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