ADPCM Electronic Arts XAS @tab @tab X
  563. @item ADPCM G.722 @tab X @tab X
  564. @item ADPCM G.726 @tab X @tab X
  565. @item ADPCM IMA AMV @tab @tab X
  566. @tab Used in AMV files
  567. @item ADPCM IMA Electronic Arts EACS @tab @tab X
  568. @item ADPCM IMA Electronic Arts SEAD @tab @tab X
  569. @item ADPCM IMA Funcom @tab @tab X
  570. @item ADPCM IMA QuickTime @tab X @tab X
  571. @item ADPCM IMA Loki SDL MJPEG @tab @tab X
  572. @item ADPCM IMA WAV @tab X @tab X
  573. @item ADPCM IMA Westwood @tab @tab X
  574. @item ADPCM ISS IMA @tab @tab X
  575. @tab Used in FunCom games.
  576. @item ADPCM IMA Duck DK3 @tab @tab X
  577. @tab Used in some Sega Saturn console games.
  578. @item ADPCM IMA Duck DK4 @tab @tab X
  579. @tab Used in some Sega Saturn console games.
  580. @item ADPCM Microsoft @tab X @tab X
  581. @item ADPCM MS IMA @tab X @tab X
  582. @item ADPCM Nintendo Gamecube THP @tab @tab X
  583. @item ADPCM QT IMA @tab X @tab X
  584. @item ADPCM SEGA CRI ADX @tab X @tab X
  585. @tab Used in Sega Dreamcast games.
  586. @item ADPCM Shockwave Flash @tab X @tab X
  587. @item ADPCM SMJPEG IMA @tab @tab X
  588. @tab Used in certain Loki game ports.
  589. @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
  590. @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
  591. @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
  592. @item ADPCM Westwood Studios IMA @tab @tab X
  593. @tab Used in Westwood Studios games like Command and Conquer.
  594. @item ADPCM Yamaha @tab X @tab X
  595. @item AMR-NB @tab E @tab X
  596. @tab encoding supported through external library libopencore-amrnb
  597. @item AMR-WB @tab E @tab X
  598. @tab encoding supported through external library libvo-amrwbenc
  599. @item Apple lossless audio @tab X @tab X
  600. @tab QuickTime fourcc 'alac'
  601. @item Atrac 1 @tab @tab X
  602. @item Atrac 3 @tab @tab X
  603. @item Bink Audio @tab @tab X
  604. @tab Used in Bink and Smacker files in many games.
  605. @item CELT @tab @tab E
  606. @tab decoding supported through external library libcelt
  607. @item Delphine Software International CIN audio @tab @tab X
  608. @tab Codec used in Delphine Software International games.
  609. @item Discworld II BMV Audio @tab @tab X
  610. @item COOK @tab @tab X
  611. @tab All versions except 5.1 are supported.
  612. @item DCA (DTS Coherent Acoustics) @tab X @tab X
  613. @item DPCM id RoQ @tab X @tab X
  614. @tab Used in Quake III, Jedi Knight 2, other computer games.
  615. @item DPCM Interplay @tab @tab X
  616. @tab Used in various Interplay computer games.
  617. @item DPCM Sierra Online @tab @tab X
  618. @tab Used in Sierra Online game audio files.
  619. @item DPCM Sol @tab @tab X
  620. @item DPCM Xan @tab @tab X
  621. @tab Used in Origin's Wing Commander IV AVI files.
  622. @item DSP Group TrueSpeech @tab @tab X
  623. @item DV audio @tab @tab X
  624. @item Enhanced AC-3 @tab X @tab X
  625. @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
  626. @item G.723.1 @tab X @tab X
  627. @item G.729 @tab @tab X
  628. @item GSM @tab E @tab X
  629. @tab encoding supported through external library libgsm
  630. @item GSM Microsoft variant @tab E @tab X
  631. @tab encoding supported through external library libgsm
  632. @item IMC (Intel Music Coder) @tab @tab X
  633. @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
  634. @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
  635. @item MLP (Meridian Lossless Packing) @tab @tab X
  636. @tab Used in DVD-Audio discs.
  637. @item Monkey's Audio @tab @tab X
  638. @tab Only versions 3.97-3.99 are supported.
  639. @item MP1 (MPEG audio layer 1) @tab @tab IX
  640. @item MP2 (MPEG audio layer 2) @tab IX @tab IX
  641. @item MP3 (MPEG audio layer 3) @tab E @tab IX
  642. @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
  643. @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
  644. @item Musepack SV7 @tab @tab X
  645. @item Musepack SV8 @tab @tab X
  646. @item Nellymoser Asao @tab X @tab X
  647. @item PCM A-law @tab X @tab X
  648. @item PCM mu-law @tab X @tab X
  649. @item PCM 16-bit little-endian planar @tab @tab X
  650. @item PCM 32-bit floating point big-endian @tab X @tab X
  651. @item PCM 32-bit floating point little-endian @tab X @tab X
  652. @item PCM 64-bit floating point big-endian @tab X @tab X
  653. @item PCM 64-bit floating point little-endian @tab X @tab X
  654. @item PCM D-Cinema audio signed 24-bit @tab X @tab X
  655. @item PCM signed 8-bit @tab X @tab X
  656. @item PCM signed 16-bit big-endian @tab X @tab X
  657. @item PCM signed 16-bit little-endian @tab X @tab X
  658. @item PCM signed 24-bit big-endian @tab X @tab X
  659. @item PCM signed 24-bit little-endian @tab X @tab X
  660. @item PCM signed 32-bit big-endian @tab X @tab X
  661. @item PCM signed 32-bit little-endian @tab X @tab X
  662. @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
  663. @item PCM unsigned 8-bit @tab X @tab X
  664. @item PCM unsigned 16-bit big-endian @tab X @tab X
  665. @item PCM unsigned 16-bit little-endian @tab X @tab X
  666. @item PCM unsigned 24-bit big-endian @tab X @tab X
  667. @item PCM unsigned 24-bit little-endian @tab X @tab X
  668. @item PCM unsigned 32-bit big-endian @tab X @tab X
  669. @item PCM unsigned 32-bit little-endian @tab X @tab X
  670. @item PCM Zork @tab @tab X
  671. @item QCELP / PureVoice @tab @tab X
  672. @item QDesign Music Codec 2 @tab @tab X
  673. @tab There are still some distortions.
  674. @item RealAudio 1.0 (14.4K) @tab X @tab X
  675. @tab Real 14400 bit/s codec
  676. @item RealAudio 2.0 (28.8K) @tab @tab X
  677. @tab Real 28800 bit/s codec
  678. @item RealAudio 3.0 (dnet) @tab IX @tab X
  679. @tab Real low bitrate AC-3 codec
  680. @item RealAudio SIPR / ACELP.NET @tab @tab X
  681. @item Shorten @tab @tab X
  682. @item Sierra VMD audio @tab @tab X
  683. @tab Used in Sierra VMD files.
  684. @item Smacker audio @tab @tab X
  685. @item SMPTE 302M AES3 audio @tab @tab X
  686. @item Sonic @tab X @tab X
  687. @tab experimental codec
  688. @item Sonic lossless @tab X @tab X
  689. @tab experimental codec
  690. @item Speex @tab E @tab E
  691. @tab supported through external library libspeex
  692. @item True Audio (TTA) @tab @tab X
  693. @item TrueHD @tab @tab X
  694. @tab Used in HD-DVD and Blu-Ray discs.
  695. @item TwinVQ (VQF flavor) @tab @tab X
  696. @item Vorbis @tab E @tab X
  697. @tab A native but very primitive encoder exists.
  698. @item WavPack @tab @tab X
  699. @item Westwood Audio (SND1) @tab @tab X
  700. @item Windows Media Audio 1 @tab X @tab X
  701. @item Windows Media Audio 2 @tab X @tab X
  702. @item Windows Media Audio Pro @tab @tab X
  703. @item Windows Media Audio Voice @tab @tab X
  704. @end multitable
  705. @code{X} means that encoding (resp. decoding) is supported.
  706. @code{E} means that support is provided through an external library.
  707. @code{I} means that an integer-only version is available, too (ensures high
  708. performance on systems without hardware floating point support).
  709. @section Subtitle Formats
  710. @multitable @columnfractions .4 .1 .1 .1 .1
  711. @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
  712. @item SSA/ASS @tab X @tab X @tab X @tab X
  713. @item DVB @tab X @tab X @tab X @tab X
  714. @item DVD @tab X @tab X @tab X @tab X
  715. @item MicroDVD @tab X @tab X @tab @tab
  716. @item PGS @tab @tab @tab @tab X
  717. @item SubRip (SRT) @tab X @tab X @tab X @tab X
  718. @item XSUB @tab @tab @tab X @tab X
  719. @end multitable
  720. @code{X} means that the feature is supported.
  721. @section Network Protocols
  722. @multitable @columnfractions .4 .1
  723. @item Name @tab Support
  724. @item Apple HTTP Live Streaming @tab X
  725. @item file @tab X
  726. @item Gopher @tab X
  727. @item HTTP @tab X
  728. @item MMS @tab X
  729. @item pipe @tab X
  730. @item RTP @tab X
  731. @item TCP @tab X
  732. @item UDP @tab X
  733. @end multitable
  734. @code{X} means that the protocol is supported.
  735. @section Input/Output Devices
  736. @multitable @columnfractions .4 .1 .1
  737. @item Name @tab Input @tab Output
  738. @item ALSA @tab X @tab X
  739. @item BKTR @tab X @tab
  740. @item DV1394 @tab X @tab
  741. @item JACK @tab X @tab
  742. @item LIBDC1394 @tab X @tab
  743. @item OSS @tab X @tab X
  744. @item Video4Linux @tab X @tab
  745. @item Video4Linux2 @tab X @tab
  746. @item VfW capture @tab X @tab
  747. @item X11 grabbing @tab X @tab
  748. @end multitable
  749. @code{X} means that input/output is supported.
  750. @chapter Platform Specific information
  751. @section DOS
  752. Using a cross-compiler is preferred for various reasons.
  753. @section OS/2
  754. For information about compiling FFmpeg on OS/2 see
  755. @url{http://www.edm2.com/index.php/FFmpeg}.
  756. @section Unix-like
  757. Some parts of FFmpeg cannot be built with version 2.15 of the GNU
  758. assembler which is still provided by a few AMD64 distributions. To
  759. make sure your compiler really uses the required version of gas
  760. after a binutils upgrade, run:
  761. @example
  762. $(gcc -print-prog-name=as) --version
  763. @end example
  764. If not, then you should install a different compiler that has no
  765. hard-coded path to gas. In the worst case pass @code{--disable-asm}
  766. to configure.
  767. @subsection BSD
  768. BSD make will not build FFmpeg, you need to install and use GNU Make
  769. (@file{gmake}).
  770. @subsection (Open)Solaris
  771. GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
  772. standard Solaris Make will not work. When building with a non-c99 front-end
  773. (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
  774. or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
  775. since the libc is not c99-compliant by default. The probes performed by
  776. configure may raise an exception leading to the death of configure itself
  777. due to a bug in the system shell. Simply invoke a different shell such as
  778. bash directly to work around this:
  779. @example
  780. bash ./configure
  781. @end example
  782. @subsection Darwin (MacOS X, iPhone)
  783. MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
  784. @url{http://github.com/yuvi/gas-preprocessor} to build the optimized
  785. assembler functions. Just download the Perl script and put it somewhere
  786. in your PATH, FFmpeg's configure will pick it up automatically.
  787. @section Windows
  788. To get help and instructions for building FFmpeg under Windows, check out
  789. the FFmpeg Windows Help Forum at
  790. @url{http://ffmpeg.arrozcru.org/}.
  791. @subsection Native Windows compilation
  792. FFmpeg can be built to run natively on Windows using the MinGW tools. Install
  793. the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
  794. You can find detailed installation instructions in the download
  795. section and the FAQ.
  796. FFmpeg does not build out-of-the-box with the packages the automated MinGW
  797. installer provides. It also requires coreutils to be installed and many other
  798. packages updated to the latest version. The minimum version for some packages
  799. are listed below:
  800. @itemize
  801. @item bash 3.1
  802. @item msys-make 3.81-2 (note: not mingw32-make)
  803. @item w32api 3.13
  804. @item mingw-runtime 3.15
  805. @end itemize
  806. FFmpeg automatically passes @code{-fno-common} to the compiler to work around
  807. a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
  808. Notes:
  809. @itemize
  810. @item Building natively using MSYS can be sped up by disabling implicit rules
  811. in the Makefile by calling @code{make -r} instead of plain @code{make}. This
  812. speed up is close to non-existent for normal one-off builds and is only
  813. noticeable when running make for a second time (for example in
  814. @code{make install}).
  815. @item In order to compile FFplay, you must have the MinGW development library
  816. of @uref{http://www.libsdl.org/, SDL}.
  817. Edit the @file{bin/sdl-config} script so that it points to the correct prefix
  818. where SDL was installed. Verify that @file{sdl-config} can be launched from
  819. the MSYS command line.
  820. @item By using @code{./configure --enable-shared} when configuring FFmpeg,
  821. you can build the FFmpeg libraries (e.g. libavutil, libavcodec,
  822. libavformat) as DLLs.
  823. @end itemize
  824. @subsection Microsoft Visual C++ compatibility
  825. As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
  826. want to use the libav* libraries in your own applications, you can still
  827. compile those applications using MSVC++. But the libav* libraries you link
  828. to @emph{must} be built with MinGW. However, you will not be able to debug
  829. inside the libav* libraries, since MSVC++ does not recognize the debug
  830. symbols generated by GCC.
  831. We strongly recommend you to move over from MSVC++ to MinGW tools.
  832. This description of how to use the FFmpeg libraries with MSVC++ is based on
  833. Microsoft Visual C++ 2005 Express Edition. If you have a different version,
  834. you might have to modify the procedures slightly.
  835. @subsubsection Using static libraries
  836. Assuming you have just built and installed FFmpeg in @file{/usr/local}.
  837. @enumerate
  838. @item Create a new console application ("File / New / Project") and then
  839. select "Win32 Console Application". On the appropriate page of the
  840. Application Wizard, uncheck the "Precompiled headers" option.
  841. @item Write the source code for your application, or, for testing, just
  842. copy the code from an existing sample application into the source file
  843. that MSVC++ has already created for you. For example, you can copy
  844. @file{libavformat/output-example.c} from the FFmpeg distribution.
  845. @item Open the "Project / Properties" dialog box. In the "Configuration"
  846. combo box, select "All Configurations" so that the changes you make will
  847. affect both debug and release builds. In the tree view on the left hand
  848. side, select "C/C++ / General", then edit the "Additional Include
  849. Directories" setting to contain the path where the FFmpeg includes were
  850. installed (i.e. @file{c:\msys\1.0\local\include}).
  851. Do not add MinGW's include directory here, or the include files will
  852. conflict with MSVC's.
  853. @item Still in the "Project / Properties" dialog box, select
  854. "Linker / General" from the tree view and edit the
  855. "Additional Library Directories" setting to contain the @file{lib}
  856. directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
  857. the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
  858. and the directory where MinGW's GCC libs are installed
  859. (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
  860. "Linker / Input" from the tree view, and add the files @file{libavformat.a},
  861. @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
  862. @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
  863. to the end of "Additional Dependencies".
  864. @item Now, select "C/C++ / Code Generation" from the tree view. Select
  865. "Debug" in the "Configuration" combo box. Make sure that "Runtime
  866. Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
  867. the "Configuration" combo box and make sure that "Runtime Library" is
  868. set to "Multi-threaded DLL".
  869. @item Click "OK" to close the "Project / Properties" dialog box.
  870. @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
  871. Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
  872. and install it in MSVC++'s include directory
  873. (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
  874. @item MSVC++ also does not understand the @code{inline} keyword used by
  875. FFmpeg, so you must add this line before @code{#include}ing libav*:
  876. @example
  877. #define inline _inline
  878. @end example
  879. @item Build your application, everything should work.
  880. @end enumerate
  881. @subsubsection Using shared libraries
  882. This is how to create DLL and LIB files that are compatible with MSVC++:
  883. @enumerate
  884. @item Add a call to @file{vcvars32.bat} (which sets up the environment
  885. variables for the Visual C++ tools) as the first line of @file{msys.bat}.
  886. The standard location for @file{vcvars32.bat} is
  887. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
  888. and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
  889. If this corresponds to your setup, add the following line as the first line
  890. of @file{msys.bat}:
  891. @example
  892. call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
  893. @end example
  894. Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
  895. and run @file{c:\msys\1.0\msys.bat} from there.
  896. @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
  897. from @file{Microsoft (R) Library Manager}, this means your environment
  898. variables are set up correctly, the @file{Microsoft (R) Library Manager}
  899. is on the path and will be used by FFmpeg to create
  900. MSVC++-compatible import libraries.
  901. @item Build FFmpeg with
  902. @example
  903. ./configure --enable-shared
  904. make
  905. make install
  906. @end example
  907. Your install path (@file{/usr/local/} by default) should now have the
  908. necessary DLL and LIB files under the @file{bin} directory.
  909. Alternatively, build the libraries with a cross compiler, according to
  910. the instructions below in @ref{Cross compilation for Windows with Linux}.
  911. To use those files with MSVC++, do the same as you would do with
  912. the static libraries, as described above. But in Step 4,
  913. you should only need to add the directory where the LIB files are installed
  914. (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
  915. installed in the @file{bin} directory. And instead of adding the static
  916. libraries (@file{libxxx.a} files) you should add the MSVC import libraries
  917. (@file{avcodec.lib}, @file{avformat.lib}, and
  918. @file{avutil.lib}). Note that you should not use the GCC import
  919. libraries (@file{libxxx.dll.a} files), as these will give you undefined
  920. reference errors. There should be no need for @file{libmingwex.a},
  921. @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
  922. statically linked into the DLLs.
  923. FFmpeg headers do not declare global data for Windows DLLs through the usual
  924. dllexport/dllimport interface. Such data will be exported properly while
  925. building, but to use them in your MSVC++ code you will have to edit the
  926. appropriate headers and mark the data as dllimport. For example, in
  927. libavutil/pixdesc.h you should have:
  928. @example
  929. extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
  930. @end example
  931. Note that using import libraries created by dlltool requires
  932. the linker optimization option to be set to
  933. "References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise
  934. the resulting binaries will fail during runtime. This isn't
  935. required when using import libraries generated by lib.exe.
  936. This issue is reported upstream at
  937. @url{http://sourceware.org/bugzilla/show_bug.cgi?id=12633}.
  938. To create import libraries that work with the @code{/OPT:REF} option
  939. (which is enabled by default in Release mode), follow these steps:
  940. @enumerate
  941. @item Open @file{Visual Studio 2005 Command Prompt}.
  942. Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
  943. which sets up the environment variables for the Visual C++ tools
  944. (the standard location for this file is
  945. @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).
  946. @item Enter the @file{bin} directory where the created LIB and DLL files
  947. are stored.
  948. @item Generate new import libraries with @file{lib.exe}:
  949. @example
  950. lib /machine:i386 /def:..\lib\avcodec-53.def /out:avcodec.lib
  951. lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
  952. lib /machine:i386 /def:..\lib\avfilter-2.def /out:avfilter.lib
  953. lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
  954. lib /machine:i386 /def:..\lib\avutil-51.def /out:avutil.lib
  955. lib /machine:i386 /def:..\lib\swscale-2.def /out:swscale.lib
  956. @end example
  957. @end enumerate
  958. @anchor{Cross compilation for Windows with Linux}
  959. @subsection Cross compilation for Windows with Linux
  960. You must use the MinGW cross compilation tools available at
  961. @url{http://www.mingw.org/}.
  962. Then configure FFmpeg with the following options:
  963. @example
  964. ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
  965. @end example
  966. (you can change the cross-prefix according to the prefix chosen for the
  967. MinGW tools).
  968. Then you can easily test FFmpeg with @uref{http://www.winehq.com/, Wine}.
  969. @subsection Compilation under Cygwin
  970. Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
  971. llrint() in its C library.
  972. Install your Cygwin with all the "Base" packages, plus the
  973. following "Devel" ones:
  974. @example
  975. binutils, gcc4-core, make, git, mingw-runtime, texi2html
  976. @end example
  977. And the following "Utils" one:
  978. @example
  979. diffutils
  980. @end example
  981. Then run
  982. @example
  983. ./configure
  984. @end example
  985. to make a static build.
  986. The current @code{gcc4-core} package is buggy and needs this flag to build
  987. shared libraries:
  988. @example
  989. ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
  990. @end example
  991. If you want to build FFmpeg with additional libraries, download Cygwin
  992. "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
  993. @example
  994. libogg-devel, libvorbis-devel
  995. @end example
  996. These library packages are only available from
  997. @uref{http://sourceware.org/cygwinports/, Cygwin Ports}:
  998. @example
  999. yasm, libSDL-devel, libdirac-devel, libfaac-devel, libaacplus-devel, libgsm-devel,
  1000. libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
  1001. libxvidcore-devel
  1002. @end example
  1003. The recommendation for libnut and x264 is to build them from source by
  1004. yourself, as they evolve too quickly for Cygwin Ports to be up to date.
  1005. Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
  1006. of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
  1007. @subsection Crosscompilation for Windows under Cygwin
  1008. With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
  1009. Just install your Cygwin as explained before, plus these additional
  1010. "Devel" packages:
  1011. @example
  1012. gcc-mingw-core, mingw-runtime, mingw-zlib
  1013. @end example
  1014. and add some special flags to your configure invocation.
  1015. For a static build run
  1016. @example
  1017. ./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  1018. @end example
  1019. and for a build with shared libraries
  1020. @example
  1021. ./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
  1022. @end example
  1023. @bye