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[libav.git] / doc / general.texi
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1\input texinfo @c -*- texinfo -*-
2
3@settitle General Documentation
4@titlepage
d0e1cd3d 5@center @titlefont{General Documentation}
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6@end titlepage
7
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8@top
9
10@contents
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11
12@chapter external libraries
13
f8a45fa1 14Libav can be hooked up with a number of external libraries to add support
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15for more formats. None of them are used by default, their use has to be
16explicitly requested by passing the appropriate flags to @file{./configure}.
17
87a84431 18@section OpenCORE AMR
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f8a45fa1 20Libav can make use of the OpenCORE libraries for AMR-NB
87a84431 21decoding/encoding and AMR-WB decoding.
0b175caa 22
1eb0811e 23Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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24installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
25@code{--enable-libopencore-amrwb} to configure to enable the libraries.
26
27Note that OpenCORE is under the Apache License 2.0 (see
28@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
29incompatible with the LGPL version 2.1 and GPL version 2. You have to
f8a45fa1 30upgrade Libav's license to LGPL version 3 (or if you have enabled
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31GPL components, GPL version 3) to use it.
32
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33
34@chapter Supported File Formats and Codecs
35
0584b718 36You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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37
38@section File Formats
39
f8a45fa1 40Libav supports the following file formats through the @code{libavformat}
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41library:
42
43@multitable @columnfractions .4 .1 .1 .4
b3de4544 44@item Name @tab Encoding @tab Decoding @tab Comments
64c2f20a 45@item 4xm @tab @tab X
c6b2dc34 46 @tab 4X Technologies format, used in some games.
f0b19bd3 47@item 8088flex TMV @tab @tab X
574b183d 48@item Adobe Filmstrip @tab X @tab X
39271be4 49@item Audio IFF (AIFF) @tab X @tab X
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50@item American Laser Games MM @tab @tab X
51 @tab Multimedia format used in games like Mad Dog McCree.
39271be4 52@item 3GPP AMR @tab X @tab X
cd223e0b 53@item Apple HTTP Live Streaming @tab @tab X
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54@item ASF @tab X @tab X
55@item AVI @tab X @tab X
39271be4 56@item AVISynth @tab @tab X
c6b2dc34 57@item AVS @tab @tab X
d698c5d3 58 @tab Multimedia format used by the Creature Shock game.
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59@item Beam Software SIFF @tab @tab X
60 @tab Audio and video format used in some games by Beam Software.
61@item Bethesda Softworks VID @tab @tab X
d698c5d3 62 @tab Used in some games from Bethesda Softworks.
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63@item Bink @tab @tab X
64 @tab Multimedia format used by many games.
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65@item Bitmap Brothers JV @tab @tab X
66 @tab Used in Z and Z95 games.
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67@item Brute Force & Ignorance @tab @tab X
68 @tab Used in the game Flash Traffic: City of Angels.
69@item Interplay C93 @tab @tab X
d698c5d3 70 @tab Used in the game Cyberia from Interplay.
913c3e2c 71@item Delphine Software International CIN @tab @tab X
d698c5d3 72 @tab Multimedia format used by Delphine Software games.
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73@item CD+G @tab @tab X
74 @tab Video format used by CD+G karaoke disks
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75@item Core Audio Format @tab @tab X
76 @tab Apple Core Audio Format
39271be4 77@item CRC testing format @tab X @tab
913c3e2c 78@item Creative Voice @tab X @tab X
d698c5d3 79 @tab Created for the Sound Blaster Pro.
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80@item CRYO APC @tab @tab X
81 @tab Audio format used in some games by CRYO Interactive Entertainment.
39271be4 82@item D-Cinema audio @tab X @tab X
e6565055 83@item Deluxe Paint Animation @tab @tab X
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84@item DFA @tab @tab X
85 @tab This format is used in Chronomaster game
913c3e2c 86@item DV video @tab X @tab X
c6b2dc34 87@item DXA @tab @tab X
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88 @tab This format is used in the non-Windows version of the Feeble Files
89 game and different game cutscenes repacked for use with ScummVM.
39271be4 90@item Electronic Arts cdata @tab @tab X
c6b2dc34 91@item Electronic Arts Multimedia @tab @tab X
d698c5d3 92 @tab Used in various EA games; files have extensions like WVE and UV2.
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93@item FFM (FFserver live feed) @tab X @tab X
94@item Flash (SWF) @tab X @tab X
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95@item Flash 9 (AVM2) @tab X @tab X
96 @tab Only embedded audio is decoded.
97@item FLI/FLC/FLX animation @tab @tab X
d698c5d3 98 @tab .fli/.flc files
6ffd7edd 99@item Flash Video (FLV) @tab X @tab X
d698c5d3 100 @tab Macromedia Flash video files
39271be4 101@item framecrc testing format @tab X @tab
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102@item FunCom ISS @tab @tab X
103 @tab Audio format used in various games from FunCom like The Longest Journey.
39271be4 104@item GIF Animation @tab X @tab
c6b2dc34 105@item GXF @tab X @tab X
d698c5d3 106 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
64c2f20a 107 playout servers.
dd2d651d 108@item id Quake II CIN video @tab @tab X
76ec3939 109@item id RoQ @tab X @tab X
d698c5d3 110 @tab Used in Quake III, Jedi Knight 2, other computer games.
3b39e273 111@item IEC61937 encapsulation @tab X @tab X
c6b2dc34 112@item IFF @tab @tab X
d698c5d3 113 @tab Interchange File Format
c6b2dc34 114@item Interplay MVE @tab @tab X
d698c5d3 115 @tab Format used in various Interplay computer games.
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116@item IV8 @tab @tab X
117 @tab A format generated by IndigoVision 8000 video server.
54bc6403 118@item IVF (On2) @tab X @tab X
173bb37f 119 @tab A format used by libvpx
c6b2dc34 120@item LMLM4 @tab @tab X
d698c5d3 121 @tab Used by Linux Media Labs MPEG-4 PCI boards
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122@item LXF @tab @tab X
123 @tab VR native stream format, used by Leitch/Harris' video servers.
64c2f20a 124@item Matroska @tab X @tab X
39271be4 125@item Matroska audio @tab X @tab
fd5b124d 126@item FFmpeg metadata @tab X @tab X
a4651511 127 @tab Metadata in text format.
913c3e2c 128@item MAXIS XA @tab @tab X
d698c5d3 129 @tab Used in Sim City 3000; file extension .xa.
61dc238b 130@item MD Studio @tab @tab X
9d09ebf1 131@item Mobotix .mxg @tab @tab X
64c2f20a 132@item Monkey's Audio @tab @tab X
822cc8f7 133@item Motion Pixels MVI @tab @tab X
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134@item MOV/QuickTime/MP4 @tab X @tab X
135 @tab 3GP, 3GP2, PSP, iPod variants supported
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136@item MP2 @tab X @tab X
137@item MP3 @tab X @tab X
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138@item MPEG-1 System @tab X @tab X
139 @tab muxed audio and video, VCD format supported
140@item MPEG-PS (program stream) @tab X @tab X
141 @tab also known as @code{VOB} file, SVCD and DVD format supported
142@item MPEG-TS (transport stream) @tab X @tab X
d698c5d3 143 @tab also known as DVB Transport Stream
c6b2dc34 144@item MPEG-4 @tab X @tab X
d698c5d3 145 @tab MPEG-4 is a variant of QuickTime.
39271be4 146@item MIME multipart JPEG @tab X @tab
bac4c85c 147@item MSN TCP webcam @tab @tab X
d698c5d3 148 @tab Used by MSN Messenger webcam streams.
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149@item MTV @tab @tab X
150@item Musepack @tab @tab X
151@item Musepack SV8 @tab @tab X
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152@item Material eXchange Format (MXF) @tab X @tab X
153 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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154@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
155 @tab SMPTE 386M, D-10/IMX Mapping.
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156@item NC camera feed @tab @tab X
157 @tab NC (AVIP NC4600) camera streams
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158@item NTT TwinVQ (VQF) @tab @tab X
159 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
913c3e2c 160@item Nullsoft Streaming Video @tab @tab X
39271be4 161@item NuppelVideo @tab @tab X
c6b2dc34 162@item NUT @tab X @tab X
d698c5d3 163 @tab NUT Open Container Format
39271be4 164@item Ogg @tab X @tab X
913c3e2c 165@item TechnoTrend PVA @tab @tab X
d698c5d3 166 @tab Used by TechnoTrend DVB PCI boards.
cdce0fb8 167@item QCP @tab @tab X
43dedc1e 168@item raw ADTS (AAC) @tab X @tab X
76ec3939 169@item raw AC-3 @tab X @tab X
de295976 170@item raw Chinese AVS video @tab X @tab X
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171@item raw CRI ADX @tab X @tab X
172@item raw Dirac @tab X @tab X
173@item raw DNxHD @tab X @tab X
174@item raw DTS @tab X @tab X
175@item raw E-AC-3 @tab X @tab X
176@item raw FLAC @tab X @tab X
177@item raw GSM @tab @tab X
178@item raw H.261 @tab X @tab X
179@item raw H.263 @tab X @tab X
180@item raw H.264 @tab X @tab X
181@item raw Ingenient MJPEG @tab @tab X
76ec3939 182@item raw MJPEG @tab X @tab X
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183@item raw MLP @tab @tab X
184@item raw MPEG @tab @tab X
185@item raw MPEG-1 @tab @tab X
186@item raw MPEG-2 @tab @tab X
187@item raw MPEG-4 @tab X @tab X
188@item raw NULL @tab X @tab
81b55ee5 189@item raw video @tab X @tab X
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190@item raw id RoQ @tab X @tab
191@item raw Shorten @tab @tab X
23d9cc45 192@item raw TrueHD @tab X @tab X
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193@item raw VC-1 @tab @tab X
194@item raw PCM A-law @tab X @tab X
195@item raw PCM mu-law @tab X @tab X
196@item raw PCM signed 8 bit @tab X @tab X
197@item raw PCM signed 16 bit big-endian @tab X @tab X
198@item raw PCM signed 16 bit little-endian @tab X @tab X
199@item raw PCM signed 24 bit big-endian @tab X @tab X
200@item raw PCM signed 24 bit little-endian @tab X @tab X
201@item raw PCM signed 32 bit big-endian @tab X @tab X
202@item raw PCM signed 32 bit little-endian @tab X @tab X
203@item raw PCM unsigned 8 bit @tab X @tab X
204@item raw PCM unsigned 16 bit big-endian @tab X @tab X
205@item raw PCM unsigned 16 bit little-endian @tab X @tab X
206@item raw PCM unsigned 24 bit big-endian @tab X @tab X
207@item raw PCM unsigned 24 bit little-endian @tab X @tab X
208@item raw PCM unsigned 32 bit big-endian @tab X @tab X
209@item raw PCM unsigned 32 bit little-endian @tab X @tab X
210@item raw PCM floating-point 32 bit big-endian @tab X @tab X
211@item raw PCM floating-point 32 bit little-endian @tab X @tab X
212@item raw PCM floating-point 64 bit big-endian @tab X @tab X
213@item raw PCM floating-point 64 bit little-endian @tab X @tab X
39271be4 214@item RDT @tab @tab X
913c3e2c 215@item REDCODE R3D @tab @tab X
7eb68edb 216 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
64c2f20a 217@item RealMedia @tab X @tab X
39271be4 218@item Redirector @tab @tab X
913c3e2c 219@item Renderware TeXture Dictionary @tab @tab X
c6b2dc34 220@item RL2 @tab @tab X
d698c5d3 221 @tab Audio and video format used in some games by Entertainment Software Partners.
39271be4 222@item RPL/ARMovie @tab @tab X
e8723e24 223@item Lego Mindstorms RSO @tab X @tab X
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224@item RTMP @tab X @tab X
225 @tab Output is performed by publishing stream to RTMP server
44594cc7 226@item RTP @tab X @tab X
6f5a3d0a 227@item RTSP @tab X @tab X
01c8d258 228@item SAP @tab X @tab X
39271be4 229@item SDP @tab @tab X
c6b2dc34 230@item Sega FILM/CPK @tab @tab X
d698c5d3 231 @tab Used in many Sega Saturn console games.
913c3e2c 232@item Sierra SOL @tab @tab X
d698c5d3 233 @tab .sol files used in Sierra Online games.
c6b2dc34 234@item Sierra VMD @tab @tab X
d698c5d3 235 @tab Used in Sierra CD-ROM games.
c6b2dc34 236@item Smacker @tab @tab X
d698c5d3 237 @tab Multimedia format used by many games.
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238@item Sony OpenMG (OMA) @tab @tab X
239 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
240@item Sony PlayStation STR @tab @tab X
740e89cf 241@item Sony Wave64 (W64) @tab @tab X
cbfe5bee 242@item SoX native format @tab X @tab X
64c2f20a 243@item SUN AU format @tab X @tab X
5a717094 244@item Text files @tab @tab X
c6b2dc34 245@item THP @tab @tab X
d698c5d3 246 @tab Used on the Nintendo GameCube.
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247@item Tiertex Limited SEQ @tab @tab X
248 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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249@item True Audio @tab @tab X
250@item VC-1 test bitstream @tab X @tab X
c6b2dc34 251@item WAV @tab X @tab X
39271be4 252@item WavPack @tab @tab X
316d6c15 253@item WebM @tab X @tab X
82ca054a 254@item Windows Televison (WTV) @tab @tab X
913c3e2c 255@item Wing Commander III movie @tab @tab X
d698c5d3 256 @tab Multimedia format used in Origin's Wing Commander III computer game.
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257@item Westwood Studios audio @tab @tab X
258 @tab Multimedia format used in Westwood Studios games.
259@item Westwood Studios VQA @tab @tab X
260 @tab Multimedia format used in Westwood Studios games.
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261@item xWMA @tab @tab X
262 @tab Microsoft audio container used by XAudio 2.
39271be4 263@item YUV4MPEG pipe @tab X @tab X
148bcae9 264@item Psygnosis YOP @tab @tab X
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265@end multitable
266
267@code{X} means that encoding (resp. decoding) is supported.
268
269@section Image Formats
270
271FFmpeg can read and write images for each frame of a video sequence. The
272following image formats are supported:
273
274@multitable @columnfractions .4 .1 .1 .4
b3de4544 275@item Name @tab Encoding @tab Decoding @tab Comments
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276@item .Y.U.V @tab X @tab X
277 @tab one raw file per component
278@item animated GIF @tab X @tab X
279 @tab Only uncompressed GIFs are generated.
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280@item BMP @tab X @tab X
281 @tab Microsoft BMP image
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282@item DPX @tab @tab X
283 @tab Digital Picture Exchange
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284@item JPEG @tab X @tab X
285 @tab Progressive JPEG is not supported.
286@item JPEG 2000 @tab @tab E
287 @tab decoding supported through external library libopenjpeg
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288@item JPEG-LS @tab X @tab X
289@item LJPEG @tab X @tab
290 @tab Lossless JPEG
ddea12a6 291@item PAM @tab X @tab X
9db80acb 292 @tab PAM is a PNM extension with alpha support.
ddea12a6 293@item PBM @tab X @tab X
f2937cc6 294 @tab Portable BitMap image
effcedf7 295@item PCX @tab X @tab X
9db80acb 296 @tab PC Paintbrush
ddea12a6 297@item PGM @tab X @tab X
314511ab 298 @tab Portable GrayMap image
ddea12a6 299@item PGMYUV @tab X @tab X
9db80acb 300 @tab PGM with U and V components in YUV 4:2:0
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301@item PIC @tab @tab X
302 @tab Pictor/PC Paint
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303@item PNG @tab X @tab X
304 @tab 2/4 bpp not supported yet
ddea12a6 305@item PPM @tab X @tab X
314511ab 306 @tab Portable PixelMap image
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307@item PTX @tab @tab X
308 @tab V.Flash PTX format
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309@item SGI @tab X @tab X
310 @tab SGI RGB image format
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311@item Sun Rasterfile @tab @tab X
312 @tab Sun RAS image format
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313@item TIFF @tab X @tab X
314 @tab YUV, JPEG and some extension is not supported yet.
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315@item Truevision Targa @tab X @tab X
316 @tab Targa (.TGA) image format
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317@end multitable
318
319@code{X} means that encoding (resp. decoding) is supported.
320
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321@code{E} means that support is provided through an external library.
322
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323@section Video Codecs
324
325@multitable @columnfractions .4 .1 .1 .4
b3de4544 326@item Name @tab Encoding @tab Decoding @tab Comments
9510f59a 327@item 4X Movie @tab @tab X
d698c5d3 328 @tab Used in certain computer games.
f0b19bd3 329@item 8088flex TMV @tab @tab X
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330@item 8SVX exponential @tab @tab X
331@item 8SVX fibonacci @tab @tab X
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332@item A64 multicolor @tab X @tab
333 @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
913c3e2c 334@item American Laser Games MM @tab @tab X
d698c5d3 335 @tab Used in games like Mad Dog McCree.
a1c5b6ec 336@item AMV Video @tab @tab X
d698c5d3 337 @tab Used in Chinese MP3 players.
5a717094 338@item ANSI/ASCII art @tab @tab X
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339@item Apple MJPEG-B @tab @tab X
340@item Apple QuickDraw @tab @tab X
d698c5d3 341 @tab fourcc: qdrw
d66d8b83 342@item Asus v1 @tab X @tab X
d698c5d3 343 @tab fourcc: ASV1
d66d8b83 344@item Asus v2 @tab X @tab X
d698c5d3 345 @tab fourcc: ASV2
d66d8b83 346@item ATI VCR1 @tab @tab X
d698c5d3 347 @tab fourcc: VCR1
d66d8b83 348@item ATI VCR2 @tab @tab X
d698c5d3 349 @tab fourcc: VCR2
588f8cd8 350@item Auravision Aura @tab @tab X
ce293510 351@item Auravision Aura 2 @tab @tab X
dd2d651d 352@item Autodesk Animator Flic video @tab @tab X
d66d8b83 353@item Autodesk RLE @tab @tab X
d698c5d3 354 @tab fourcc: AASC
9510f59a 355@item AVS (Audio Video Standard) video @tab @tab X
d698c5d3 356 @tab Video encoding used by the Creature Shock game.
68dddf53 357@item Beam Software VB @tab @tab X
9510f59a 358@item Bethesda VID video @tab @tab X
d698c5d3 359 @tab Used in some games from Bethesda Softworks.
342c7dfd 360@item Bink Video @tab @tab X
402f9ad5 361@item Bitmap Brothers JV video @tab @tab X
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362@item Brute Force & Ignorance @tab @tab X
363 @tab Used in the game Flash Traffic: City of Angels.
bac4c85c 364@item C93 video @tab @tab X
d698c5d3 365 @tab Codec used in Cyberia game.
d66d8b83 366@item CamStudio @tab @tab X
d698c5d3 367 @tab fourcc: CSCD
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368@item CD+G @tab @tab X
369 @tab Video codec for CD+G karaoke disks
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370@item Chinese AVS video @tab E @tab X
371 @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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372@item Delphine Software International CIN video @tab @tab X
373 @tab Codec used in Delphine Software International games.
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374@item Cinepak @tab @tab X
375@item Cirrus Logic AccuPak @tab @tab X
d698c5d3 376 @tab fourcc: CLJR
9510f59a 377@item Creative YUV (CYUV) @tab @tab X
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378@item DFA @tab @tab X
379 @tab Codec used in Chronomaster game.
82ced5a9 380@item Dirac @tab E @tab E
360f980b 381 @tab supported through external libdirac/libschroedinger libraries
a1ae40fd 382@item Deluxe Paint Animation @tab @tab X
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383@item DNxHD @tab X @tab X
384 @tab aka SMPTE VC3
68dddf53 385@item Duck TrueMotion 1.0 @tab @tab X
d698c5d3 386 @tab fourcc: DUCK
68dddf53 387@item Duck TrueMotion 2.0 @tab @tab X
d698c5d3 388 @tab fourcc: TM20
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389@item DV (Digital Video) @tab X @tab X
390@item Feeble Files/ScummVM DXA @tab @tab X
d698c5d3 391 @tab Codec originally used in Feeble Files game.
9510f59a 392@item Electronic Arts CMV video @tab @tab X
d698c5d3 393 @tab Used in NHL 95 game.
c63ea92b 394@item Electronic Arts Madcow video @tab @tab X
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395@item Electronic Arts TGV video @tab @tab X
396@item Electronic Arts TGQ video @tab @tab X
397@item Electronic Arts TQI video @tab @tab X
398@item Escape 124 @tab @tab X
f4258b13 399@item FFmpeg video codec #1 @tab X @tab X
d698c5d3 400 @tab experimental lossless codec (fourcc: FFV1)
dd2d651d 401@item Flash Screen Video v1 @tab X @tab X
d698c5d3 402 @tab fourcc: FSV1
dd2d651d 403@item Flash Video (FLV) @tab X @tab X
d698c5d3 404 @tab Sorenson H.263 used in Flash
dd2d651d 405@item Fraps @tab @tab X
d66d8b83 406@item H.261 @tab X @tab X
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407@item H.263 / H.263-1996 @tab X @tab X
408@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
409@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
360f980b 410 @tab encoding supported through external library libx264
dd2d651d 411@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
d66d8b83 412@item HuffYUV @tab X @tab X
dd2d651d 413@item HuffYUV FFmpeg variant @tab X @tab X
d66d8b83 414@item IBM Ultimotion @tab @tab X
d698c5d3 415 @tab fourcc: ULTI
bac4c85c 416@item id Cinematic video @tab @tab X
d698c5d3 417 @tab Used in Quake II.
a1c5b6ec 418@item id RoQ video @tab X @tab X
d698c5d3 419 @tab Used in Quake III, Jedi Knight 2, other computer games.
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420@item IFF ILBM @tab @tab X
421 @tab IFF interlaved bitmap
422@item IFF ByteRun1 @tab @tab X
423 @tab IFF run length encoded bitmap
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424@item Intel H.263 @tab @tab X
425@item Intel Indeo 2 @tab @tab X
d66d8b83 426@item Intel Indeo 3 @tab @tab X
5bebe94d 427@item Intel Indeo 5 @tab @tab X
dd2d651d 428@item Interplay C93 @tab @tab X
9510f59a 429 @tab Used in the game Cyberia from Interplay.
dd2d651d 430@item Interplay MVE video @tab @tab X
d698c5d3 431 @tab Used in Interplay .MVE files.
dd2d651d 432@item Karl Morton's video codec @tab @tab X
d698c5d3 433 @tab Codec used in Worms games.
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434@item Kega Game Video (KGV1) @tab @tab X
435 @tab Kega emulator screen capture codec.
d267b339 436@item Lagarith @tab @tab X
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437@item LCL (LossLess Codec Library) MSZH @tab @tab X
438@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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439@item LOCO @tab @tab X
440@item lossless MJPEG @tab X @tab X
441@item Microsoft RLE @tab @tab X
dd2d651d 442@item Microsoft Video 1 @tab @tab X
d66d8b83 443@item Mimic @tab @tab X
d698c5d3 444 @tab Used in MSN Messenger Webcam streams.
d66d8b83 445@item Miro VideoXL @tab @tab X
d698c5d3 446 @tab fourcc: VIXL
eacf8613 447@item MJPEG (Motion JPEG) @tab X @tab X
ce02f9be 448@item Mobotix MxPEG video @tab @tab X
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449@item Motion Pixels video @tab @tab X
450@item MPEG-1 video @tab X @tab X
451@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
452@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
453@item MPEG-2 video @tab X @tab X
454@item MPEG-4 part 2 @tab X @tab X
455 @ libxvidcore can be used alternatively for encoding.
f7af2c1d 456@item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
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457@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
458@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
eacf8613 459@item Nintendo Gamecube THP video @tab @tab X
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460@item NuppelVideo/RTjpeg @tab @tab X
461 @tab Video encoding used in NuppelVideo files.
d66d8b83 462@item On2 VP3 @tab @tab X
d698c5d3 463 @tab still experimental
d66d8b83 464@item On2 VP5 @tab @tab X
d698c5d3 465 @tab fourcc: VP50
d66d8b83 466@item On2 VP6 @tab @tab X
d698c5d3 467 @tab fourcc: VP60,VP61,VP62
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468@item VP8 @tab E @tab X
469 @tab fourcc: VP80, encoding supported through external library libvpx
d66d8b83 470@item planar RGB @tab @tab X
d698c5d3 471 @tab fourcc: 8BPS
a1c5b6ec 472@item Q-team QPEG @tab @tab X
d698c5d3 473 @tab fourccs: QPEG, Q1.0, Q1.1
9510f59a 474@item QuickTime 8BPS video @tab @tab X
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475@item QuickTime Animation (RLE) video @tab X @tab X
476 @tab fourcc: 'rle '
477@item QuickTime Graphics (SMC) @tab @tab X
478 @tab fourcc: 'smc '
479@item QuickTime video (RPZA) @tab @tab X
480 @tab fourcc: rpza
43836928 481@item R10K AJA Kona 10-bit RGB Codec @tab @tab X
4aaab0a3 482@item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
a1c5b6ec 483@item Raw Video @tab X @tab X
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484@item RealVideo 1.0 @tab X @tab X
485@item RealVideo 2.0 @tab X @tab X
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486@item RealVideo 3.0 @tab @tab X
487 @tab still far from ideal
11c0f9ec 488@item RealVideo 4.0 @tab @tab X
68dddf53 489@item Renderware TXD (TeXture Dictionary) @tab @tab X
d698c5d3 490 @tab Texture dictionaries used by the Renderware Engine.
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491@item RL2 video @tab @tab X
492 @tab used in some games by Entertainment Software Partners
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493@item Sierra VMD video @tab @tab X
494 @tab Used in Sierra VMD files.
bac4c85c 495@item Smacker video @tab @tab X
d698c5d3 496 @tab Video encoding used in Smacker.
68dddf53 497@item SMPTE VC-1 @tab @tab X
d66d8b83 498@item Snow @tab X @tab X
d698c5d3 499 @tab experimental wavelet codec (fourcc: SNOW)
eacf8613 500@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
a1c5b6ec 501@item Sorenson Vector Quantizer 1 @tab X @tab X
d698c5d3 502 @tab fourcc: SVQ1
a1c5b6ec 503@item Sorenson Vector Quantizer 3 @tab @tab X
d698c5d3 504 @tab fourcc: SVQ3
a1c5b6ec 505@item Sunplus JPEG (SP5X) @tab @tab X
d698c5d3 506 @tab fourcc: SP5X
68dddf53 507@item TechSmith Screen Capture Codec @tab @tab X
d698c5d3 508 @tab fourcc: TSCC
82ced5a9 509@item Theora @tab E @tab X
360f980b 510 @tab encoding supported through external library libtheora
a1c5b6ec 511@item Tiertex Limited SEQ video @tab @tab X
d698c5d3 512 @tab Codec used in DOS CD-ROM FlashBack game.
ca0bb1c4 513@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
eacf8613 514@item VMware Screen Codec / VMware Video @tab @tab X
d698c5d3 515 @tab Codec used in videos captured by VMware.
eacf8613 516@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
dd2d651d 517@item Windows Media Video 7 @tab X @tab X
eacf8613 518@item Windows Media Video 8 @tab X @tab X
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519@item Windows Media Video 9 @tab @tab X
520 @tab not completely working
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521@item Wing Commander III / Xan @tab @tab X
522 @tab Used in Wing Commander III .MVE files.
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523@item Wing Commander IV / Xan @tab @tab X
524 @tab Used in Wing Commander IV.
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525@item Winnov WNV1 @tab @tab X
526@item WMV7 @tab X @tab X
39271be4 527@item YAMAHA SMAF @tab X @tab X
148bcae9 528@item Psygnosis YOP Video @tab @tab X
d66d8b83 529@item ZLIB @tab X @tab X
d698c5d3 530 @tab part of LCL, encoder experimental
eacf8613 531@item Zip Motion Blocks Video @tab X @tab X
d698c5d3 532 @tab Encoder works only in PAL8.
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533@end multitable
534
535@code{X} means that encoding (resp. decoding) is supported.
536
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537@code{E} means that support is provided through an external library.
538
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539@section Audio Codecs
540
485ec4f1 541@multitable @columnfractions .4 .1 .1 .4
b3de4544 542@item Name @tab Encoding @tab Decoding @tab Comments
16d81b27 543@item 8SVX audio @tab @tab X
82ced5a9 544@item AAC @tab E @tab X
d89e738a 545 @tab encoding supported through external library libfaac and libvo-aacenc
c76d1bb2 546@item AC-3 @tab IX @tab X
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547@item ADPCM 4X Movie @tab @tab X
548@item ADPCM CDROM XA @tab @tab X
549@item ADPCM Creative Technology @tab @tab X
550 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
551@item ADPCM Electronic Arts @tab @tab X
552 @tab Used in various EA titles.
553@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
554 @tab Used in Sim City 3000.
555@item ADPCM Electronic Arts R1 @tab @tab X
556@item ADPCM Electronic Arts R2 @tab @tab X
557@item ADPCM Electronic Arts R3 @tab @tab X
558@item ADPCM Electronic Arts XAS @tab @tab X
21e681ba 559@item ADPCM G.722 @tab X @tab X
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560@item ADPCM G.726 @tab X @tab X
561@item ADPCM IMA AMV @tab @tab X
562 @tab Used in AMV files
563@item ADPCM IMA Electronic Arts EACS @tab @tab X
564@item ADPCM IMA Electronic Arts SEAD @tab @tab X
565@item ADPCM IMA Funcom @tab @tab X
566@item ADPCM IMA QuickTime @tab X @tab X
567@item ADPCM IMA Loki SDL MJPEG @tab @tab X
568@item ADPCM IMA WAV @tab X @tab X
569@item ADPCM IMA Westwood @tab @tab X
570@item ADPCM ISS IMA @tab @tab X
571 @tab Used in FunCom games.
572@item ADPCM IMA Duck DK3 @tab @tab X
573 @tab Used in some Sega Saturn console games.
574@item ADPCM IMA Duck DK4 @tab @tab X
575 @tab Used in some Sega Saturn console games.
576@item ADPCM Microsoft @tab X @tab X
577@item ADPCM MS IMA @tab X @tab X
578@item ADPCM Nintendo Gamecube THP @tab @tab X
579@item ADPCM QT IMA @tab X @tab X
580@item ADPCM SEGA CRI ADX @tab X @tab X
581 @tab Used in Sega Dreamcast games.
582@item ADPCM Shockwave Flash @tab X @tab X
583@item ADPCM SMJPEG IMA @tab @tab X
584 @tab Used in certain Loki game ports.
585@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
586@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
587@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
588@item ADPCM Westwood Studios IMA @tab @tab X
589 @tab Used in Westwood Studios games like Command and Conquer.
590@item ADPCM Yamaha @tab X @tab X
2bcaf2fe 591@item AMR-NB @tab E @tab X
4fe3edaa 592 @tab encoding supported through external library libopencore-amrnb
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593@item AMR-WB @tab E @tab X
594 @tab encoding supported through external library libvo-amrwbenc
833e90dd 595@item Apple lossless audio @tab X @tab X
d698c5d3 596 @tab QuickTime fourcc 'alac'
61dc238b 597@item Atrac 1 @tab @tab X
9510f59a 598@item Atrac 3 @tab @tab X
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599@item Bink Audio @tab @tab X
600 @tab Used in Bink and Smacker files in many games.
9510f59a 601@item Delphine Software International CIN audio @tab @tab X
d698c5d3 602 @tab Codec used in Delphine Software International games.
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603@item COOK @tab @tab X
604 @tab All versions except 5.1 are supported.
9510f59a 605@item DCA (DTS Coherent Acoustics) @tab @tab X
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606@item DPCM id RoQ @tab X @tab X
607 @tab Used in Quake III, Jedi Knight 2, other computer games.
608@item DPCM Interplay @tab @tab X
609 @tab Used in various Interplay computer games.
610@item DPCM Sierra Online @tab @tab X
611 @tab Used in Sierra Online game audio files.
612@item DPCM Sol @tab @tab X
613@item DPCM Xan @tab @tab X
eff9011d 614 @tab Used in Origin's Wing Commander IV AVI files.
16d81b27 615@item DSP Group TrueSpeech @tab @tab X
16d81b27 616@item DV audio @tab @tab X
44723c84 617@item Enhanced AC-3 @tab @tab X
dd2d651d 618@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
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619@item GSM @tab E @tab X
620 @tab encoding supported through external library libgsm
621@item GSM Microsoft variant @tab E @tab X
622 @tab encoding supported through external library libgsm
dd2d651d 623@item IMC (Intel Music Coder) @tab @tab X
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624@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
625@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
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626@item MLP (Meridian Lossless Packing) @tab @tab X
627 @tab Used in DVD-Audio discs.
16d81b27 628@item Monkey's Audio @tab @tab X
d698c5d3 629 @tab Only versions 3.97-3.99 are supported.
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630@item MP1 (MPEG audio layer 1) @tab @tab IX
631@item MP2 (MPEG audio layer 2) @tab IX @tab IX
632@item MP3 (MPEG audio layer 3) @tab E @tab IX
633 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
99971952 634@item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
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635@item Musepack SV7 @tab @tab X
636@item Musepack SV8 @tab @tab X
641992de 637@item Nellymoser Asao @tab X @tab X
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638@item PCM A-law @tab X @tab X
639@item PCM mu-law @tab X @tab X
640@item PCM 16-bit little-endian planar @tab @tab X
641@item PCM 32-bit floating point big-endian @tab X @tab X
642@item PCM 32-bit floating point little-endian @tab X @tab X
643@item PCM 64-bit floating point big-endian @tab X @tab X
644@item PCM 64-bit floating point little-endian @tab X @tab X
645@item PCM D-Cinema audio signed 24-bit @tab X @tab X
646@item PCM signed 8-bit @tab X @tab X
647@item PCM signed 16-bit big-endian @tab X @tab X
648@item PCM signed 16-bit little-endian @tab X @tab X
649@item PCM signed 24-bit big-endian @tab X @tab X
650@item PCM signed 24-bit little-endian @tab X @tab X
651@item PCM signed 32-bit big-endian @tab X @tab X
652@item PCM signed 32-bit little-endian @tab X @tab X
5dd3707b 653@item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
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654@item PCM unsigned 8-bit @tab X @tab X
655@item PCM unsigned 16-bit big-endian @tab X @tab X
656@item PCM unsigned 16-bit little-endian @tab X @tab X
657@item PCM unsigned 24-bit big-endian @tab X @tab X
658@item PCM unsigned 24-bit little-endian @tab X @tab X
659@item PCM unsigned 32-bit big-endian @tab X @tab X
660@item PCM unsigned 32-bit little-endian @tab X @tab X
661@item PCM Zork @tab X @tab X
73b458e3 662@item QCELP / PureVoice @tab @tab X
a1c5b6ec 663@item QDesign Music Codec 2 @tab @tab X
d698c5d3 664 @tab There are still some distortions.
d31ba231 665@item RealAudio 1.0 (14.4K) @tab X @tab X
d698c5d3 666 @tab Real 14400 bit/s codec
a1c5b6ec 667@item RealAudio 2.0 (28.8K) @tab @tab X
d698c5d3 668 @tab Real 28800 bit/s codec
a1c5b6ec 669@item RealAudio 3.0 (dnet) @tab IX @tab X
a692130f 670 @tab Real low bitrate AC-3 codec
7bd3096f 671@item RealAudio SIPR / ACELP.NET @tab @tab X
bac4c85c 672@item Shorten @tab @tab X
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673@item Sierra VMD audio @tab @tab X
674 @tab Used in Sierra VMD files.
bac4c85c 675@item Smacker audio @tab @tab X
82ced5a9 676@item Speex @tab @tab E
360f980b 677 @tab supported through external library libspeex
16d81b27 678@item True Audio (TTA) @tab @tab X
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679@item TrueHD @tab @tab X
680 @tab Used in HD-DVD and Blu-Ray discs.
7bd47335 681@item TwinVQ (VQF flavor) @tab @tab X
dd2d651d 682@item Vorbis @tab E @tab X
19fcd66c 683 @tab A native but very primitive encoder exists.
bac4c85c 684@item WavPack @tab @tab X
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685@item Westwood Audio (SND1) @tab @tab X
686@item Windows Media Audio 1 @tab X @tab X
687@item Windows Media Audio 2 @tab X @tab X
c1061cc7 688@item Windows Media Audio Pro @tab @tab X
fa65584f 689@item Windows Media Audio Voice @tab @tab X
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690@end multitable
691
692@code{X} means that encoding (resp. decoding) is supported.
693
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694@code{E} means that support is provided through an external library.
695
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696@code{I} means that an integer-only version is available, too (ensures high
697performance on systems without hardware floating point support).
698
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699@section Subtitle Formats
700
000bbebb 701@multitable @columnfractions .4 .1 .1 .1 .1
9afc2917 702@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
1f0920db 703@item SSA/ASS @tab X @tab X @tab X @tab X
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704@item DVB @tab X @tab X @tab X @tab X
705@item DVD @tab X @tab X @tab X @tab X
c58b82a2 706@item PGS @tab @tab @tab @tab X
2c77c906 707@item SubRip (SRT) @tab X @tab X @tab @tab X
a4276ba2 708@item XSUB @tab @tab @tab X @tab X
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709@end multitable
710
711@code{X} means that the feature is supported.
712
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713@section Network Protocols
714
000bbebb 715@multitable @columnfractions .4 .1
fbd52050 716@item Name @tab Support
f4f4e12c 717@item Apple HTTP Live Streaming @tab X
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718@item file @tab X
719@item Gopher @tab X
720@item HTTP @tab X
a2403986 721@item MMS @tab X
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722@item pipe @tab X
723@item RTP @tab X
724@item TCP @tab X
725@item UDP @tab X
726@end multitable
727
728@code{X} means that the protocol is supported.
729
730
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731@section Input/Output Devices
732
733@multitable @columnfractions .4 .1 .1
734@item Name @tab Input @tab Output
735@item ALSA @tab X @tab X
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736@item BKTR @tab X @tab
737@item DV1394 @tab X @tab
80ff8a16 738@item JACK @tab X @tab
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739@item LIBDC1394 @tab X @tab
740@item OSS @tab X @tab X
741@item Video4Linux @tab X @tab
742@item Video4Linux2 @tab X @tab
743@item VfW capture @tab X @tab
744@item X11 grabbing @tab X @tab
745@end multitable
746
23869b4a 747@code{X} means that input/output is supported.
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748
749
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750@chapter Platform Specific information
751
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752@section DOS
753
754Using a cross-compiler is preferred for various reasons.
755
756@subsection DJGPP
757
f8a45fa1 758Libav cannot be compiled because of broken system headers, add
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759@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
760workaround.
761
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762@section OS/2
763
f8a45fa1 764For information about compiling Libav on OS/2 see
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765@url{http://www.edm2.com/index.php/FFmpeg}.
766
767@section Unix-like
768
f8a45fa1 769Some parts of Libav cannot be built with version 2.15 of the GNU
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770assembler which is still provided by a few AMD64 distributions. To
771make sure your compiler really uses the required version of gas
772after a binutils upgrade, run:
773
774@example
775$(gcc -print-prog-name=as) --version
776@end example
777
778If not, then you should install a different compiler that has no
779hard-coded path to gas. In the worst case pass @code{--disable-asm}
780to configure.
781
bee694bc 782@subsection BSD
d0e1cd3d 783
f8a45fa1 784BSD make will not build Libav, you need to install and use GNU Make
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785(@file{gmake}).
786
d5c5a1c7 787@subsubsection FreeBSD, DragonFly BSD
54dab567 788
d5c5a1c7 789These systems will not compile out-of-the-box due to broken system headers.
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790Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work
791around the problem. This may have unexpected sideeffects, so use it at
792your own risk. If you care about FreeBSD, please make an attempt at
793getting the system headers fixed.
794
bee694bc 795@subsection (Open)Solaris
3fd427cd 796
f8a45fa1 797GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
e69decae 798standard Solaris Make will not work. When building with a non-c99 front-end
ee945547 799(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
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800or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
801since the libc is not c99-compliant by default. The probes performed by
802configure may raise an exception leading to the death of configure itself
803due to a bug in the system shell. Simply invoke a different shell such as
804bash directly to work around this:
805
806@example
807bash ./configure
808@end example
3fd427cd 809
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810@subsection Darwin (MacOS X, iPhone)
811
812MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
813@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
06a2ba23 814assembler functions. Just download the Perl script and put it somewhere
f8a45fa1 815in your PATH, Libav's configure will pick it up automatically.
377723b2 816
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817@section Windows
818
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819@subsection Native Windows compilation
820
f8a45fa1 821Libav can be built to run natively on Windows using the MinGW tools. Install
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822the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
823You can find detailed installation
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824instructions in the download section and the FAQ.
825
f8a45fa1 826Libav does not build out-of-the-box with the packages the automated MinGW
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827installer provides. It also requires coreutils to be installed and many other
828packages updated to the latest version. The minimum version for some packages
829are listed below:
830
831@itemize
832@item bash 3.1
833@item msys-make 3.81-2 (note: not mingw32-make)
2014b51c 834@item w32api 3.13
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835@item mingw-runtime 3.15
836@end itemize
837
f8a45fa1 838Libav automatically passes @code{-fno-common} to the compiler to work around
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839a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
840
c1989552 841Within the MSYS shell, configure and make with:
d0e1cd3d 842
c1989552 843@example
1a04d4c7 844./configure --enable-memalign-hack
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845make
846make install
847@end example
d0e1cd3d 848
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849This will install @file{ffmpeg.exe} along with many other development files
850to @file{/usr/local}. You may specify another install path using the
851@code{--prefix} option in @file{configure}.
d0e1cd3d 852
c1989552 853Notes:
d0e1cd3d 854
c1989552 855@itemize
d0e1cd3d 856
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857@item Building natively using MSYS can be sped up by disabling implicit rules
858in the Makefile by calling @code{make -r} instead of plain @code{make}. This
859speed up is close to non-existent for normal one-off builds and is only
860noticeable when running make for a second time (for example in
861@code{make install}).
862
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863@item In order to compile FFplay, you must have the MinGW development library
864of SDL. Get it from @url{http://www.libsdl.org}.
865Edit the @file{bin/sdl-config} script so that it points to the correct prefix
866where SDL was installed. Verify that @file{sdl-config} can be launched from
867the MSYS command line.
d0e1cd3d 868
f8a45fa1 869@item By using @code{./configure --enable-shared} when configuring Libav,
c1989552 870you can build libavutil, libavcodec and libavformat as DLLs.
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871
872@end itemize
873
c1989552 874@subsection Microsoft Visual C++ compatibility
d0e1cd3d 875
f8a45fa1 876As stated in the FAQ, Libav will not compile under MSVC++. However, if you
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877want to use the libav* libraries in your own applications, you can still
878compile those applications using MSVC++. But the libav* libraries you link
879to @emph{must} be built with MinGW. However, you will not be able to debug
880inside the libav* libraries, since MSVC++ does not recognize the debug
881symbols generated by GCC.
882We strongly recommend you to move over from MSVC++ to MinGW tools.
d0e1cd3d 883
f8a45fa1 884This description of how to use the Libav libraries with MSVC++ is based on
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885Microsoft Visual C++ 2005 Express Edition. If you have a different version,
886you might have to modify the procedures slightly.
d0e1cd3d 887
c1989552 888@subsubsection Using static libraries
d0e1cd3d 889
f8a45fa1 890Assuming you have just built and installed Libav in @file{/usr/local}.
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891
892@enumerate
893
894@item Create a new console application ("File / New / Project") and then
895select "Win32 Console Application". On the appropriate page of the
896Application Wizard, uncheck the "Precompiled headers" option.
897
898@item Write the source code for your application, or, for testing, just
899copy the code from an existing sample application into the source file
c1989552 900that MSVC++ has already created for you. For example, you can copy
f8a45fa1 901@file{libavformat/output-example.c} from the Libav distribution.
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902
903@item Open the "Project / Properties" dialog box. In the "Configuration"
904combo box, select "All Configurations" so that the changes you make will
905affect both debug and release builds. In the tree view on the left hand
906side, select "C/C++ / General", then edit the "Additional Include
f8a45fa1 907Directories" setting to contain the path where the Libav includes were
c1989552 908installed (i.e. @file{c:\msys\1.0\local\include}).
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909Do not add MinGW's include directory here, or the include files will
910conflict with MSVC's.
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911
912@item Still in the "Project / Properties" dialog box, select
913"Linker / General" from the tree view and edit the
914"Additional Library Directories" setting to contain the @file{lib}
f8a45fa1 915directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
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916the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
917and the directory where MinGW's GCC libs are installed
918(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
919"Linker / Input" from the tree view, and add the files @file{libavformat.a},
920@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
921@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
922to the end of "Additional Dependencies".
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923
924@item Now, select "C/C++ / Code Generation" from the tree view. Select
925"Debug" in the "Configuration" combo box. Make sure that "Runtime
926Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
927the "Configuration" combo box and make sure that "Runtime Library" is
928set to "Multi-threaded DLL".
929
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930@item Click "OK" to close the "Project / Properties" dialog box.
931
f8a45fa1 932@item MSVC++ lacks some C99 header files that are fundamental for Libav.
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933Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
934and install it in MSVC++'s include directory
935(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
936
937@item MSVC++ also does not understand the @code{inline} keyword used by
f8a45fa1 938Libav, so you must add this line before @code{#include}ing libav*:
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939@example
940#define inline _inline
941@end example
942
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943@item Build your application, everything should work.
944
945@end enumerate
946
947@subsubsection Using shared libraries
948
949This is how to create DLL and LIB files that are compatible with MSVC++:
950
951@enumerate
952
953@item Add a call to @file{vcvars32.bat} (which sets up the environment
954variables for the Visual C++ tools) as the first line of @file{msys.bat}.
955The standard location for @file{vcvars32.bat} is
956@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
957and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
958If this corresponds to your setup, add the following line as the first line
959of @file{msys.bat}:
960
961@example
962call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
963@end example
964
965Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
966and run @file{c:\msys\1.0\msys.bat} from there.
967
968@item Within the MSYS shell, run @code{lib.exe}. If you get a help message
969from @file{Microsoft (R) Library Manager}, this means your environment
970variables are set up correctly, the @file{Microsoft (R) Library Manager}
f8a45fa1 971is on the path and will be used by Libav to create
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972MSVC++-compatible import libraries.
973
f8a45fa1 974@item Build Libav with
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975
976@example
977./configure --enable-shared --enable-memalign-hack
978make
979make install
980@end example
981
982Your install path (@file{/usr/local/} by default) should now have the
983necessary DLL and LIB files under the @file{bin} directory.
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984
985@end enumerate
986
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987To use those files with MSVC++, do the same as you would do with
988the static libraries, as described above. But in Step 4,
989you should only need to add the directory where the LIB files are installed
990(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
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991installed in the @file{bin} directory. And instead of adding the static
992libraries (@file{libxxx.a} files) you should add the MSVC import libraries
737eb597 993(@file{avcodec.lib}, @file{avformat.lib}, and
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994@file{avutil.lib}). Note that you should not use the GCC import
995libraries (@file{libxxx.dll.a} files), as these will give you undefined
996reference errors. There should be no need for @file{libmingwex.a},
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997@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
998statically linked into the DLLs. The @file{bin} directory contains a bunch
999of DLL files, but the ones that are actually used to run your application
1000are the ones with a major version number in their filenames
1001(i.e. @file{avcodec-51.dll}).
1002
f8a45fa1 1003Libav headers do not declare global data for Windows DLLs through the usual
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1004dllexport/dllimport interface. Such data will be exported properly while
1005building, but to use them in your MSVC++ code you will have to edit the
1006appropriate headers and mark the data as dllimport. For example, in
1007libavutil/pixdesc.h you should have:
1008@example
1009extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
1010@end example
1011
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1012Note that using import libraries created by dlltool requires
1013the linker optimization option to be set to
1014"References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
1015the resulting binaries will fail during runtime. This isn't
1016required when using import libraries generated by lib.exe.
1017
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1018@subsection Cross compilation for Windows with Linux
1019
1020You must use the MinGW cross compilation tools available at
1021@url{http://www.mingw.org/}.
1022
f8a45fa1 1023Then configure Libav with the following options:
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1024@example
1025./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1026@end example
1027(you can change the cross-prefix according to the prefix chosen for the
1028MinGW tools).
1029
f8a45fa1 1030Then you can easily test Libav with Wine
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1031(@url{http://www.winehq.com/}).
1032
1033@subsection Compilation under Cygwin
1034
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1035Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1036llrint() in its C library.
d0e1cd3d 1037
2f821b03 1038Install your Cygwin with all the "Base" packages, plus the
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1039following "Devel" ones:
1040@example
faa6f1c3 1041binutils, gcc4-core, make, git, mingw-runtime, texi2html
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1042@end example
1043
1044And the following "Utils" one:
1045@example
1046diffutils
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1047@end example
1048
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1049Then run
1050
1051@example
2f821b03 1052./configure --enable-static --disable-shared
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1053@end example
1054
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1055to make a static build.
1056
1057The current @code{gcc4-core} package is buggy and needs this flag to build
1058shared libraries:
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1059
1060@example
2f821b03 1061./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
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1062@end example
1063
f8a45fa1 1064If you want to build Libav with additional libraries, download Cygwin
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1065"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1066@example
1067libogg-devel, libvorbis-devel
1068@end example
1069
1070These library packages are only available from Cygwin Ports
be8497b0 1071(@url{http://sourceware.org/cygwinports/}) :
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1072
1073@example
6a74b127 1074yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
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1075libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1076libxvidcore-devel
1077@end example
1078
1079The recommendation for libnut and x264 is to build them from source by
1080yourself, as they evolve too quickly for Cygwin Ports to be up to date.
d0e1cd3d 1081
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1082Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1083of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1084
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1085@subsection Crosscompilation for Windows under Cygwin
1086
1087With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1088
1089Just install your Cygwin as explained before, plus these additional
1090"Devel" packages:
1091@example
1092gcc-mingw-core, mingw-runtime, mingw-zlib
1093@end example
1094
1095and add some special flags to your configure invocation.
1096
1097For a static build run
1098@example
1099./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1100@end example
1101
1102and for a build with shared libraries
1103@example
1104./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1105@end example
1106
d0e1cd3d 1107@bye