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