| \input texinfo @c -*- texinfo -*- |
| |
| @settitle General Documentation |
| @titlepage |
| @center @titlefont{General Documentation} |
| @end titlepage |
| |
| @top |
| |
| @contents |
| |
| @chapter external libraries |
| |
| FFmpeg can be hooked up with a number of external libraries to add support |
| for more formats. None of them are used by default, their use has to be |
| explicitly requested by passing the appropriate flags to @file{./configure}. |
| |
| @section OpenCORE AMR |
| |
| FFmpeg can make use of the OpenCORE libraries for AMR-NB |
| decoding/encoding and AMR-WB decoding. |
| |
| Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for |
| installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or |
| @code{--enable-libopencore-amrwb} to configure to enable the libraries. |
| |
| Note that OpenCORE is under the Apache License 2.0 (see |
| @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is |
| incompatible with the LGPL version 2.1 and GPL version 2. You have to |
| upgrade FFmpeg's license to LGPL version 3 (or if you have enabled |
| GPL components, GPL version 3) to use it. |
| |
| |
| @chapter Supported File Formats and Codecs |
| |
| You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list. |
| |
| @section File Formats |
| |
| FFmpeg supports the following file formats through the @code{libavformat} |
| library: |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item 4xm @tab @tab X |
| @tab 4X Technologies format, used in some games. |
| @item 8088flex TMV @tab @tab X |
| @item Adobe Filmstrip @tab X @tab X |
| @item Audio IFF (AIFF) @tab X @tab X |
| @item American Laser Games MM @tab @tab X |
| @tab Multimedia format used in games like Mad Dog McCree. |
| @item 3GPP AMR @tab X @tab X |
| @item Apple HTTP Live Streaming @tab @tab X |
| @item ASF @tab X @tab X |
| @item AVI @tab X @tab X |
| @item AVISynth @tab @tab X |
| @item AVS @tab @tab X |
| @tab Multimedia format used by the Creature Shock game. |
| @item Beam Software SIFF @tab @tab X |
| @tab Audio and video format used in some games by Beam Software. |
| @item Bethesda Softworks VID @tab @tab X |
| @tab Used in some games from Bethesda Softworks. |
| @item Bink @tab @tab X |
| @tab Multimedia format used by many games. |
| @item Bitmap Brothers JV @tab @tab X |
| @tab Used in Z and Z95 games. |
| @item Brute Force & Ignorance @tab @tab X |
| @tab Used in the game Flash Traffic: City of Angels. |
| @item Interplay C93 @tab @tab X |
| @tab Used in the game Cyberia from Interplay. |
| @item Delphine Software International CIN @tab @tab X |
| @tab Multimedia format used by Delphine Software games. |
| @item CD+G @tab @tab X |
| @tab Video format used by CD+G karaoke disks |
| @item Core Audio Format @tab X @tab X |
| @tab Apple Core Audio Format |
| @item CRC testing format @tab X @tab |
| @item Creative Voice @tab X @tab X |
| @tab Created for the Sound Blaster Pro. |
| @item CRYO APC @tab @tab X |
| @tab Audio format used in some games by CRYO Interactive Entertainment. |
| @item D-Cinema audio @tab X @tab X |
| @item Deluxe Paint Animation @tab @tab X |
| @item DFA @tab @tab X |
| @tab This format is used in Chronomaster game |
| @item DV video @tab X @tab X |
| @item DXA @tab @tab X |
| @tab This format is used in the non-Windows version of the Feeble Files |
| game and different game cutscenes repacked for use with ScummVM. |
| @item Electronic Arts cdata @tab @tab X |
| @item Electronic Arts Multimedia @tab @tab X |
| @tab Used in various EA games; files have extensions like WVE and UV2. |
| @item FFM (FFserver live feed) @tab X @tab X |
| @item Flash (SWF) @tab X @tab X |
| @item Flash 9 (AVM2) @tab X @tab X |
| @tab Only embedded audio is decoded. |
| @item FLI/FLC/FLX animation @tab @tab X |
| @tab .fli/.flc files |
| @item Flash Video (FLV) @tab X @tab X |
| @tab Macromedia Flash video files |
| @item framecrc testing format @tab X @tab |
| @item FunCom ISS @tab @tab X |
| @tab Audio format used in various games from FunCom like The Longest Journey. |
| @item GIF Animation @tab X @tab |
| @item GXF @tab X @tab X |
| @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley |
| playout servers. |
| @item id Quake II CIN video @tab @tab X |
| @item id RoQ @tab X @tab X |
| @tab Used in Quake III, Jedi Knight 2, other computer games. |
| @item IEC61937 encapsulation @tab X @tab X |
| @item IFF @tab @tab X |
| @tab Interchange File Format |
| @item Interplay MVE @tab @tab X |
| @tab Format used in various Interplay computer games. |
| @item IV8 @tab @tab X |
| @tab A format generated by IndigoVision 8000 video server. |
| @item IVF (On2) @tab X @tab X |
| @tab A format used by libvpx |
| @item LMLM4 @tab @tab X |
| @tab Used by Linux Media Labs MPEG-4 PCI boards |
| @item LXF @tab @tab X |
| @tab VR native stream format, used by Leitch/Harris' video servers. |
| @item Matroska @tab X @tab X |
| @item Matroska audio @tab X @tab |
| @item FFmpeg metadata @tab X @tab X |
| @tab Metadata in text format. |
| @item MAXIS XA @tab @tab X |
| @tab Used in Sim City 3000; file extension .xa. |
| @item MD Studio @tab @tab X |
| @item Mobotix .mxg @tab @tab X |
| @item Monkey's Audio @tab @tab X |
| @item Motion Pixels MVI @tab @tab X |
| @item MOV/QuickTime/MP4 @tab X @tab X |
| @tab 3GP, 3GP2, PSP, iPod variants supported |
| @item MP2 @tab X @tab X |
| @item MP3 @tab X @tab X |
| @item MPEG-1 System @tab X @tab X |
| @tab muxed audio and video, VCD format supported |
| @item MPEG-PS (program stream) @tab X @tab X |
| @tab also known as @code{VOB} file, SVCD and DVD format supported |
| @item MPEG-TS (transport stream) @tab X @tab X |
| @tab also known as DVB Transport Stream |
| @item MPEG-4 @tab X @tab X |
| @tab MPEG-4 is a variant of QuickTime. |
| @item MIME multipart JPEG @tab X @tab |
| @item MSN TCP webcam @tab @tab X |
| @tab Used by MSN Messenger webcam streams. |
| @item MTV @tab @tab X |
| @item Musepack @tab @tab X |
| @item Musepack SV8 @tab @tab X |
| @item Material eXchange Format (MXF) @tab X @tab X |
| @tab SMPTE 377M, used by D-Cinema, broadcast industry. |
| @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X |
| @tab SMPTE 386M, D-10/IMX Mapping. |
| @item NC camera feed @tab @tab X |
| @tab NC (AVIP NC4600) camera streams |
| @item NTT TwinVQ (VQF) @tab @tab X |
| @tab Nippon Telegraph and Telephone Corporation TwinVQ. |
| @item Nullsoft Streaming Video @tab @tab X |
| @item NuppelVideo @tab @tab X |
| @item NUT @tab X @tab X |
| @tab NUT Open Container Format |
| @item Ogg @tab X @tab X |
| @item Playstation Portable PMP @tab @tab X |
| @item TechnoTrend PVA @tab @tab X |
| @tab Used by TechnoTrend DVB PCI boards. |
| @item QCP @tab @tab X |
| @item raw ADTS (AAC) @tab X @tab X |
| @item raw AC-3 @tab X @tab X |
| @item raw Chinese AVS video @tab X @tab X |
| @item raw CRI ADX @tab X @tab X |
| @item raw Dirac @tab X @tab X |
| @item raw DNxHD @tab X @tab X |
| @item raw DTS @tab X @tab X |
| @item raw E-AC-3 @tab X @tab X |
| @item raw FLAC @tab X @tab X |
| @item raw GSM @tab @tab X |
| @item raw H.261 @tab X @tab X |
| @item raw H.263 @tab X @tab X |
| @item raw H.264 @tab X @tab X |
| @item raw Ingenient MJPEG @tab @tab X |
| @item raw MJPEG @tab X @tab X |
| @item raw MLP @tab @tab X |
| @item raw MPEG @tab @tab X |
| @item raw MPEG-1 @tab @tab X |
| @item raw MPEG-2 @tab @tab X |
| @item raw MPEG-4 @tab X @tab X |
| @item raw NULL @tab X @tab |
| @item raw video @tab X @tab X |
| @item raw id RoQ @tab X @tab |
| @item raw Shorten @tab @tab X |
| @item raw TrueHD @tab X @tab X |
| @item raw VC-1 @tab @tab X |
| @item raw PCM A-law @tab X @tab X |
| @item raw PCM mu-law @tab X @tab X |
| @item raw PCM signed 8 bit @tab X @tab X |
| @item raw PCM signed 16 bit big-endian @tab X @tab X |
| @item raw PCM signed 16 bit little-endian @tab X @tab X |
| @item raw PCM signed 24 bit big-endian @tab X @tab X |
| @item raw PCM signed 24 bit little-endian @tab X @tab X |
| @item raw PCM signed 32 bit big-endian @tab X @tab X |
| @item raw PCM signed 32 bit little-endian @tab X @tab X |
| @item raw PCM unsigned 8 bit @tab X @tab X |
| @item raw PCM unsigned 16 bit big-endian @tab X @tab X |
| @item raw PCM unsigned 16 bit little-endian @tab X @tab X |
| @item raw PCM unsigned 24 bit big-endian @tab X @tab X |
| @item raw PCM unsigned 24 bit little-endian @tab X @tab X |
| @item raw PCM unsigned 32 bit big-endian @tab X @tab X |
| @item raw PCM unsigned 32 bit little-endian @tab X @tab X |
| @item raw PCM floating-point 32 bit big-endian @tab X @tab X |
| @item raw PCM floating-point 32 bit little-endian @tab X @tab X |
| @item raw PCM floating-point 64 bit big-endian @tab X @tab X |
| @item raw PCM floating-point 64 bit little-endian @tab X @tab X |
| @item RDT @tab @tab X |
| @item REDCODE R3D @tab @tab X |
| @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio. |
| @item RealMedia @tab X @tab X |
| @item Redirector @tab @tab X |
| @item Renderware TeXture Dictionary @tab @tab X |
| @item RL2 @tab @tab X |
| @tab Audio and video format used in some games by Entertainment Software Partners. |
| @item RPL/ARMovie @tab @tab X |
| @item Lego Mindstorms RSO @tab X @tab X |
| @item RTMP @tab X @tab X |
| @tab Output is performed by publishing stream to RTMP server |
| @item RTP @tab X @tab X |
| @item RTSP @tab X @tab X |
| @item SAP @tab X @tab X |
| @item SDP @tab @tab X |
| @item Sega FILM/CPK @tab @tab X |
| @tab Used in many Sega Saturn console games. |
| @item Sierra SOL @tab @tab X |
| @tab .sol files used in Sierra Online games. |
| @item Sierra VMD @tab @tab X |
| @tab Used in Sierra CD-ROM games. |
| @item Smacker @tab @tab X |
| @tab Multimedia format used by many games. |
| @item Sony OpenMG (OMA) @tab @tab X |
| @tab Audio format used in Sony Sonic Stage and Sony Vegas. |
| @item Sony PlayStation STR @tab @tab X |
| @item Sony Wave64 (W64) @tab @tab X |
| @item SoX native format @tab X @tab X |
| @item SUN AU format @tab X @tab X |
| @item Text files @tab @tab X |
| @item THP @tab @tab X |
| @tab Used on the Nintendo GameCube. |
| @item Tiertex Limited SEQ @tab @tab X |
| @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback. |
| @item True Audio @tab @tab X |
| @item VC-1 test bitstream @tab X @tab X |
| @item WAV @tab X @tab X |
| @item WavPack @tab @tab X |
| @item WebM @tab X @tab X |
| @item Windows Televison (WTV) @tab @tab X |
| @item Wing Commander III movie @tab @tab X |
| @tab Multimedia format used in Origin's Wing Commander III computer game. |
| @item Westwood Studios audio @tab @tab X |
| @tab Multimedia format used in Westwood Studios games. |
| @item Westwood Studios VQA @tab @tab X |
| @tab Multimedia format used in Westwood Studios games. |
| @item xWMA @tab @tab X |
| @tab Microsoft audio container used by XAudio 2. |
| @item YUV4MPEG pipe @tab X @tab X |
| @item Psygnosis YOP @tab @tab X |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @section Image Formats |
| |
| FFmpeg can read and write images for each frame of a video sequence. The |
| following image formats are supported: |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item .Y.U.V @tab X @tab X |
| @tab one raw file per component |
| @item animated GIF @tab X @tab X |
| @tab Only uncompressed GIFs are generated. |
| @item BMP @tab X @tab X |
| @tab Microsoft BMP image |
| @item DPX @tab X @tab X |
| @tab Digital Picture Exchange |
| @item JPEG @tab X @tab X |
| @tab Progressive JPEG is not supported. |
| @item JPEG 2000 @tab X @tab X |
| @item JPEG-LS @tab X @tab X |
| @item LJPEG @tab X @tab |
| @tab Lossless JPEG |
| @item PAM @tab X @tab X |
| @tab PAM is a PNM extension with alpha support. |
| @item PBM @tab X @tab X |
| @tab Portable BitMap image |
| @item PCX @tab X @tab X |
| @tab PC Paintbrush |
| @item PGM @tab X @tab X |
| @tab Portable GrayMap image |
| @item PGMYUV @tab X @tab X |
| @tab PGM with U and V components in YUV 4:2:0 |
| @item PIC @tab @tab X |
| @tab Pictor/PC Paint |
| @item PNG @tab X @tab X |
| @tab 2/4 bpp not supported yet |
| @item PPM @tab X @tab X |
| @tab Portable PixelMap image |
| @item PTX @tab @tab X |
| @tab V.Flash PTX format |
| @item SGI @tab X @tab X |
| @tab SGI RGB image format |
| @item Sun Rasterfile @tab @tab X |
| @tab Sun RAS image format |
| @item TIFF @tab X @tab X |
| @tab YUV, JPEG and some extension is not supported yet. |
| @item Truevision Targa @tab X @tab X |
| @tab Targa (.TGA) image format |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @code{E} means that support is provided through an external library. |
| |
| @section Video Codecs |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item 4X Movie @tab @tab X |
| @tab Used in certain computer games. |
| @item 8088flex TMV @tab @tab X |
| @item 8SVX exponential @tab @tab X |
| @item 8SVX fibonacci @tab @tab X |
| @item A64 multicolor @tab X @tab |
| @tab Creates video suitable to be played on a commodore 64 (multicolor mode). |
| @item American Laser Games MM @tab @tab X |
| @tab Used in games like Mad Dog McCree. |
| @item AMV Video @tab @tab X |
| @tab Used in Chinese MP3 players. |
| @item ANSI/ASCII art @tab @tab X |
| @item Apple MJPEG-B @tab @tab X |
| @item Apple QuickDraw @tab @tab X |
| @tab fourcc: qdrw |
| @item Asus v1 @tab X @tab X |
| @tab fourcc: ASV1 |
| @item Asus v2 @tab X @tab X |
| @tab fourcc: ASV2 |
| @item ATI VCR1 @tab @tab X |
| @tab fourcc: VCR1 |
| @item ATI VCR2 @tab @tab X |
| @tab fourcc: VCR2 |
| @item Auravision Aura @tab @tab X |
| @item Auravision Aura 2 @tab @tab X |
| @item Autodesk Animator Flic video @tab @tab X |
| @item Autodesk RLE @tab @tab X |
| @tab fourcc: AASC |
| @item AVS (Audio Video Standard) video @tab @tab X |
| @tab Video encoding used by the Creature Shock game. |
| @item Beam Software VB @tab @tab X |
| @item Bethesda VID video @tab @tab X |
| @tab Used in some games from Bethesda Softworks. |
| @item Bink Video @tab @tab X |
| @item Bitmap Brothers JV video @tab @tab X |
| @item Brute Force & Ignorance @tab @tab X |
| @tab Used in the game Flash Traffic: City of Angels. |
| @item C93 video @tab @tab X |
| @tab Codec used in Cyberia game. |
| @item CamStudio @tab @tab X |
| @tab fourcc: CSCD |
| @item CD+G @tab @tab X |
| @tab Video codec for CD+G karaoke disks |
| @item Chinese AVS video @tab E @tab X |
| @tab AVS1-P2, JiZhun profile, encoding through external library libxavs |
| @item Delphine Software International CIN video @tab @tab X |
| @tab Codec used in Delphine Software International games. |
| @item Cinepak @tab @tab X |
| @item Cirrus Logic AccuPak @tab @tab X |
| @tab fourcc: CLJR |
| @item Creative YUV (CYUV) @tab @tab X |
| @item DFA @tab @tab X |
| @tab Codec used in Chronomaster game. |
| @item Dirac @tab E @tab E |
| @tab supported through external libdirac/libschroedinger libraries |
| @item Deluxe Paint Animation @tab @tab X |
| @item DNxHD @tab X @tab X |
| @tab aka SMPTE VC3 |
| @item Duck TrueMotion 1.0 @tab @tab X |
| @tab fourcc: DUCK |
| @item Duck TrueMotion 2.0 @tab @tab X |
| @tab fourcc: TM20 |
| @item DV (Digital Video) @tab X @tab X |
| @item Feeble Files/ScummVM DXA @tab @tab X |
| @tab Codec originally used in Feeble Files game. |
| @item Electronic Arts CMV video @tab @tab X |
| @tab Used in NHL 95 game. |
| @item Electronic Arts Madcow video @tab @tab X |
| @item Electronic Arts TGV video @tab @tab X |
| @item Electronic Arts TGQ video @tab @tab X |
| @item Electronic Arts TQI video @tab @tab X |
| @item Escape 124 @tab @tab X |
| @item FFmpeg video codec #1 @tab X @tab X |
| @tab experimental lossless codec (fourcc: FFV1) |
| @item Flash Screen Video v1 @tab X @tab X |
| @tab fourcc: FSV1 |
| @item Flash Screen Video v2 @tab X |
| @item Flash Video (FLV) @tab X @tab X |
| @tab Sorenson H.263 used in Flash |
| @item Fraps @tab @tab X |
| @item H.261 @tab X @tab X |
| @item H.263 / H.263-1996 @tab X @tab X |
| @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X |
| @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X |
| @tab encoding supported through external library libx264 |
| @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X |
| @item HuffYUV @tab X @tab X |
| @item HuffYUV FFmpeg variant @tab X @tab X |
| @item IBM Ultimotion @tab @tab X |
| @tab fourcc: ULTI |
| @item id Cinematic video @tab @tab X |
| @tab Used in Quake II. |
| @item id RoQ video @tab X @tab X |
| @tab Used in Quake III, Jedi Knight 2, other computer games. |
| @item IFF ILBM @tab @tab X |
| @tab IFF interlaved bitmap |
| @item IFF ByteRun1 @tab @tab X |
| @tab IFF run length encoded bitmap |
| @item Intel H.263 @tab @tab X |
| @item Intel Indeo 2 @tab @tab X |
| @item Intel Indeo 3 @tab @tab X |
| @item Intel Indeo 5 @tab @tab X |
| @item Interplay C93 @tab @tab X |
| @tab Used in the game Cyberia from Interplay. |
| @item Interplay MVE video @tab @tab X |
| @tab Used in Interplay .MVE files. |
| @item Karl Morton's video codec @tab @tab X |
| @tab Codec used in Worms games. |
| @item Kega Game Video (KGV1) @tab @tab X |
| @tab Kega emulator screen capture codec. |
| @item Lagarith @tab @tab X |
| @item LCL (LossLess Codec Library) MSZH @tab @tab X |
| @item LCL (LossLess Codec Library) ZLIB @tab E @tab E |
| @item LOCO @tab @tab X |
| @item lossless MJPEG @tab X @tab X |
| @item Microsoft RLE @tab @tab X |
| @item Microsoft Video 1 @tab @tab X |
| @item Mimic @tab @tab X |
| @tab Used in MSN Messenger Webcam streams. |
| @item Miro VideoXL @tab @tab X |
| @tab fourcc: VIXL |
| @item MJPEG (Motion JPEG) @tab X @tab X |
| @item Mobotix MxPEG video @tab @tab X |
| @item Motion Pixels video @tab @tab X |
| @item MPEG-1 video @tab X @tab X |
| @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X |
| @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X |
| @item MPEG-2 video @tab X @tab X |
| @item MPEG-4 part 2 @tab X @tab X |
| @ libxvidcore can be used alternatively for encoding. |
| @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X |
| @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X |
| @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X |
| @item Nintendo Gamecube THP video @tab @tab X |
| @item NuppelVideo/RTjpeg @tab @tab X |
| @tab Video encoding used in NuppelVideo files. |
| @item On2 VP3 @tab @tab X |
| @tab still experimental |
| @item On2 VP5 @tab @tab X |
| @tab fourcc: VP50 |
| @item On2 VP6 @tab @tab X |
| @tab fourcc: VP60,VP61,VP62 |
| @item VP8 @tab E @tab X |
| @tab fourcc: VP80, encoding supported through external library libvpx |
| @item planar RGB @tab @tab X |
| @tab fourcc: 8BPS |
| @item Q-team QPEG @tab @tab X |
| @tab fourccs: QPEG, Q1.0, Q1.1 |
| @item QuickTime 8BPS video @tab @tab X |
| @item QuickTime Animation (RLE) video @tab X @tab X |
| @tab fourcc: 'rle ' |
| @item QuickTime Graphics (SMC) @tab @tab X |
| @tab fourcc: 'smc ' |
| @item QuickTime video (RPZA) @tab @tab X |
| @tab fourcc: rpza |
| @item R10K AJA Kona 10-bit RGB Codec @tab @tab X |
| @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X |
| @item Raw Video @tab X @tab X |
| @item RealVideo 1.0 @tab X @tab X |
| @item RealVideo 2.0 @tab X @tab X |
| @item RealVideo 3.0 @tab @tab X |
| @tab still far from ideal |
| @item RealVideo 4.0 @tab @tab X |
| @item Renderware TXD (TeXture Dictionary) @tab @tab X |
| @tab Texture dictionaries used by the Renderware Engine. |
| @item RL2 video @tab @tab X |
| @tab used in some games by Entertainment Software Partners |
| @item Sierra VMD video @tab @tab X |
| @tab Used in Sierra VMD files. |
| @item Smacker video @tab @tab X |
| @tab Video encoding used in Smacker. |
| @item SMPTE VC-1 @tab @tab X |
| @item Snow @tab X @tab X |
| @tab experimental wavelet codec (fourcc: SNOW) |
| @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X |
| @item Sorenson Vector Quantizer 1 @tab X @tab X |
| @tab fourcc: SVQ1 |
| @item Sorenson Vector Quantizer 3 @tab @tab X |
| @tab fourcc: SVQ3 |
| @item Sunplus JPEG (SP5X) @tab @tab X |
| @tab fourcc: SP5X |
| @item TechSmith Screen Capture Codec @tab @tab X |
| @tab fourcc: TSCC |
| @item Theora @tab E @tab X |
| @tab encoding supported through external library libtheora |
| @item Tiertex Limited SEQ video @tab @tab X |
| @tab Codec used in DOS CD-ROM FlashBack game. |
| @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X |
| @item VMware Screen Codec / VMware Video @tab @tab X |
| @tab Codec used in videos captured by VMware. |
| @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X |
| @item Windows Media Video 7 @tab X @tab X |
| @item Windows Media Video 8 @tab X @tab X |
| @item Windows Media Video 9 @tab @tab X |
| @tab not completely working |
| @item Wing Commander III / Xan @tab @tab X |
| @tab Used in Wing Commander III .MVE files. |
| @item Wing Commander IV / Xan @tab @tab X |
| @tab Used in Wing Commander IV. |
| @item Winnov WNV1 @tab @tab X |
| @item WMV7 @tab X @tab X |
| @item YAMAHA SMAF @tab X @tab X |
| @item Psygnosis YOP Video @tab @tab X |
| @item ZLIB @tab X @tab X |
| @tab part of LCL, encoder experimental |
| @item Zip Motion Blocks Video @tab X @tab X |
| @tab Encoder works only in PAL8. |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @code{E} means that support is provided through an external library. |
| |
| @section Audio Codecs |
| |
| @multitable @columnfractions .4 .1 .1 .4 |
| @item Name @tab Encoding @tab Decoding @tab Comments |
| @item 8SVX audio @tab @tab X |
| @item AAC+ @tab E @tab X |
| @tab encoding supported through external library libaacplus |
| @item AAC @tab E @tab X |
| @tab encoding supported through external library libfaac and libvo-aacenc |
| @item AC-3 @tab IX @tab X |
| @item ADPCM 4X Movie @tab @tab X |
| @item ADPCM CDROM XA @tab @tab X |
| @item ADPCM Creative Technology @tab @tab X |
| @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 |
| @item ADPCM Electronic Arts @tab @tab X |
| @tab Used in various EA titles. |
| @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X |
| @tab Used in Sim City 3000. |
| @item ADPCM Electronic Arts R1 @tab @tab X |
| @item ADPCM Electronic Arts R2 @tab @tab X |
| @item ADPCM Electronic Arts R3 @tab @tab X |
| @item ADPCM Electronic Arts XAS @tab @tab X |
| @item ADPCM G.722 @tab X @tab X |
| @item ADPCM G.726 @tab X @tab X |
| @item ADPCM IMA AMV @tab @tab X |
| @tab Used in AMV files |
| @item ADPCM IMA Electronic Arts EACS @tab @tab X |
| @item ADPCM IMA Electronic Arts SEAD @tab @tab X |
| @item ADPCM IMA Funcom @tab @tab X |
| @item ADPCM IMA QuickTime @tab X @tab X |
| @item ADPCM IMA Loki SDL MJPEG @tab @tab X |
| @item ADPCM IMA WAV @tab X @tab X |
| @item ADPCM IMA Westwood @tab @tab X |
| @item ADPCM ISS IMA @tab @tab X |
| @tab Used in FunCom games. |
| @item ADPCM IMA Duck DK3 @tab @tab X |
| @tab Used in some Sega Saturn console games. |
| @item ADPCM IMA Duck DK4 @tab @tab X |
| @tab Used in some Sega Saturn console games. |
| @item ADPCM Microsoft @tab X @tab X |
| @item ADPCM MS IMA @tab X @tab X |
| @item ADPCM Nintendo Gamecube THP @tab @tab X |
| @item ADPCM QT IMA @tab X @tab X |
| @item ADPCM SEGA CRI ADX @tab X @tab X |
| @tab Used in Sega Dreamcast games. |
| @item ADPCM Shockwave Flash @tab X @tab X |
| @item ADPCM SMJPEG IMA @tab @tab X |
| @tab Used in certain Loki game ports. |
| @item ADPCM Sound Blaster Pro 2-bit @tab @tab X |
| @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X |
| @item ADPCM Sound Blaster Pro 4-bit @tab @tab X |
| @item ADPCM Westwood Studios IMA @tab @tab X |
| @tab Used in Westwood Studios games like Command and Conquer. |
| @item ADPCM Yamaha @tab X @tab X |
| @item AMR-NB @tab E @tab X |
| @tab encoding supported through external library libopencore-amrnb |
| @item AMR-WB @tab E @tab X |
| @tab encoding supported through external library libvo-amrwbenc |
| @item Apple lossless audio @tab X @tab X |
| @tab QuickTime fourcc 'alac' |
| @item Atrac 1 @tab @tab X |
| @item Atrac 3 @tab @tab X |
| @item Bink Audio @tab @tab X |
| @tab Used in Bink and Smacker files in many games. |
| @item CELT (Opus) @tab @tab E |
| @tab decoding supported through external library libcelt |
| @item Delphine Software International CIN audio @tab @tab X |
| @tab Codec used in Delphine Software International games. |
| @item COOK @tab @tab X |
| @tab All versions except 5.1 are supported. |
| @item DCA (DTS Coherent Acoustics) @tab X @tab X |
| @item DPCM id RoQ @tab X @tab X |
| @tab Used in Quake III, Jedi Knight 2, other computer games. |
| @item DPCM Interplay @tab @tab X |
| @tab Used in various Interplay computer games. |
| @item DPCM Sierra Online @tab @tab X |
| @tab Used in Sierra Online game audio files. |
| @item DPCM Sol @tab @tab X |
| @item DPCM Xan @tab @tab X |
| @tab Used in Origin's Wing Commander IV AVI files. |
| @item DSP Group TrueSpeech @tab @tab X |
| @item DV audio @tab @tab X |
| @item Enhanced AC-3 @tab X @tab X |
| @item FLAC (Free Lossless Audio Codec) @tab X @tab IX |
| @item GSM @tab E @tab X |
| @tab encoding supported through external library libgsm |
| @item GSM Microsoft variant @tab E @tab X |
| @tab encoding supported through external library libgsm |
| @item IMC (Intel Music Coder) @tab @tab X |
| @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X |
| @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X |
| @item MLP (Meridian Lossless Packing) @tab @tab X |
| @tab Used in DVD-Audio discs. |
| @item Monkey's Audio @tab @tab X |
| @tab Only versions 3.97-3.99 are supported. |
| @item MP1 (MPEG audio layer 1) @tab @tab IX |
| @item MP2 (MPEG audio layer 2) @tab IX @tab IX |
| @item MP3 (MPEG audio layer 3) @tab E @tab IX |
| @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported |
| @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X |
| @item Musepack SV7 @tab @tab X |
| @item Musepack SV8 @tab @tab X |
| @item Nellymoser Asao @tab X @tab X |
| @item PCM A-law @tab X @tab X |
| @item PCM mu-law @tab X @tab X |
| @item PCM 16-bit little-endian planar @tab @tab X |
| @item PCM 32-bit floating point big-endian @tab X @tab X |
| @item PCM 32-bit floating point little-endian @tab X @tab X |
| @item PCM 64-bit floating point big-endian @tab X @tab X |
| @item PCM 64-bit floating point little-endian @tab X @tab X |
| @item PCM D-Cinema audio signed 24-bit @tab X @tab X |
| @item PCM signed 8-bit @tab X @tab X |
| @item PCM signed 16-bit big-endian @tab X @tab X |
| @item PCM signed 16-bit little-endian @tab X @tab X |
| @item PCM signed 24-bit big-endian @tab X @tab X |
| @item PCM signed 24-bit little-endian @tab X @tab X |
| @item PCM signed 32-bit big-endian @tab X @tab X |
| @item PCM signed 32-bit little-endian @tab X @tab X |
| @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X |
| @item PCM unsigned 8-bit @tab X @tab X |
| @item PCM unsigned 16-bit big-endian @tab X @tab X |
| @item PCM unsigned 16-bit little-endian @tab X @tab X |
| @item PCM unsigned 24-bit big-endian @tab X @tab X |
| @item PCM unsigned 24-bit little-endian @tab X @tab X |
| @item PCM unsigned 32-bit big-endian @tab X @tab X |
| @item PCM unsigned 32-bit little-endian @tab X @tab X |
| @item PCM Zork @tab X @tab X |
| @item QCELP / PureVoice @tab @tab X |
| @item QDesign Music Codec 2 @tab @tab X |
| @tab There are still some distortions. |
| @item RealAudio 1.0 (14.4K) @tab X @tab X |
| @tab Real 14400 bit/s codec |
| @item RealAudio 2.0 (28.8K) @tab @tab X |
| @tab Real 28800 bit/s codec |
| @item RealAudio 3.0 (dnet) @tab IX @tab X |
| @tab Real low bitrate AC-3 codec |
| @item RealAudio SIPR / ACELP.NET @tab @tab X |
| @item Shorten @tab @tab X |
| @item Sierra VMD audio @tab @tab X |
| @tab Used in Sierra VMD files. |
| @item Smacker audio @tab @tab X |
| @item SMPTE 302M AES3 audio @tab @tab X |
| @item Sonic @tab X @tab X |
| @tab experimental codec |
| @item Sonic lossless @tab X @tab X |
| @tab experimental codec |
| @item Speex @tab @tab E |
| @tab supported through external library libspeex |
| @item True Audio (TTA) @tab @tab X |
| @item TrueHD @tab @tab X |
| @tab Used in HD-DVD and Blu-Ray discs. |
| @item TwinVQ (VQF flavor) @tab @tab X |
| @item Vorbis @tab E @tab X |
| @tab A native but very primitive encoder exists. |
| @item WavPack @tab @tab X |
| @item Westwood Audio (SND1) @tab @tab X |
| @item Windows Media Audio 1 @tab X @tab X |
| @item Windows Media Audio 2 @tab X @tab X |
| @item Windows Media Audio Pro @tab @tab X |
| @item Windows Media Audio Voice @tab @tab X |
| @end multitable |
| |
| @code{X} means that encoding (resp. decoding) is supported. |
| |
| @code{E} means that support is provided through an external library. |
| |
| @code{I} means that an integer-only version is available, too (ensures high |
| performance on systems without hardware floating point support). |
| |
| @section Subtitle Formats |
| |
| @multitable @columnfractions .4 .1 .1 .1 .1 |
| @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding |
| @item SSA/ASS @tab X @tab X @tab X @tab X |
| @item DVB @tab X @tab X @tab X @tab X |
| @item DVD @tab X @tab X @tab X @tab X |
| @item MicroDVD @tab X @tab X @tab @tab |
| @item PGS @tab @tab @tab @tab X |
| @item SubRip (SRT) @tab X @tab X @tab X @tab X |
| @item XSUB @tab @tab @tab X @tab X |
| @end multitable |
| |
| @code{X} means that the feature is supported. |
| |
| @section Network Protocols |
| |
| @multitable @columnfractions .4 .1 |
| @item Name @tab Support |
| @item Apple HTTP Live Streaming @tab X |
| @item file @tab X |
| @item Gopher @tab X |
| @item HTTP @tab X |
| @item MMS @tab X |
| @item pipe @tab X |
| @item RTP @tab X |
| @item TCP @tab X |
| @item UDP @tab X |
| @end multitable |
| |
| @code{X} means that the protocol is supported. |
| |
| |
| @section Input/Output Devices |
| |
| @multitable @columnfractions .4 .1 .1 |
| @item Name @tab Input @tab Output |
| @item ALSA @tab X @tab X |
| @item BKTR @tab X @tab |
| @item DV1394 @tab X @tab |
| @item JACK @tab X @tab |
| @item LIBDC1394 @tab X @tab |
| @item OSS @tab X @tab X |
| @item Video4Linux @tab X @tab |
| @item Video4Linux2 @tab X @tab |
| @item VfW capture @tab X @tab |
| @item X11 grabbing @tab X @tab |
| @end multitable |
| |
| @code{X} means that input/output is supported. |
| |
| |
| @chapter Platform Specific information |
| |
| @section DOS |
| |
| Using a cross-compiler is preferred for various reasons. |
| |
| @section OS/2 |
| |
| For information about compiling FFmpeg on OS/2 see |
| @url{http://www.edm2.com/index.php/FFmpeg}. |
| |
| @section Unix-like |
| |
| Some parts of FFmpeg cannot be built with version 2.15 of the GNU |
| assembler which is still provided by a few AMD64 distributions. To |
| make sure your compiler really uses the required version of gas |
| after a binutils upgrade, run: |
| |
| @example |
| $(gcc -print-prog-name=as) --version |
| @end example |
| |
| If not, then you should install a different compiler that has no |
| hard-coded path to gas. In the worst case pass @code{--disable-asm} |
| to configure. |
| |
| @subsection BSD |
| |
| BSD make will not build FFmpeg, you need to install and use GNU Make |
| (@file{gmake}). |
| |
| @subsection (Open)Solaris |
| |
| GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}), |
| standard Solaris Make will not work. When building with a non-c99 front-end |
| (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o} |
| or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options |
| since the libc is not c99-compliant by default. The probes performed by |
| configure may raise an exception leading to the death of configure itself |
| due to a bug in the system shell. Simply invoke a different shell such as |
| bash directly to work around this: |
| |
| @example |
| bash ./configure |
| @end example |
| |
| @subsection Darwin (MacOS X, iPhone) |
| |
| MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from |
| @url{http://github.com/yuvi/gas-preprocessor} to build the optimized |
| assembler functions. Just download the Perl script and put it somewhere |
| in your PATH, FFmpeg's configure will pick it up automatically. |
| |
| @section Windows |
| |
| To get help and instructions for building FFmpeg under Windows, check out |
| the FFmpeg Windows Help Forum at |
| @url{http://ffmpeg.arrozcru.org/}. |
| |
| @subsection Native Windows compilation |
| |
| FFmpeg can be built to run natively on Windows using the MinGW tools. Install |
| the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}. |
| You can find detailed installation |
| instructions in the download section and the FAQ. |
| |
| FFmpeg does not build out-of-the-box with the packages the automated MinGW |
| installer provides. It also requires coreutils to be installed and many other |
| packages updated to the latest version. The minimum version for some packages |
| are listed below: |
| |
| @itemize |
| @item bash 3.1 |
| @item msys-make 3.81-2 (note: not mingw32-make) |
| @item w32api 3.13 |
| @item mingw-runtime 3.15 |
| @end itemize |
| |
| FFmpeg automatically passes @code{-fno-common} to the compiler to work around |
| a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}). |
| |
| Notes: |
| |
| @itemize |
| |
| @item Building natively using MSYS can be sped up by disabling implicit rules |
| in the Makefile by calling @code{make -r} instead of plain @code{make}. This |
| speed up is close to non-existent for normal one-off builds and is only |
| noticeable when running make for a second time (for example in |
| @code{make install}). |
| |
| @item In order to compile FFplay, you must have the MinGW development library |
| of SDL. Get it from @url{http://www.libsdl.org}. |
| Edit the @file{bin/sdl-config} script so that it points to the correct prefix |
| where SDL was installed. Verify that @file{sdl-config} can be launched from |
| the MSYS command line. |
| |
| @item By using @code{./configure --enable-shared} when configuring FFmpeg, |
| you can build libavutil, libavcodec and libavformat as DLLs. |
| |
| @end itemize |
| |
| @subsection Microsoft Visual C++ compatibility |
| |
| As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you |
| want to use the libav* libraries in your own applications, you can still |
| compile those applications using MSVC++. But the libav* libraries you link |
| to @emph{must} be built with MinGW. However, you will not be able to debug |
| inside the libav* libraries, since MSVC++ does not recognize the debug |
| symbols generated by GCC. |
| We strongly recommend you to move over from MSVC++ to MinGW tools. |
| |
| This description of how to use the FFmpeg libraries with MSVC++ is based on |
| Microsoft Visual C++ 2005 Express Edition. If you have a different version, |
| you might have to modify the procedures slightly. |
| |
| @subsubsection Using static libraries |
| |
| Assuming you have just built and installed FFmpeg in @file{/usr/local}. |
| |
| @enumerate |
| |
| @item Create a new console application ("File / New / Project") and then |
| select "Win32 Console Application". On the appropriate page of the |
| Application Wizard, uncheck the "Precompiled headers" option. |
| |
| @item Write the source code for your application, or, for testing, just |
| copy the code from an existing sample application into the source file |
| that MSVC++ has already created for you. For example, you can copy |
| @file{libavformat/output-example.c} from the FFmpeg distribution. |
| |
| @item Open the "Project / Properties" dialog box. In the "Configuration" |
| combo box, select "All Configurations" so that the changes you make will |
| affect both debug and release builds. In the tree view on the left hand |
| side, select "C/C++ / General", then edit the "Additional Include |
| Directories" setting to contain the path where the FFmpeg includes were |
| installed (i.e. @file{c:\msys\1.0\local\include}). |
| Do not add MinGW's include directory here, or the include files will |
| conflict with MSVC's. |
| |
| @item Still in the "Project / Properties" dialog box, select |
| "Linker / General" from the tree view and edit the |
| "Additional Library Directories" setting to contain the @file{lib} |
| directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), |
| the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), |
| and the directory where MinGW's GCC libs are installed |
| (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select |
| "Linker / Input" from the tree view, and add the files @file{libavformat.a}, |
| @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, |
| @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) |
| to the end of "Additional Dependencies". |
| |
| @item Now, select "C/C++ / Code Generation" from the tree view. Select |
| "Debug" in the "Configuration" combo box. Make sure that "Runtime |
| Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in |
| the "Configuration" combo box and make sure that "Runtime Library" is |
| set to "Multi-threaded DLL". |
| |
| @item Click "OK" to close the "Project / Properties" dialog box. |
| |
| @item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. |
| Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} |
| and install it in MSVC++'s include directory |
| (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). |
| |
| @item MSVC++ also does not understand the @code{inline} keyword used by |
| FFmpeg, so you must add this line before @code{#include}ing libav*: |
| @example |
| #define inline _inline |
| @end example |
| |
| @item Build your application, everything should work. |
| |
| @end enumerate |
| |
| @subsubsection Using shared libraries |
| |
| This is how to create DLL and LIB files that are compatible with MSVC++: |
| |
| @enumerate |
| |
| @item Add a call to @file{vcvars32.bat} (which sets up the environment |
| variables for the Visual C++ tools) as the first line of @file{msys.bat}. |
| The standard location for @file{vcvars32.bat} is |
| @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, |
| and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. |
| If this corresponds to your setup, add the following line as the first line |
| of @file{msys.bat}: |
| |
| @example |
| call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" |
| @end example |
| |
| Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, |
| and run @file{c:\msys\1.0\msys.bat} from there. |
| |
| @item Within the MSYS shell, run @code{lib.exe}. If you get a help message |
| from @file{Microsoft (R) Library Manager}, this means your environment |
| variables are set up correctly, the @file{Microsoft (R) Library Manager} |
| is on the path and will be used by FFmpeg to create |
| MSVC++-compatible import libraries. |
| |
| @item Build FFmpeg with |
| |
| @example |
| ./configure --enable-shared |
| make |
| make install |
| @end example |
| |
| Your install path (@file{/usr/local/} by default) should now have the |
| necessary DLL and LIB files under the @file{bin} directory. |
| |
| @end enumerate |
| |
| To use those files with MSVC++, do the same as you would do with |
| the static libraries, as described above. But in Step 4, |
| you should only need to add the directory where the LIB files are installed |
| (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are |
| installed in the @file{bin} directory. And instead of adding the static |
| libraries (@file{libxxx.a} files) you should add the MSVC import libraries |
| (@file{avcodec.lib}, @file{avformat.lib}, and |
| @file{avutil.lib}). Note that you should not use the GCC import |
| libraries (@file{libxxx.dll.a} files), as these will give you undefined |
| reference errors. There should be no need for @file{libmingwex.a}, |
| @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library |
| statically linked into the DLLs. The @file{bin} directory contains a bunch |
| of DLL files, but the ones that are actually used to run your application |
| are the ones with a major version number in their filenames |
| (i.e. @file{avcodec-51.dll}). |
| |
| FFmpeg headers do not declare global data for Windows DLLs through the usual |
| dllexport/dllimport interface. Such data will be exported properly while |
| building, but to use them in your MSVC++ code you will have to edit the |
| appropriate headers and mark the data as dllimport. For example, in |
| libavutil/pixdesc.h you should have: |
| @example |
| extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[]; |
| @end example |
| |
| Note that using import libraries created by dlltool requires |
| the linker optimization option to be set to |
| "References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise |
| the resulting binaries will fail during runtime. This isn't |
| required when using import libraries generated by lib.exe. |
| This issue is reported upstream at |
| @url{http://sourceware.org/bugzilla/show_bug.cgi?id=12633}. |
| |
| @subsection Cross compilation for Windows with Linux |
| |
| You must use the MinGW cross compilation tools available at |
| @url{http://www.mingw.org/}. |
| |
| Then configure FFmpeg with the following options: |
| @example |
| ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- |
| @end example |
| (you can change the cross-prefix according to the prefix chosen for the |
| MinGW tools). |
| |
| Then you can easily test FFmpeg with Wine |
| (@url{http://www.winehq.com/}). |
| |
| @subsection Compilation under Cygwin |
| |
| Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack |
| llrint() in its C library. |
| |
| Install your Cygwin with all the "Base" packages, plus the |
| following "Devel" ones: |
| @example |
| binutils, gcc4-core, make, git, mingw-runtime, texi2html |
| @end example |
| |
| And the following "Utils" one: |
| @example |
| diffutils |
| @end example |
| |
| Then run |
| |
| @example |
| ./configure |
| @end example |
| |
| to make a static build. |
| |
| The current @code{gcc4-core} package is buggy and needs this flag to build |
| shared libraries: |
| |
| @example |
| ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions |
| @end example |
| |
| If you want to build FFmpeg with additional libraries, download Cygwin |
| "Devel" packages for Ogg and Vorbis from any Cygwin packages repository: |
| @example |
| libogg-devel, libvorbis-devel |
| @end example |
| |
| These library packages are only available from Cygwin Ports |
| (@url{http://sourceware.org/cygwinports/}) : |
| |
| @example |
| yasm, libSDL-devel, libdirac-devel, libfaac-devel, libaacplus-devel, libgsm-devel, |
| libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel, |
| libxvidcore-devel |
| @end example |
| |
| The recommendation for libnut and x264 is to build them from source by |
| yourself, as they evolve too quickly for Cygwin Ports to be up to date. |
| |
| Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means |
| of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports. |
| |
| @subsection Crosscompilation for Windows under Cygwin |
| |
| With Cygwin you can create Windows binaries that do not need the cygwin1.dll. |
| |
| Just install your Cygwin as explained before, plus these additional |
| "Devel" packages: |
| @example |
| gcc-mingw-core, mingw-runtime, mingw-zlib |
| @end example |
| |
| and add some special flags to your configure invocation. |
| |
| For a static build run |
| @example |
| ./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
| @end example |
| |
| and for a build with shared libraries |
| @example |
| ./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin |
| @end example |
| |
| @bye |