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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 BWF @tab X @tab X
70 @item CRI ADX @tab @tab X
71 @tab Audio-only format used in console video games.
72 @item Discworld II BMV @tab @tab X
73 @item Interplay C93 @tab @tab X
74 @tab Used in the game Cyberia from Interplay.
75 @item Delphine Software International CIN @tab @tab X
76 @tab Multimedia format used by Delphine Software games.
77 @item CD+G @tab @tab X
78 @tab Video format used by CD+G karaoke disks
79 @item Core Audio Format @tab @tab X
80 @tab Apple Core Audio Format
81 @item CRC testing format @tab X @tab
82 @item Creative Voice @tab X @tab X
83 @tab Created for the Sound Blaster Pro.
84 @item CRYO APC @tab @tab X
85 @tab Audio format used in some games by CRYO Interactive Entertainment.
86 @item D-Cinema audio @tab X @tab X
87 @item Deluxe Paint Animation @tab @tab X
88 @item DFA @tab @tab X
89 @tab This format is used in Chronomaster game
90 @item DV video @tab X @tab X
91 @item DXA @tab @tab X
92 @tab This format is used in the non-Windows version of the Feeble Files
93 game and different game cutscenes repacked for use with ScummVM.
94 @item Electronic Arts cdata @tab @tab X
95 @item Electronic Arts Multimedia @tab @tab X
96 @tab Used in various EA games; files have extensions like WVE and UV2.
97 @item FFM (AVserver live feed) @tab X @tab X
98 @item Flash (SWF) @tab X @tab X
99 @item Flash 9 (AVM2) @tab X @tab X
100 @tab Only embedded audio is decoded.
101 @item FLI/FLC/FLX animation @tab @tab X
102 @tab .fli/.flc files
103 @item Flash Video (FLV) @tab X @tab X
104 @tab Macromedia Flash video files
105 @item framecrc testing format @tab X @tab
106 @item FunCom ISS @tab @tab X
107 @tab Audio format used in various games from FunCom like The Longest Journey.
108 @item GIF Animation @tab X @tab
109 @item GXF @tab X @tab X
110 @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
111 playout servers.
112 @item id Quake II CIN video @tab @tab X
113 @item id RoQ @tab X @tab X
114 @tab Used in Quake III, Jedi Knight 2, other computer games.
115 @item IEC61937 encapsulation @tab X @tab X
116 @item IFF @tab @tab X
117 @tab Interchange File Format
118 @item Interplay MVE @tab @tab X
119 @tab Format used in various Interplay computer games.
120 @item IV8 @tab @tab X
121 @tab A format generated by IndigoVision 8000 video server.
122 @item IVF (On2) @tab X @tab X
123 @tab A format used by libvpx
124 @item LATM @tab X @tab X
125 @item LMLM4 @tab @tab X
126 @tab Used by Linux Media Labs MPEG-4 PCI boards
127 @item LXF @tab @tab X
128 @tab VR native stream format, used by Leitch/Harris' video servers.
129 @item Matroska @tab X @tab X
130 @item Matroska audio @tab X @tab
131 @item FFmpeg metadata @tab X @tab X
132 @tab Metadata in text format.
133 @item MAXIS XA @tab @tab X
134 @tab Used in Sim City 3000; file extension .xa.
135 @item MD Studio @tab @tab X
136 @item Mobotix .mxg @tab @tab X
137 @item Monkey's Audio @tab @tab X
138 @item Motion Pixels MVI @tab @tab X
139 @item MOV/QuickTime/MP4 @tab X @tab X
140 @tab 3GP, 3GP2, PSP, iPod variants supported
141 @item MP2 @tab X @tab X
142 @item MP3 @tab X @tab X
143 @item MPEG-1 System @tab X @tab X
144 @tab muxed audio and video, VCD format supported
145 @item MPEG-PS (program stream) @tab X @tab X
146 @tab also known as @code{VOB} file, SVCD and DVD format supported
147 @item MPEG-TS (transport stream) @tab X @tab X
148 @tab also known as DVB Transport Stream
149 @item MPEG-4 @tab X @tab X
150 @tab MPEG-4 is a variant of QuickTime.
151 @item MIME multipart JPEG @tab X @tab
152 @item MSN TCP webcam @tab @tab X
153 @tab Used by MSN Messenger webcam streams.
154 @item MTV @tab @tab X
155 @item Musepack @tab @tab X
156 @item Musepack SV8 @tab @tab X
157 @item Material eXchange Format (MXF) @tab X @tab X
158 @tab SMPTE 377M, used by D-Cinema, broadcast industry.
159 @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
160 @tab SMPTE 386M, D-10/IMX Mapping.
161 @item NC camera feed @tab @tab X
162 @tab NC (AVIP NC4600) camera streams
163 @item NTT TwinVQ (VQF) @tab @tab X
164 @tab Nippon Telegraph and Telephone Corporation TwinVQ.
165 @item Nullsoft Streaming Video @tab @tab X
166 @item NuppelVideo @tab @tab X
167 @item NUT @tab X @tab X
168 @tab NUT Open Container Format
169 @item Ogg @tab X @tab X
170 @item Playstation Portable PMP @tab @tab X
171 @item TechnoTrend PVA @tab @tab X
172 @tab Used by TechnoTrend DVB PCI boards.
173 @item QCP @tab @tab X
174 @item raw ADTS (AAC) @tab X @tab X
175 @item raw AC-3 @tab X @tab X
176 @item raw Chinese AVS video @tab X @tab X
177 @item raw CRI ADX @tab X @tab X
178 @item raw Dirac @tab X @tab X
179 @item raw DNxHD @tab X @tab X
180 @item raw DTS @tab X @tab X
181 @item raw E-AC-3 @tab X @tab X
182 @item raw FLAC @tab X @tab X
183 @item raw GSM @tab @tab X
184 @item raw H.261 @tab X @tab X
185 @item raw H.263 @tab X @tab X
186 @item raw H.264 @tab X @tab X
187 @item raw Ingenient MJPEG @tab @tab X
188 @item raw MJPEG @tab X @tab X
189 @item raw MLP @tab @tab X
190 @item raw MPEG @tab @tab X
191 @item raw MPEG-1 @tab @tab X
192 @item raw MPEG-2 @tab @tab X
193 @item raw MPEG-4 @tab X @tab X
194 @item raw NULL @tab X @tab
195 @item raw video @tab X @tab X
196 @item raw id RoQ @tab X @tab
197 @item raw Shorten @tab @tab X
198 @item raw TrueHD @tab X @tab X
199 @item raw VC-1 @tab @tab X
200 @item raw PCM A-law @tab X @tab X
201 @item raw PCM mu-law @tab X @tab X
202 @item raw PCM signed 8 bit @tab X @tab X
203 @item raw PCM signed 16 bit big-endian @tab X @tab X
204 @item raw PCM signed 16 bit little-endian @tab X @tab X
205 @item raw PCM signed 24 bit big-endian @tab X @tab X
206 @item raw PCM signed 24 bit little-endian @tab X @tab X
207 @item raw PCM signed 32 bit big-endian @tab X @tab X
208 @item raw PCM signed 32 bit little-endian @tab X @tab X
209 @item raw PCM unsigned 8 bit @tab X @tab X
210 @item raw PCM unsigned 16 bit big-endian @tab X @tab X
211 @item raw PCM unsigned 16 bit little-endian @tab X @tab X
212 @item raw PCM unsigned 24 bit big-endian @tab X @tab X
213 @item raw PCM unsigned 24 bit little-endian @tab X @tab X
214 @item raw PCM unsigned 32 bit big-endian @tab X @tab X
215 @item raw PCM unsigned 32 bit little-endian @tab X @tab X
216 @item raw PCM floating-point 32 bit big-endian @tab X @tab X
217 @item raw PCM floating-point 32 bit little-endian @tab X @tab X
218 @item raw PCM floating-point 64 bit big-endian @tab X @tab X
219 @item raw PCM floating-point 64 bit little-endian @tab X @tab X
220 @item RDT @tab @tab X
221 @item REDCODE R3D @tab @tab X
222 @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
223 @item RealMedia @tab X @tab X
224 @item Redirector @tab @tab X
225 @item Renderware TeXture Dictionary @tab @tab X
226 @item RL2 @tab @tab X
227 @tab Audio and video format used in some games by Entertainment Software Partners.
228 @item RPL/ARMovie @tab @tab X
229 @item Lego Mindstorms RSO @tab X @tab X
230 @item RTMP @tab X @tab X
231 @tab Output is performed by publishing stream to RTMP server
232 @item RTP @tab X @tab X
233 @item RTSP @tab X @tab X
234 @item SAP @tab X @tab X
235 @item SDP @tab @tab X
236 @item Sega FILM/CPK @tab @tab X
237 @tab Used in many Sega Saturn console games.
238 @item Sierra SOL @tab @tab X
239 @tab .sol files used in Sierra Online games.
240 @item Sierra VMD @tab @tab X
241 @tab Used in Sierra CD-ROM games.
242 @item Smacker @tab @tab X
243 @tab Multimedia format used by many games.
244 @item Sony OpenMG (OMA) @tab @tab X
245 @tab Audio format used in Sony Sonic Stage and Sony Vegas.
246 @item Sony PlayStation STR @tab @tab X
247 @item Sony Wave64 (W64) @tab @tab X
248 @item SoX native format @tab X @tab X
249 @item SUN AU format @tab X @tab X
250 @item Text files @tab @tab X
251 @item THP @tab @tab X
252 @tab Used on the Nintendo GameCube.
253 @item Tiertex Limited SEQ @tab @tab X
254 @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
255 @item True Audio @tab @tab X
256 @item VC-1 test bitstream @tab X @tab X
257 @item WAV @tab X @tab X
258 @item WavPack @tab @tab X
259 @item WebM @tab X @tab X
260 @item Windows Televison (WTV) @tab @tab X
261 @item Wing Commander III movie @tab @tab X
262 @tab Multimedia format used in Origin's Wing Commander III computer game.
263 @item Westwood Studios audio @tab @tab X
264 @tab Multimedia format used in Westwood Studios games.
265 @item Westwood Studios VQA @tab @tab X
266 @tab Multimedia format used in Westwood Studios games.
267 @item XMV @tab @tab X
268 @tab Microsoft video container used in Xbox games.
269 @item xWMA @tab @tab X
270 @tab Microsoft audio container used by XAudio 2.
271 @item YUV4MPEG pipe @tab X @tab X
272 @item Psygnosis YOP @tab @tab X
273 @end multitable
275 @code{X} means that encoding (resp. decoding) is supported.
277 @section Image Formats
279 Libav can read and write images for each frame of a video sequence. The
280 following image formats are supported:
282 @multitable @columnfractions .4 .1 .1 .4
283 @item Name @tab Encoding @tab Decoding @tab Comments
284 @item .Y.U.V @tab X @tab X
285 @tab one raw file per component
286 @item animated GIF @tab X @tab X
287 @tab Only uncompressed GIFs are generated.
288 @item BMP @tab X @tab X
289 @tab Microsoft BMP image
290 @item DPX @tab X @tab X
291 @tab Digital Picture Exchange
292 @item JPEG @tab X @tab X
293 @tab Progressive JPEG is not supported.
294 @item JPEG 2000 @tab @tab E
295 @tab decoding supported through external library libopenjpeg
296 @item JPEG-LS @tab X @tab X
297 @item LJPEG @tab X @tab
298 @tab Lossless JPEG
299 @item PAM @tab X @tab X
300 @tab PAM is a PNM extension with alpha support.
301 @item PBM @tab X @tab X
302 @tab Portable BitMap image
303 @item PCX @tab X @tab X
304 @tab PC Paintbrush
305 @item PGM @tab X @tab X
306 @tab Portable GrayMap image
307 @item PGMYUV @tab X @tab X
308 @tab PGM with U and V components in YUV 4:2:0
309 @item PIC @tab @tab X
310 @tab Pictor/PC Paint
311 @item PNG @tab X @tab X
312 @tab 2/4 bpp not supported yet
313 @item PPM @tab X @tab X
314 @tab Portable PixelMap image
315 @item PTX @tab @tab X
316 @tab V.Flash PTX format
317 @item SGI @tab X @tab X
318 @tab SGI RGB image format
319 @item Sun Rasterfile @tab @tab X
320 @tab Sun RAS image format
321 @item TIFF @tab X @tab X
322 @tab YUV, JPEG and some extension is not supported yet.
323 @item Truevision Targa @tab X @tab X
324 @tab Targa (.TGA) image format
325 @end multitable
327 @code{X} means that encoding (resp. decoding) is supported.
329 @code{E} means that support is provided through an external library.
331 @section Video Codecs
333 @multitable @columnfractions .4 .1 .1 .4
334 @item Name @tab Encoding @tab Decoding @tab Comments
335 @item 4X Movie @tab @tab X
336 @tab Used in certain computer games.
337 @item 8088flex TMV @tab @tab X
338 @item 8SVX exponential @tab @tab X
339 @item 8SVX fibonacci @tab @tab X
340 @item A64 multicolor @tab X @tab
341 @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
342 @item American Laser Games MM @tab @tab X
343 @tab Used in games like Mad Dog McCree.
344 @item AMV Video @tab @tab X
345 @tab Used in Chinese MP3 players.
346 @item ANSI/ASCII art @tab @tab X
347 @item Apple MJPEG-B @tab @tab X
348 @item Apple ProRes @tab @tab X
349 @item Apple QuickDraw @tab @tab X
350 @tab fourcc: qdrw
351 @item Asus v1 @tab X @tab X
352 @tab fourcc: ASV1
353 @item Asus v2 @tab X @tab X
354 @tab fourcc: ASV2
355 @item ATI VCR1 @tab @tab X
356 @tab fourcc: VCR1
357 @item ATI VCR2 @tab @tab X
358 @tab fourcc: VCR2
359 @item Auravision Aura @tab @tab X
360 @item Auravision Aura 2 @tab @tab X
361 @item Autodesk Animator Flic video @tab @tab X
362 @item Autodesk RLE @tab @tab X
363 @tab fourcc: AASC
364 @item AVS (Audio Video Standard) video @tab @tab X
365 @tab Video encoding used by the Creature Shock game.
366 @item Beam Software VB @tab @tab X
367 @item Bethesda VID video @tab @tab X
368 @tab Used in some games from Bethesda Softworks.
369 @item Bink Video @tab @tab X
370 @item Bitmap Brothers JV video @tab @tab X
371 @item Brute Force & Ignorance @tab @tab X
372 @tab Used in the game Flash Traffic: City of Angels.
373 @item C93 video @tab @tab X
374 @tab Codec used in Cyberia game.
375 @item CamStudio @tab @tab X
376 @tab fourcc: CSCD
377 @item CD+G @tab @tab X
378 @tab Video codec for CD+G karaoke disks
379 @item Chinese AVS video @tab E @tab X
380 @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
381 @item Delphine Software International CIN video @tab @tab X
382 @tab Codec used in Delphine Software International games.
383 @item Discworld II BMV Video @tab @tab X
384 @item Cinepak @tab @tab X
385 @item Cirrus Logic AccuPak @tab @tab X
386 @tab fourcc: CLJR
387 @item Creative YUV (CYUV) @tab @tab X
388 @item DFA @tab @tab X
389 @tab Codec used in Chronomaster game.
390 @item Dirac @tab E @tab E
391 @tab supported through external libdirac/libschroedinger libraries
392 @item Deluxe Paint Animation @tab @tab X
393 @item DNxHD @tab X @tab X
394 @tab aka SMPTE VC3
395 @item Duck TrueMotion 1.0 @tab @tab X
396 @tab fourcc: DUCK
397 @item Duck TrueMotion 2.0 @tab @tab X
398 @tab fourcc: TM20
399 @item DV (Digital Video) @tab X @tab X
400 @item Feeble Files/ScummVM DXA @tab @tab X
401 @tab Codec originally used in Feeble Files game.
402 @item Electronic Arts CMV video @tab @tab X
403 @tab Used in NHL 95 game.
404 @item Electronic Arts Madcow video @tab @tab X
405 @item Electronic Arts TGV video @tab @tab X
406 @item Electronic Arts TGQ video @tab @tab X
407 @item Electronic Arts TQI video @tab @tab X
408 @item Escape 124 @tab @tab X
409 @item FFmpeg video codec #1 @tab X @tab X
410 @tab experimental lossless codec (fourcc: FFV1)
411 @item Flash Screen Video v1 @tab X @tab X
412 @tab fourcc: FSV1
413 @item Flash Screen Video v2 @tab @tab X
414 @item Flash Video (FLV) @tab X @tab X
415 @tab Sorenson H.263 used in Flash
416 @item Fraps @tab @tab X
417 @item H.261 @tab X @tab X
418 @item H.263 / H.263-1996 @tab X @tab X
419 @item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
420 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
421 @tab encoding supported through external library libx264
422 @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
423 @item HuffYUV @tab X @tab X
424 @item HuffYUV FFmpeg variant @tab X @tab X
425 @item IBM Ultimotion @tab @tab X
426 @tab fourcc: ULTI
427 @item id Cinematic video @tab @tab X
428 @tab Used in Quake II.
429 @item id RoQ video @tab X @tab X
430 @tab Used in Quake III, Jedi Knight 2, other computer games.
431 @item IFF ILBM @tab @tab X
432 @tab IFF interlaved bitmap
433 @item IFF ByteRun1 @tab @tab X
434 @tab IFF run length encoded bitmap
435 @item Intel H.263 @tab @tab X
436 @item Intel Indeo 2 @tab @tab X
437 @item Intel Indeo 3 @tab @tab X
438 @item Intel Indeo 5 @tab @tab X
439 @item Interplay C93 @tab @tab X
440 @tab Used in the game Cyberia from Interplay.
441 @item Interplay MVE video @tab @tab X
442 @tab Used in Interplay .MVE files.
443 @item Karl Morton's video codec @tab @tab X
444 @tab Codec used in Worms games.
445 @item Kega Game Video (KGV1) @tab @tab X
446 @tab Kega emulator screen capture codec.
447 @item Lagarith @tab @tab X
448 @item LCL (LossLess Codec Library) MSZH @tab @tab X
449 @item LCL (LossLess Codec Library) ZLIB @tab E @tab E
450 @item LOCO @tab @tab X
451 @item lossless MJPEG @tab X @tab X
452 @item Microsoft RLE @tab @tab X
453 @item Microsoft Video 1 @tab @tab X
454 @item Mimic @tab @tab X
455 @tab Used in MSN Messenger Webcam streams.
456 @item Miro VideoXL @tab @tab X
457 @tab fourcc: VIXL
458 @item MJPEG (Motion JPEG) @tab X @tab X
459 @item Mobotix MxPEG video @tab @tab X
460 @item Motion Pixels video @tab @tab X
461 @item MPEG-1 video @tab X @tab X
462 @item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
463 @item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
464 @item MPEG-2 video @tab X @tab X
465 @item MPEG-4 part 2 @tab X @tab X
466 @ libxvidcore can be used alternatively for encoding.
467 @item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
468 @item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
469 @item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
470 @item Nintendo Gamecube THP video @tab @tab X
471 @item NuppelVideo/RTjpeg @tab @tab X
472 @tab Video encoding used in NuppelVideo files.
473 @item On2 VP3 @tab @tab X
474 @tab still experimental
475 @item On2 VP5 @tab @tab X
476 @tab fourcc: VP50
477 @item On2 VP6 @tab @tab X
478 @tab fourcc: VP60,VP61,VP62
479 @item VP8 @tab E @tab X
480 @tab fourcc: VP80, encoding supported through external library libvpx
481 @item planar RGB @tab @tab X
482 @tab fourcc: 8BPS
483 @item Q-team QPEG @tab @tab X
484 @tab fourccs: QPEG, Q1.0, Q1.1
485 @item QuickTime 8BPS video @tab @tab X
486 @item QuickTime Animation (RLE) video @tab X @tab X
487 @tab fourcc: 'rle '
488 @item QuickTime Graphics (SMC) @tab @tab X
489 @tab fourcc: 'smc '
490 @item QuickTime video (RPZA) @tab @tab X
491 @tab fourcc: rpza
492 @item R10K AJA Kona 10-bit RGB Codec @tab @tab X
493 @item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
494 @item Raw Video @tab X @tab X
495 @item RealVideo 1.0 @tab X @tab X
496 @item RealVideo 2.0 @tab X @tab X
497 @item RealVideo 3.0 @tab @tab X
498 @tab still far from ideal
499 @item RealVideo 4.0 @tab @tab X
500 @item Renderware TXD (TeXture Dictionary) @tab @tab X
501 @tab Texture dictionaries used by the Renderware Engine.
502 @item RL2 video @tab @tab X
503 @tab used in some games by Entertainment Software Partners
504 @item Sierra VMD video @tab @tab X
505 @tab Used in Sierra VMD files.
506 @item Smacker video @tab @tab X
507 @tab Video encoding used in Smacker.
508 @item SMPTE VC-1 @tab @tab X
509 @item Snow @tab X @tab X
510 @tab experimental wavelet codec (fourcc: SNOW)
511 @item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
512 @item Sorenson Vector Quantizer 1 @tab X @tab X
513 @tab fourcc: SVQ1
514 @item Sorenson Vector Quantizer 3 @tab @tab X
515 @tab fourcc: SVQ3
516 @item Sunplus JPEG (SP5X) @tab @tab X
517 @tab fourcc: SP5X
518 @item TechSmith Screen Capture Codec @tab @tab X
519 @tab fourcc: TSCC
520 @item Theora @tab E @tab X
521 @tab encoding supported through external library libtheora
522 @item Tiertex Limited SEQ video @tab @tab X
523 @tab Codec used in DOS CD-ROM FlashBack game.
524 @item Ut Video @tab @tab X
525 @item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
526 @item VBLE Lossless Codec @tab @tab X
527 @item VMware Screen Codec / VMware Video @tab @tab X
528 @tab Codec used in videos captured by VMware.
529 @item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
530 @item Windows Media Image @tab @tab X
531 @item Windows Media Video 7 @tab X @tab X
532 @item Windows Media Video 8 @tab X @tab X
533 @item Windows Media Video 9 @tab @tab X
534 @tab not completely working
535 @item Wing Commander III / Xan @tab @tab X
536 @tab Used in Wing Commander III .MVE files.
537 @item Wing Commander IV / Xan @tab @tab X
538 @tab Used in Wing Commander IV.
539 @item Winnov WNV1 @tab @tab X
540 @item WMV7 @tab X @tab X
541 @item YAMAHA SMAF @tab X @tab X
542 @item Psygnosis YOP Video @tab @tab X
543 @item ZLIB @tab X @tab X
544 @tab part of LCL, encoder experimental
545 @item Zip Motion Blocks Video @tab X @tab X
546 @tab Encoder works only in PAL8.
547 @end multitable
549 @code{X} means that encoding (resp. decoding) is supported.
551 @code{E} means that support is provided through an external library.
553 @section Audio Codecs
555 @multitable @columnfractions .4 .1 .1 .4
556 @item Name @tab Encoding @tab Decoding @tab Comments
557 @item 8SVX audio @tab @tab X
558 @item AAC @tab E @tab X
559 @tab encoding supported through external library libfaac and libvo-aacenc
560 @item AC-3 @tab IX @tab X
561 @item ADPCM 4X Movie @tab @tab X
562 @item ADPCM CDROM XA @tab @tab X
563 @item ADPCM Creative Technology @tab @tab X
564 @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
565 @item ADPCM Electronic Arts @tab @tab X
566 @tab Used in various EA titles.
567 @item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
568 @tab Used in Sim City 3000.
569 @item ADPCM Electronic Arts R1 @tab @tab X
570 @item ADPCM Electronic Arts R2 @tab @tab X
571 @item ADPCM Electronic Arts R3 @tab @tab X
572 @item ADPCM Electronic Arts XAS @tab @tab X
573 @item ADPCM G.722 @tab X @tab X
574 @item ADPCM G.726 @tab X @tab X
575 @item ADPCM IMA AMV @tab @tab X
576 @tab Used in AMV files
577 @item ADPCM IMA Electronic Arts EACS @tab @tab X
578 @item ADPCM IMA Electronic Arts SEAD @tab @tab X
579 @item ADPCM IMA Funcom @tab @tab X
580 @item ADPCM IMA QuickTime @tab X @tab X
581 @item ADPCM IMA Loki SDL MJPEG @tab @tab X
582 @item ADPCM IMA WAV @tab X @tab X
583 @item ADPCM IMA Westwood @tab @tab X
584 @item ADPCM ISS IMA @tab @tab X
585 @tab Used in FunCom games.
586 @item ADPCM IMA Duck DK3 @tab @tab X
587 @tab Used in some Sega Saturn console games.
588 @item ADPCM IMA Duck DK4 @tab @tab X
589 @tab Used in some Sega Saturn console games.
590 @item ADPCM Microsoft @tab X @tab X
591 @item ADPCM MS IMA @tab X @tab X
592 @item ADPCM Nintendo Gamecube THP @tab @tab X
593 @item ADPCM QT IMA @tab X @tab X
594 @item ADPCM SEGA CRI ADX @tab X @tab X
595 @tab Used in Sega Dreamcast games.
596 @item ADPCM Shockwave Flash @tab X @tab X
597 @item ADPCM SMJPEG IMA @tab @tab X
598 @tab Used in certain Loki game ports.
599 @item ADPCM Sound Blaster Pro 2-bit @tab @tab X
600 @item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
601 @item ADPCM Sound Blaster Pro 4-bit @tab @tab X
602 @item ADPCM Westwood Studios IMA @tab @tab X
603 @tab Used in Westwood Studios games like Command and Conquer.
604 @item ADPCM Yamaha @tab X @tab X
605 @item AMR-NB @tab E @tab X
606 @tab encoding supported through external library libopencore-amrnb
607 @item AMR-WB @tab E @tab X
608 @tab encoding supported through external library libvo-amrwbenc
609 @item Apple lossless audio @tab X @tab X
610 @tab QuickTime fourcc 'alac'
611 @item Atrac 1 @tab @tab X
612 @item Atrac 3 @tab @tab X
613 @item Bink Audio @tab @tab X
614 @tab Used in Bink and Smacker files in many games.
615 @item Delphine Software International CIN audio @tab @tab X
616 @tab Codec used in Delphine Software International games.
617 @item Discworld II BMV Audio @tab @tab X
618 @item COOK @tab @tab X
619 @tab All versions except 5.1 are supported.
620 @item DCA (DTS Coherent Acoustics) @tab @tab X
621 @item DPCM id RoQ @tab X @tab X
622 @tab Used in Quake III, Jedi Knight 2, other computer games.
623 @item DPCM Interplay @tab @tab X
624 @tab Used in various Interplay computer games.
625 @item DPCM Sierra Online @tab @tab X
626 @tab Used in Sierra Online game audio files.
627 @item DPCM Sol @tab @tab X
628 @item DPCM Xan @tab @tab X
629 @tab Used in Origin's Wing Commander IV AVI files.
630 @item DSP Group TrueSpeech @tab @tab X
631 @item DV audio @tab @tab X
632 @item Enhanced AC-3 @tab X @tab X
633 @item FLAC (Free Lossless Audio Codec) @tab X @tab IX
634 @item GSM @tab E @tab X
635 @tab encoding supported through external library libgsm
636 @item GSM Microsoft variant @tab E @tab X
637 @tab encoding supported through external library libgsm
638 @item IMC (Intel Music Coder) @tab @tab X
639 @item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
640 @item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
641 @item MLP (Meridian Lossless Packing) @tab @tab X
642 @tab Used in DVD-Audio discs.
643 @item Monkey's Audio @tab @tab X
644 @tab Only versions 3.97-3.99 are supported.
645 @item MP1 (MPEG audio layer 1) @tab @tab IX
646 @item MP2 (MPEG audio layer 2) @tab IX @tab IX
647 @item MP3 (MPEG audio layer 3) @tab E @tab IX
648 @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
649 @item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
650 @item Musepack SV7 @tab @tab X
651 @item Musepack SV8 @tab @tab X
652 @item Nellymoser Asao @tab X @tab X
653 @item PCM A-law @tab X @tab X
654 @item PCM mu-law @tab X @tab X
655 @item PCM 16-bit little-endian planar @tab @tab X
656 @item PCM 32-bit floating point big-endian @tab X @tab X
657 @item PCM 32-bit floating point little-endian @tab X @tab X
658 @item PCM 64-bit floating point big-endian @tab X @tab X
659 @item PCM 64-bit floating point little-endian @tab X @tab X
660 @item PCM D-Cinema audio signed 24-bit @tab X @tab X
661 @item PCM signed 8-bit @tab X @tab X
662 @item PCM signed 16-bit big-endian @tab X @tab X
663 @item PCM signed 16-bit little-endian @tab X @tab X
664 @item PCM signed 24-bit big-endian @tab X @tab X
665 @item PCM signed 24-bit little-endian @tab X @tab X
666 @item PCM signed 32-bit big-endian @tab X @tab X
667 @item PCM signed 32-bit little-endian @tab X @tab X
668 @item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
669 @item PCM unsigned 8-bit @tab X @tab X
670 @item PCM unsigned 16-bit big-endian @tab X @tab X
671 @item PCM unsigned 16-bit little-endian @tab X @tab X
672 @item PCM unsigned 24-bit big-endian @tab X @tab X
673 @item PCM unsigned 24-bit little-endian @tab X @tab X
674 @item PCM unsigned 32-bit big-endian @tab X @tab X
675 @item PCM unsigned 32-bit little-endian @tab X @tab X
676 @item PCM Zork @tab @tab X
677 @item QCELP / PureVoice @tab @tab X
678 @item QDesign Music Codec 2 @tab @tab X
679 @tab There are still some distortions.
680 @item RealAudio 1.0 (14.4K) @tab X @tab X
681 @tab Real 14400 bit/s codec
682 @item RealAudio 2.0 (28.8K) @tab @tab X
683 @tab Real 28800 bit/s codec
684 @item RealAudio 3.0 (dnet) @tab IX @tab X
685 @tab Real low bitrate AC-3 codec
686 @item RealAudio SIPR / ACELP.NET @tab @tab X
687 @item Shorten @tab @tab X
688 @item Sierra VMD audio @tab @tab X
689 @tab Used in Sierra VMD files.
690 @item Smacker audio @tab @tab X
691 @item SMPTE 302M AES3 audio @tab @tab X
692 @item Speex @tab E @tab E
693 @tab supported through external library libspeex
694 @item True Audio (TTA) @tab @tab X
695 @item TrueHD @tab @tab X
696 @tab Used in HD-DVD and Blu-Ray discs.
697 @item TwinVQ (VQF flavor) @tab @tab X
698 @item Vorbis @tab E @tab X
699 @tab A native but very primitive encoder exists.
700 @item WavPack @tab @tab X
701 @item Westwood Audio (SND1) @tab @tab X
702 @item Windows Media Audio 1 @tab X @tab X
703 @item Windows Media Audio 2 @tab X @tab X
704 @item Windows Media Audio Pro @tab @tab X
705 @item Windows Media Audio Voice @tab @tab X
706 @end multitable
708 @code{X} means that encoding (resp. decoding) is supported.
710 @code{E} means that support is provided through an external library.
712 @code{I} means that an integer-only version is available, too (ensures high
713 performance on systems without hardware floating point support).
715 @section Subtitle Formats
717 @multitable @columnfractions .4 .1 .1 .1 .1
718 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
719 @item SSA/ASS @tab X @tab X @tab X @tab X
720 @item DVB @tab X @tab X @tab X @tab X
721 @item DVD @tab X @tab X @tab X @tab X
722 @item PGS @tab @tab @tab @tab X
723 @item SubRip (SRT) @tab X @tab X @tab @tab X
724 @item XSUB @tab @tab @tab X @tab X
725 @end multitable
727 @code{X} means that the feature is supported.
729 @section Network Protocols
731 @multitable @columnfractions .4 .1
732 @item Name @tab Support
733 @item Apple HTTP Live Streaming @tab X
734 @item file @tab X
735 @item Gopher @tab X
736 @item HTTP @tab X
737 @item MMS @tab X
738 @item pipe @tab X
739 @item RTP @tab X
740 @item TCP @tab X
741 @item UDP @tab X
742 @end multitable
744 @code{X} means that the protocol is supported.
747 @section Input/Output Devices
749 @multitable @columnfractions .4 .1 .1
750 @item Name @tab Input @tab Output
751 @item ALSA @tab X @tab X
752 @item BKTR @tab X @tab
753 @item DV1394 @tab X @tab
754 @item JACK @tab X @tab
755 @item LIBDC1394 @tab X @tab
756 @item OSS @tab X @tab X
757 @item Video4Linux @tab X @tab
758 @item Video4Linux2 @tab X @tab
759 @item VfW capture @tab X @tab
760 @item X11 grabbing @tab X @tab
761 @end multitable
763 @code{X} means that input/output is supported.
766 @chapter Platform Specific information
768 @section DOS
770 Using a cross-compiler is preferred for various reasons.
772 @section OS/2
774 For information about compiling Libav on OS/2 see
775 @url{}.
777 @section Unix-like
779 Some parts of Libav cannot be built with version 2.15 of the GNU
780 assembler which is still provided by a few AMD64 distributions. To
781 make sure your compiler really uses the required version of gas
782 after a binutils upgrade, run:
784 @example
785 $(gcc -print-prog-name=as) --version
786 @end example
788 If not, then you should install a different compiler that has no
789 hard-coded path to gas. In the worst case pass @code{--disable-asm}
790 to configure.
792 @subsection BSD
794 BSD make will not build Libav, you need to install and use GNU Make
795 (@file{gmake}).
797 @subsection (Open)Solaris
799 GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
800 standard Solaris Make will not work. When building with a non-c99 front-end
801 (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
802 or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
803 since the libc is not c99-compliant by default. The probes performed by
804 configure may raise an exception leading to the death of configure itself
805 due to a bug in the system shell. Simply invoke a different shell such as
806 bash directly to work around this:
808 @example
809 bash ./configure
810 @end example
812 @anchor{Darwin}
813 @subsection Darwin (OSX, iPhone)
815 The toolchain provided with Xcode is sufficient to build the basic
816 unacelerated code.
818 OSX on PowerPC or ARM (iPhone) requires a preprocessor from
819 @url{} to build the optimized
820 assembler functions. Just download the Perl script and put it somewhere
821 in your PATH, Libav's configure will pick it up automatically.
823 OSX on amd64 and x86 requires @command{yasm} to build most of the
824 optimized assembler functions @url{, Homebrew},
825 @url{, Gentoo Prefix}
826 or @url{, MacPorts} can easily provide it.
828 @section Windows
830 @subsection Native Windows compilation
832 Libav can be built to run natively on Windows using the MinGW tools. Install
833 the latest versions of MSYS and MinGW from @url{}.
834 You can find detailed installation
835 instructions in the download section and the FAQ.
837 Libav does not build out-of-the-box with the packages the automated MinGW
838 installer provides. It also requires coreutils to be installed and many other
839 packages updated to the latest version. The minimum version for some packages
840 are listed below:
842 @itemize
843 @item bash 3.1
844 @item msys-make 3.81-2 (note: not mingw32-make)
845 @item w32api 3.13
846 @item mingw-runtime 3.15
847 @end itemize
849 Libav automatically passes @code{-fno-common} to the compiler to work around
850 a GCC bug (see @url{}).
852 Notes:
854 @itemize
856 @item Building natively using MSYS can be sped up by disabling implicit rules
857 in the Makefile by calling @code{make -r} instead of plain @code{make}. This
858 speed up is close to non-existent for normal one-off builds and is only
859 noticeable when running make for a second time (for example in
860 @code{make install}).
862 @item In order to compile AVplay, you must have the MinGW development library
863 of @uref{, SDL}.
864 Edit the @file{bin/sdl-config} script so that it points to the correct prefix
865 where SDL was installed. Verify that @file{sdl-config} can be launched from
866 the MSYS command line.
868 @item By using @code{./configure --enable-shared} when configuring Libav,
869 you can build libavutil, libavcodec and libavformat as DLLs.
871 @end itemize
873 @subsection Microsoft Visual C++ compatibility
875 As stated in the FAQ, Libav will not compile under MSVC++. However, if you
876 want to use the libav* libraries in your own applications, you can still
877 compile those applications using MSVC++. But the libav* libraries you link
878 to @emph{must} be built with MinGW. However, you will not be able to debug
879 inside the libav* libraries, since MSVC++ does not recognize the debug
880 symbols generated by GCC.
881 We strongly recommend you to move over from MSVC++ to MinGW tools.
883 This description of how to use the Libav libraries with MSVC++ is based on
884 Microsoft Visual C++ 2005 Express Edition. If you have a different version,
885 you might have to modify the procedures slightly.
887 @subsubsection Using static libraries
889 Assuming you have just built and installed Libav in @file{/usr/local}.
891 @enumerate
893 @item Create a new console application ("File / New / Project") and then
894 select "Win32 Console Application". On the appropriate page of the
895 Application Wizard, uncheck the "Precompiled headers" option.
897 @item Write the source code for your application, or, for testing, just
898 copy the code from an existing sample application into the source file
899 that MSVC++ has already created for you. For example, you can copy
900 @file{libavformat/output-example.c} from the Libav distribution.
902 @item Open the "Project / Properties" dialog box. In the "Configuration"
903 combo box, select "All Configurations" so that the changes you make will
904 affect both debug and release builds. In the tree view on the left hand
905 side, select "C/C++ / General", then edit the "Additional Include
906 Directories" setting to contain the path where the Libav includes were
907 installed (i.e. @file{c:\msys\1.0\local\include}).
908 Do not add MinGW's include directory here, or the include files will
909 conflict with MSVC's.
911 @item Still in the "Project / Properties" dialog box, select
912 "Linker / General" from the tree view and edit the
913 "Additional Library Directories" setting to contain the @file{lib}
914 directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
915 the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
916 and the directory where MinGW's GCC libs are installed
917 (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
918 "Linker / Input" from the tree view, and add the files @file{libavformat.a},
919 @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
920 @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
921 to the end of "Additional Dependencies".
923 @item Now, select "C/C++ / Code Generation" from the tree view. Select
924 "Debug" in the "Configuration" combo box. Make sure that "Runtime
925 Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
926 the "Configuration" combo box and make sure that "Runtime Library" is
927 set to "Multi-threaded DLL".
929 @item Click "OK" to close the "Project / Properties" dialog box.
931 @item MSVC++ lacks some C99 header files that are fundamental for Libav.
932 Get msinttypes from @url{}
933 and install it in MSVC++'s include directory
934 (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
936 @item MSVC++ also does not understand the @code{inline} keyword used by
937 Libav, so you must add this line before @code{#include}ing libav*:
938 @example
939 #define inline _inline
940 @end example
942 @item Build your application, everything should work.
944 @end enumerate
946 @subsubsection Using shared libraries
948 This is how to create DLL and LIB files that are compatible with MSVC++:
950 Within the MSYS shell, build Libav with
952 @example
953 ./configure --enable-shared
954 make
955 make install
956 @end example
958 Your install path (@file{/usr/local/} by default) should now have the
959 necessary DLL and LIB files under the @file{bin} directory.
961 Alternatively, build the libraries with a cross compiler, according to
962 the instructions below in @ref{Cross compilation for Windows with Linux}.
964 To use those files with MSVC++, do the same as you would do with
965 the static libraries, as described above. But in Step 4,
966 you should only need to add the directory where the LIB files are installed
967 (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
968 installed in the @file{bin} directory. And instead of adding the static
969 libraries (@file{libxxx.a} files) you should add the MSVC import libraries
970 (@file{avcodec.lib}, @file{avformat.lib}, and
971 @file{avutil.lib}). Note that you should not use the GCC import
972 libraries (@file{libxxx.dll.a} files), as these will give you undefined
973 reference errors. There should be no need for @file{libmingwex.a},
974 @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
975 statically linked into the DLLs.
977 Libav headers do not declare global data for Windows DLLs through the usual
978 dllexport/dllimport interface. Such data will be exported properly while
979 building, but to use them in your MSVC++ code you will have to edit the
980 appropriate headers and mark the data as dllimport. For example, in
981 libavutil/pixdesc.h you should have:
982 @example
983 extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
984 @end example
986 Note that using import libraries created by dlltool requires
987 the linker optimization option to be set to
988 "References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise
989 the resulting binaries will fail during runtime. This isn't
990 required when using import libraries generated by lib.exe.
991 This issue is reported upstream at
992 @url{}.
994 To create import libraries that work with the @code{/OPT:REF} option
995 (which is enabled by default in Release mode), follow these steps:
997 @enumerate
999 @item Open @file{Visual Studio 2005 Command Prompt}.
1001 Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
1002 which sets up the environment variables for the Visual C++ tools
1003 (the standard location for this file is
1004 @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).
1006 @item Enter the @file{bin} directory where the created LIB and DLL files
1007 are stored.
1009 @item Generate new import libraries with @file{lib.exe}:
1011 @example
1012 lib /machine:i386 /def:..\lib\avcodec-53.def /out:avcodec.lib
1013 lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
1014 lib /machine:i386 /def:..\lib\avfilter-2.def /out:avfilter.lib
1015 lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
1016 lib /machine:i386 /def:..\lib\avutil-51.def /out:avutil.lib
1017 lib /machine:i386 /def:..\lib\swscale-2.def /out:swscale.lib
1018 @end example
1020 @end enumerate
1022 @anchor{Cross compilation for Windows with Linux}
1023 @subsection Cross compilation for Windows with Linux
1025 You must use the MinGW cross compilation tools available at
1026 @url{}.
1028 Then configure Libav with the following options:
1029 @example
1030 ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
1031 @end example
1032 (you can change the cross-prefix according to the prefix chosen for the
1033 MinGW tools).
1035 Then you can easily test Libav with @uref{, Wine}.
1037 @subsection Compilation under Cygwin
1039 Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
1040 llrint() in its C library.
1042 Install your Cygwin with all the "Base" packages, plus the
1043 following "Devel" ones:
1044 @example
1045 binutils, gcc4-core, make, git, mingw-runtime, texi2html
1046 @end example
1048 And the following "Utils" one:
1049 @example
1050 diffutils
1051 @end example
1053 Then run
1055 @example
1056 ./configure
1057 @end example
1059 to make a static build.
1061 The current @code{gcc4-core} package is buggy and needs this flag to build
1062 shared libraries:
1064 @example
1065 ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1066 @end example
1068 If you want to build Libav with additional libraries, download Cygwin
1069 "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
1070 @example
1071 libogg-devel, libvorbis-devel
1072 @end example
1074 These library packages are only available from
1075 @uref{, Cygwin Ports}:
1077 @example
1078 yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1079 libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
1080 libxvidcore-devel
1081 @end example
1083 The recommendation for libnut and x264 is to build them from source by
1084 yourself, as they evolve too quickly for Cygwin Ports to be up to date.
1086 Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
1087 of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
1089 @subsection Crosscompilation for Windows under Cygwin
1091 With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
1093 Just install your Cygwin as explained before, plus these additional
1094 "Devel" packages:
1095 @example
1096 gcc-mingw-core, mingw-runtime, mingw-zlib
1097 @end example
1099 and add some special flags to your configure invocation.
1101 For a static build run
1102 @example
1103 ./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1104 @end example
1106 and for a build with shared libraries
1107 @example
1108 ./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
1109 @end example
1111 @bye