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