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