This adds basic stream format support and allows for arbitrary bit rates rather than just those supported in AC-3.
		
			
				
	
	
		
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			1083 lines
		
	
	
		
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			Plaintext
		
	
	
	
	
	
| \input texinfo @c -*- texinfo -*-
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| 
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| @settitle General Documentation
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| @titlepage
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| @center @titlefont{General Documentation}
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| @end titlepage
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| 
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| @top
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| 
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| @contents
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| 
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| @chapter external libraries
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| 
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| Libav can be hooked up with a number of external libraries to add support
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| for more formats. None of them are used by default, their use has to be
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| explicitly requested by passing the appropriate flags to @file{./configure}.
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| 
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| @section OpenCORE AMR
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| 
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| Libav can make use of the OpenCORE libraries for AMR-NB
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| decoding/encoding and AMR-WB decoding.
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| 
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| Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
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| installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
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| @code{--enable-libopencore-amrwb} to configure to enable the libraries.
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| 
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| Note that OpenCORE is under the Apache License 2.0 (see
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| @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
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| incompatible with the LGPL version 2.1 and GPL version 2. You have to
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| upgrade Libav's license to LGPL version 3 (or if you have enabled
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| GPL components, GPL version 3) to use it.
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| 
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| 
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| @chapter Supported File Formats and Codecs
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| 
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| You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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| 
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| @section File Formats
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| 
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| Libav supports the following file formats through the @code{libavformat}
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| library:
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| 
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| @multitable @columnfractions .4 .1 .1 .4
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| @item Name @tab Encoding @tab Decoding @tab Comments
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| @item 4xm                       @tab   @tab X
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|     @tab 4X Technologies format, used in some games.
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| @item 8088flex TMV              @tab   @tab X
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| @item Adobe Filmstrip           @tab X @tab X
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| @item Audio IFF (AIFF)          @tab X @tab X
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| @item American Laser Games MM   @tab   @tab X
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|     @tab Multimedia format used in games like Mad Dog McCree.
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| @item 3GPP AMR                  @tab X @tab X
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| @item Apple HTTP Live Streaming @tab   @tab X
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| @item ASF                       @tab X @tab X
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| @item AVI                       @tab X @tab X
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| @item AVISynth                  @tab   @tab X
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| @item AVS                       @tab   @tab X
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|     @tab Multimedia format used by the Creature Shock game.
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| @item Beam Software SIFF        @tab   @tab X
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|     @tab Audio and video format used in some games by Beam Software.
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| @item Bethesda Softworks VID    @tab   @tab X
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|     @tab Used in some games from Bethesda Softworks.
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| @item Bink                      @tab   @tab X
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|     @tab Multimedia format used by many games.
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| @item Bitmap Brothers JV        @tab   @tab X
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|     @tab Used in Z and Z95 games.
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| @item Brute Force & Ignorance   @tab   @tab X
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|     @tab Used in the game Flash Traffic: City of Angels.
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| @item Interplay C93             @tab   @tab X
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|     @tab Used in the game Cyberia from Interplay.
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| @item Delphine Software International CIN @tab   @tab X
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|     @tab Multimedia format used by Delphine Software games.
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| @item CD+G                      @tab   @tab X
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|     @tab Video format used by CD+G karaoke disks
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| @item Core Audio Format         @tab   @tab X
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|     @tab Apple Core Audio Format
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| @item CRC testing format        @tab X @tab
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| @item Creative Voice            @tab X @tab X
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|     @tab Created for the Sound Blaster Pro.
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| @item CRYO APC                  @tab   @tab X
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|     @tab Audio format used in some games by CRYO Interactive Entertainment.
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| @item D-Cinema audio            @tab X @tab X
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| @item Deluxe Paint Animation    @tab   @tab X
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| @item DFA                       @tab   @tab X
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|     @tab This format is used in Chronomaster game
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| @item DV video                  @tab X @tab X
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| @item DXA                       @tab   @tab X
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|     @tab This format is used in the non-Windows version of the Feeble Files
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|          game and different game cutscenes repacked for use with ScummVM.
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| @item Electronic Arts cdata  @tab    @tab X
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| @item Electronic Arts Multimedia  @tab    @tab X
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|     @tab Used in various EA games; files have extensions like WVE and UV2.
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| @item FFM (FFserver live feed)  @tab X @tab X
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| @item Flash (SWF)               @tab X @tab X
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| @item Flash 9 (AVM2)            @tab X @tab X
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|     @tab Only embedded audio is decoded.
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| @item FLI/FLC/FLX animation     @tab   @tab X
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|     @tab .fli/.flc files
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| @item Flash Video (FLV)         @tab X @tab X
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|     @tab Macromedia Flash video files
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| @item framecrc testing format   @tab X @tab
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| @item FunCom ISS                @tab   @tab X
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|     @tab Audio format used in various games from FunCom like The Longest Journey.
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| @item GIF Animation             @tab X @tab
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| @item GXF                       @tab X @tab X
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|     @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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|          playout servers.
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| @item id Quake II CIN video     @tab   @tab X
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| @item id RoQ                    @tab X @tab X
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|     @tab Used in Quake III, Jedi Knight 2, other computer games.
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| @item IEC61937 encapsulation @tab X @tab X
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| @item IFF                       @tab   @tab X
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|     @tab Interchange File Format
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| @item Interplay MVE             @tab   @tab X
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|     @tab Format used in various Interplay computer games.
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| @item IV8                       @tab   @tab X
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|     @tab A format generated by IndigoVision 8000 video server.
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| @item IVF (On2)                 @tab X @tab X
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|     @tab A format used by libvpx
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| @item LMLM4                     @tab   @tab X
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|     @tab Used by Linux Media Labs MPEG-4 PCI boards
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| @item LXF                       @tab   @tab X
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|     @tab VR native stream format, used by Leitch/Harris' video servers.
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| @item Matroska                  @tab X @tab X
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| @item Matroska audio            @tab X @tab
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| @item FFmpeg metadata           @tab X @tab X
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|     @tab Metadata in text format.
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| @item MAXIS XA                  @tab   @tab X
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|     @tab Used in Sim City 3000; file extension .xa.
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| @item MD Studio                 @tab   @tab X
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| @item Mobotix .mxg              @tab   @tab X
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| @item Monkey's Audio            @tab   @tab X
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| @item Motion Pixels MVI         @tab   @tab X
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| @item MOV/QuickTime/MP4         @tab X @tab X
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|     @tab 3GP, 3GP2, PSP, iPod variants supported
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| @item MP2                       @tab X @tab X
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| @item MP3                       @tab X @tab X
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| @item MPEG-1 System             @tab X @tab X
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|     @tab muxed audio and video, VCD format supported
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| @item MPEG-PS (program stream)  @tab X @tab X
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|     @tab also known as @code{VOB} file, SVCD and DVD format supported
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| @item MPEG-TS (transport stream) @tab X @tab X
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|     @tab also known as DVB Transport Stream
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| @item MPEG-4                    @tab X @tab X
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|     @tab MPEG-4 is a variant of QuickTime.
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| @item MIME multipart JPEG       @tab X @tab
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| @item MSN TCP webcam            @tab   @tab X
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|     @tab Used by MSN Messenger webcam streams.
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| @item MTV                       @tab   @tab X
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| @item Musepack                  @tab   @tab X
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| @item Musepack SV8              @tab   @tab X
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| @item Material eXchange Format (MXF) @tab X @tab X
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|     @tab SMPTE 377M, used by D-Cinema, broadcast industry.
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| @item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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|     @tab SMPTE 386M, D-10/IMX Mapping.
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| @item NC camera feed            @tab   @tab X
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|     @tab NC (AVIP NC4600) camera streams
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| @item NTT TwinVQ (VQF)          @tab   @tab X
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|     @tab Nippon Telegraph and Telephone Corporation TwinVQ.
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| @item Nullsoft Streaming Video  @tab   @tab X
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| @item NuppelVideo               @tab   @tab X
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| @item NUT                       @tab X @tab X
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|     @tab NUT Open Container Format
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| @item Ogg                       @tab X @tab X
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| @item TechnoTrend PVA           @tab   @tab X
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|     @tab Used by TechnoTrend DVB PCI boards.
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| @item QCP                       @tab   @tab X
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| @item raw ADTS (AAC)            @tab X @tab X
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| @item raw AC-3                  @tab X @tab X
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| @item raw Chinese AVS video     @tab X @tab X
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| @item raw CRI ADX               @tab X @tab X
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| @item raw Dirac                 @tab X @tab X
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| @item raw DNxHD                 @tab X @tab X
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| @item raw DTS                   @tab X @tab X
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| @item raw E-AC-3                @tab X @tab X
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| @item raw FLAC                  @tab X @tab X
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| @item raw GSM                   @tab   @tab X
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| @item raw H.261                 @tab X @tab X
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| @item raw H.263                 @tab X @tab X
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| @item raw H.264                 @tab X @tab X
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| @item raw Ingenient MJPEG       @tab   @tab X
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| @item raw MJPEG                 @tab X @tab X
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| @item raw MLP                   @tab   @tab X
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| @item raw MPEG                  @tab   @tab X
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| @item raw MPEG-1                @tab   @tab X
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| @item raw MPEG-2                @tab   @tab X
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| @item raw MPEG-4                @tab X @tab X
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| @item raw NULL                  @tab X @tab
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| @item raw video                 @tab X @tab X
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| @item raw id RoQ                @tab X @tab
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| @item raw Shorten               @tab   @tab X
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| @item raw TrueHD                @tab X @tab X
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| @item raw VC-1                  @tab   @tab X
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| @item raw PCM A-law             @tab X @tab X
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| @item raw PCM mu-law            @tab X @tab X
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| @item raw PCM signed 8 bit      @tab X @tab X
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| @item raw PCM signed 16 bit big-endian  @tab X @tab X
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| @item raw PCM signed 16 bit little-endian  @tab X @tab X
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| @item raw PCM signed 24 bit big-endian  @tab X @tab X
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| @item raw PCM signed 24 bit little-endian  @tab X @tab X
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| @item raw PCM signed 32 bit big-endian  @tab X @tab X
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| @item raw PCM signed 32 bit little-endian  @tab X @tab X
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| @item raw PCM unsigned 8 bit    @tab X @tab X
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| @item raw PCM unsigned 16 bit big-endian  @tab X @tab X
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| @item raw PCM unsigned 16 bit little-endian  @tab X @tab X
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| @item raw PCM unsigned 24 bit big-endian  @tab X @tab X
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| @item raw PCM unsigned 24 bit little-endian  @tab X @tab X
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| @item raw PCM unsigned 32 bit big-endian  @tab X @tab X
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| @item raw PCM unsigned 32 bit little-endian  @tab X @tab X
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| @item raw PCM floating-point 32 bit big-endian  @tab X @tab X
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| @item raw PCM floating-point 32 bit little-endian  @tab X @tab X
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| @item raw PCM floating-point 64 bit big-endian  @tab X @tab X
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| @item raw PCM floating-point 64 bit little-endian  @tab X @tab X
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| @item RDT                       @tab   @tab X
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| @item REDCODE R3D               @tab   @tab X
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|     @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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| @item RealMedia                 @tab X @tab X
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| @item Redirector                @tab   @tab X
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| @item Renderware TeXture Dictionary @tab   @tab X
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| @item RL2                       @tab   @tab X
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|     @tab Audio and video format used in some games by Entertainment Software Partners.
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| @item RPL/ARMovie               @tab   @tab X
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| @item Lego Mindstorms RSO       @tab X @tab X
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| @item RTMP                      @tab X @tab X
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|     @tab Output is performed by publishing stream to RTMP server
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| @item RTP                       @tab X @tab X
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| @item RTSP                      @tab X @tab X
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| @item SAP                       @tab X @tab X
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| @item SDP                       @tab   @tab X
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| @item Sega FILM/CPK             @tab   @tab X
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|     @tab Used in many Sega Saturn console games.
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| @item Sierra SOL                @tab   @tab X
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|     @tab .sol files used in Sierra Online games.
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| @item Sierra VMD                @tab   @tab X
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|     @tab Used in Sierra CD-ROM games.
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| @item Smacker                   @tab   @tab X
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|     @tab Multimedia format used by many games.
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| @item Sony OpenMG (OMA)         @tab   @tab X
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|     @tab Audio format used in Sony Sonic Stage and Sony Vegas.
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| @item Sony PlayStation STR      @tab   @tab X
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| @item Sony Wave64 (W64)         @tab   @tab X
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| @item SoX native format         @tab X @tab X
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| @item SUN AU format             @tab X @tab X
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| @item Text files                @tab   @tab X
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| @item THP                       @tab   @tab X
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|     @tab Used on the Nintendo GameCube.
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| @item Tiertex Limited SEQ       @tab   @tab X
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|     @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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| @item True Audio                @tab   @tab X
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| @item VC-1 test bitstream       @tab X @tab X
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| @item WAV                       @tab X @tab X
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| @item WavPack                   @tab   @tab X
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| @item WebM                      @tab X @tab X
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| @item Windows Televison (WTV)   @tab   @tab X
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| @item Wing Commander III movie  @tab   @tab X
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|     @tab Multimedia format used in Origin's Wing Commander III computer game.
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| @item Westwood Studios audio    @tab   @tab X
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|     @tab Multimedia format used in Westwood Studios games.
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| @item Westwood Studios VQA      @tab   @tab X
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|     @tab Multimedia format used in Westwood Studios games.
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| @item xWMA                      @tab   @tab X
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|     @tab Microsoft audio container used by XAudio 2.
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| @item YUV4MPEG pipe             @tab X @tab X
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| @item Psygnosis YOP             @tab   @tab X
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| @end multitable
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| 
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| @code{X} means that encoding (resp. decoding) is supported.
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| 
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| @section Image Formats
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| 
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| Libav can read and write images for each frame of a video sequence. The
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| following image formats are supported:
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| 
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| @multitable @columnfractions .4 .1 .1 .4
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| @item Name @tab Encoding @tab Decoding @tab Comments
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| @item .Y.U.V       @tab X @tab X
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|     @tab one raw file per component
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| @item animated GIF @tab X @tab X
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|     @tab Only uncompressed GIFs are generated.
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| @item BMP          @tab X @tab X
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|     @tab Microsoft BMP image
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| @item DPX          @tab X @tab X
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|     @tab Digital Picture Exchange
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| @item JPEG         @tab X @tab X
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|     @tab Progressive JPEG is not supported.
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| @item JPEG 2000    @tab   @tab E
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|     @tab decoding supported through external library libopenjpeg
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| @item JPEG-LS      @tab X @tab X
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| @item LJPEG        @tab X @tab
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|     @tab Lossless JPEG
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| @item PAM          @tab X @tab X
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|     @tab PAM is a PNM extension with alpha support.
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| @item PBM          @tab X @tab X
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|     @tab Portable BitMap image
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| @item PCX          @tab X @tab X
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|     @tab PC Paintbrush
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| @item PGM          @tab X @tab X
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|     @tab Portable GrayMap image
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| @item PGMYUV       @tab X @tab X
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|     @tab PGM with U and V components in YUV 4:2:0
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| @item PIC          @tab @tab X
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|     @tab Pictor/PC Paint
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| @item PNG          @tab X @tab X
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|     @tab 2/4 bpp not supported yet
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| @item PPM          @tab X @tab X
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|     @tab Portable PixelMap image
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| @item PTX          @tab   @tab X
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|     @tab V.Flash PTX format
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| @item SGI          @tab X @tab X
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|     @tab SGI RGB image format
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| @item Sun Rasterfile  @tab   @tab X
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|     @tab Sun RAS image format
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| @item TIFF         @tab X @tab X
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|     @tab YUV, JPEG and some extension is not supported yet.
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| @item Truevision Targa  @tab X @tab X
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|     @tab Targa (.TGA) image format
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| @end multitable
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| 
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| @code{X} means that encoding (resp. decoding) is supported.
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| 
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| @code{E} means that support is provided through an external library.
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| 
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| @section Video Codecs
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| 
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| @multitable @columnfractions .4 .1 .1 .4
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| @item Name @tab Encoding @tab Decoding @tab Comments
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| @item 4X Movie               @tab     @tab  X
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|     @tab Used in certain computer games.
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| @item 8088flex TMV           @tab     @tab  X
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| @item 8SVX exponential       @tab     @tab  X
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| @item 8SVX fibonacci         @tab     @tab  X
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| @item A64 multicolor         @tab  X  @tab
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|     @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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| @item American Laser Games MM  @tab    @tab X
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|     @tab Used in games like Mad Dog McCree.
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| @item AMV Video              @tab     @tab  X
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|     @tab Used in Chinese MP3 players.
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| @item ANSI/ASCII art         @tab     @tab  X
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| @item Apple MJPEG-B          @tab     @tab  X
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| @item Apple QuickDraw        @tab     @tab  X
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|     @tab fourcc: qdrw
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| @item Asus v1                @tab  X  @tab  X
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|     @tab fourcc: ASV1
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| @item Asus v2                @tab  X  @tab  X
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|     @tab fourcc: ASV2
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| @item ATI VCR1               @tab     @tab  X
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|     @tab fourcc: VCR1
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| @item ATI VCR2               @tab     @tab  X
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|     @tab fourcc: VCR2
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| @item Auravision Aura        @tab     @tab  X
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| @item Auravision Aura 2      @tab     @tab  X
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| @item Autodesk Animator Flic video  @tab     @tab  X
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| @item Autodesk RLE           @tab     @tab  X
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|     @tab fourcc: AASC
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| @item AVS (Audio Video Standard) video  @tab     @tab  X
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|     @tab Video encoding used by the Creature Shock game.
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| @item Beam Software VB       @tab     @tab  X
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| @item Bethesda VID video     @tab     @tab  X
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|     @tab Used in some games from Bethesda Softworks.
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| @item Bink Video             @tab     @tab  X
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| @item Bitmap Brothers JV video  @tab   @tab X
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| @item Brute Force & Ignorance   @tab   @tab X
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|     @tab Used in the game Flash Traffic: City of Angels.
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| @item C93 video              @tab     @tab  X
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|     @tab Codec used in Cyberia game.
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| @item CamStudio              @tab     @tab  X
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|     @tab fourcc: CSCD
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| @item CD+G                   @tab     @tab  X
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|     @tab Video codec for CD+G karaoke disks
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| @item Chinese AVS video      @tab  E  @tab  X
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|     @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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| @item Delphine Software International CIN video  @tab     @tab  X
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|     @tab Codec used in Delphine Software International games.
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| @item Cinepak                @tab     @tab  X
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| @item Cirrus Logic AccuPak   @tab     @tab  X
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|     @tab fourcc: CLJR
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| @item Creative YUV (CYUV)    @tab     @tab  X
 | |
| @item DFA                    @tab     @tab  X
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|     @tab Codec used in Chronomaster game.
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| @item Dirac                  @tab  E  @tab  E
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|     @tab supported through external libdirac/libschroedinger libraries
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| @item Deluxe Paint Animation @tab     @tab  X
 | |
| @item DNxHD                  @tab   X @tab  X
 | |
|     @tab aka SMPTE VC3
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| @item Duck TrueMotion 1.0   @tab     @tab  X
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|     @tab fourcc: DUCK
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| @item Duck TrueMotion 2.0    @tab     @tab  X
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|     @tab fourcc: TM20
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| @item DV (Digital Video)     @tab  X  @tab  X
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| @item Feeble Files/ScummVM DXA  @tab     @tab  X
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|     @tab Codec originally used in Feeble Files game.
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| @item Electronic Arts CMV video  @tab     @tab  X
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|     @tab Used in NHL 95 game.
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| @item Electronic Arts Madcow video  @tab     @tab  X
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| @item Electronic Arts TGV video  @tab     @tab  X
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| @item Electronic Arts TGQ video  @tab     @tab  X
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| @item Electronic Arts TQI video  @tab     @tab  X
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| @item Escape 124             @tab     @tab  X
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| @item FFmpeg video codec #1  @tab  X  @tab  X
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|     @tab experimental lossless codec (fourcc: FFV1)
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| @item Flash Screen Video v1  @tab  X  @tab  X
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|     @tab fourcc: FSV1
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| @item Flash Video (FLV)      @tab  X  @tab  X
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|     @tab Sorenson H.263 used in Flash
 | |
| @item Fraps                  @tab     @tab  X
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| @item H.261                  @tab  X  @tab  X
 | |
| @item H.263 / H.263-1996     @tab  X  @tab  X
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| @item H.263+ / H.263-1998 / H.263 version 2  @tab  X  @tab  X
 | |
| @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10  @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libx264
 | |
| @item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
 | |
| @item HuffYUV                @tab  X  @tab  X
 | |
| @item HuffYUV FFmpeg variant @tab  X  @tab  X
 | |
| @item IBM Ultimotion         @tab     @tab  X
 | |
|     @tab fourcc: ULTI
 | |
| @item id Cinematic video     @tab     @tab  X
 | |
|     @tab Used in Quake II.
 | |
| @item id RoQ video           @tab  X  @tab  X
 | |
|     @tab Used in Quake III, Jedi Knight 2, other computer games.
 | |
| @item IFF ILBM               @tab     @tab  X
 | |
|     @tab IFF interlaved bitmap
 | |
| @item IFF ByteRun1           @tab     @tab  X
 | |
|     @tab IFF run length encoded bitmap
 | |
| @item Intel H.263            @tab     @tab  X
 | |
| @item Intel Indeo 2          @tab     @tab  X
 | |
| @item Intel Indeo 3          @tab     @tab  X
 | |
| @item Intel Indeo 5          @tab     @tab  X
 | |
| @item Interplay C93          @tab     @tab  X
 | |
|     @tab Used in the game Cyberia from Interplay.
 | |
| @item Interplay MVE video    @tab     @tab  X
 | |
|     @tab Used in Interplay .MVE files.
 | |
| @item Karl Morton's video codec  @tab     @tab  X
 | |
|     @tab Codec used in Worms games.
 | |
| @item Kega Game Video (KGV1) @tab      @tab  X
 | |
|     @tab Kega emulator screen capture codec.
 | |
| @item Lagarith               @tab     @tab  X
 | |
| @item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
 | |
| @item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
 | |
| @item LOCO                   @tab     @tab  X
 | |
| @item lossless MJPEG         @tab  X  @tab  X
 | |
| @item Microsoft RLE          @tab     @tab  X
 | |
| @item Microsoft Video 1      @tab     @tab  X
 | |
| @item Mimic                  @tab     @tab  X
 | |
|     @tab Used in MSN Messenger Webcam streams.
 | |
| @item Miro VideoXL           @tab     @tab  X
 | |
|     @tab fourcc: VIXL
 | |
| @item MJPEG (Motion JPEG)    @tab  X  @tab  X
 | |
| @item Mobotix MxPEG video    @tab     @tab  X
 | |
| @item Motion Pixels video    @tab     @tab  X
 | |
| @item MPEG-1 video           @tab  X  @tab  X
 | |
| @item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
 | |
| @item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
 | |
| @item MPEG-2 video           @tab  X  @tab  X
 | |
| @item MPEG-4 part 2          @tab  X  @tab  X
 | |
|     @ libxvidcore can be used alternatively for encoding.
 | |
| @item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
 | |
| @item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
 | |
| @item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
 | |
| @item Nintendo Gamecube THP video  @tab     @tab  X
 | |
| @item NuppelVideo/RTjpeg     @tab     @tab  X
 | |
|     @tab Video encoding used in NuppelVideo files.
 | |
| @item On2 VP3                @tab     @tab  X
 | |
|     @tab still experimental
 | |
| @item On2 VP5                @tab     @tab  X
 | |
|     @tab fourcc: VP50
 | |
| @item On2 VP6                @tab     @tab  X
 | |
|     @tab fourcc: VP60,VP61,VP62
 | |
| @item VP8                    @tab  E  @tab  X
 | |
|     @tab fourcc: VP80, encoding supported through external library libvpx
 | |
| @item planar RGB             @tab     @tab  X
 | |
|     @tab fourcc: 8BPS
 | |
| @item Q-team QPEG            @tab     @tab  X
 | |
|     @tab fourccs: QPEG, Q1.0, Q1.1
 | |
| @item QuickTime 8BPS video   @tab     @tab  X
 | |
| @item QuickTime Animation (RLE) video  @tab  X  @tab  X
 | |
|     @tab fourcc: 'rle '
 | |
| @item QuickTime Graphics (SMC)  @tab     @tab  X
 | |
|     @tab fourcc: 'smc '
 | |
| @item QuickTime video (RPZA) @tab     @tab  X
 | |
|     @tab fourcc: rpza
 | |
| @item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
 | |
| @item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
 | |
| @item Raw Video              @tab  X  @tab  X
 | |
| @item RealVideo 1.0          @tab  X  @tab  X
 | |
| @item RealVideo 2.0          @tab  X  @tab  X
 | |
| @item RealVideo 3.0          @tab     @tab  X
 | |
|     @tab still far from ideal
 | |
| @item RealVideo 4.0          @tab     @tab  X
 | |
| @item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
 | |
|     @tab Texture dictionaries used by the Renderware Engine.
 | |
| @item RL2 video              @tab     @tab  X
 | |
|     @tab used in some games by Entertainment Software Partners
 | |
| @item Sierra VMD video       @tab     @tab  X
 | |
|     @tab Used in Sierra VMD files.
 | |
| @item Smacker video          @tab     @tab  X
 | |
|     @tab Video encoding used in Smacker.
 | |
| @item SMPTE VC-1             @tab     @tab  X
 | |
| @item Snow                   @tab  X  @tab  X
 | |
|     @tab experimental wavelet codec (fourcc: SNOW)
 | |
| @item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
 | |
| @item Sorenson Vector Quantizer 1  @tab  X  @tab  X
 | |
|     @tab fourcc: SVQ1
 | |
| @item Sorenson Vector Quantizer 3  @tab     @tab  X
 | |
|     @tab fourcc: SVQ3
 | |
| @item Sunplus JPEG (SP5X)    @tab     @tab  X
 | |
|     @tab fourcc: SP5X
 | |
| @item TechSmith Screen Capture Codec  @tab     @tab  X
 | |
|     @tab fourcc: TSCC
 | |
| @item Theora                 @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libtheora
 | |
| @item Tiertex Limited SEQ video  @tab     @tab  X
 | |
|     @tab Codec used in DOS CD-ROM FlashBack game.
 | |
| @item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
 | |
| @item VMware Screen Codec / VMware Video  @tab     @tab  X
 | |
|     @tab Codec used in videos captured by VMware.
 | |
| @item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
 | |
| @item Windows Media Video 7  @tab  X  @tab  X
 | |
| @item Windows Media Video 8  @tab  X  @tab  X
 | |
| @item Windows Media Video 9  @tab     @tab  X
 | |
|     @tab not completely working
 | |
| @item Wing Commander III / Xan  @tab     @tab  X
 | |
|     @tab Used in Wing Commander III .MVE files.
 | |
| @item Wing Commander IV / Xan  @tab     @tab  X
 | |
|     @tab Used in Wing Commander IV.
 | |
| @item Winnov WNV1            @tab     @tab  X
 | |
| @item WMV7                   @tab  X  @tab  X
 | |
| @item YAMAHA SMAF            @tab  X  @tab  X
 | |
| @item Psygnosis YOP Video    @tab     @tab  X
 | |
| @item ZLIB                   @tab  X  @tab  X
 | |
|     @tab part of LCL, encoder experimental
 | |
| @item Zip Motion Blocks Video  @tab   X @tab  X
 | |
|     @tab Encoder works only in PAL8.
 | |
| @end multitable
 | |
| 
 | |
| @code{X} means that encoding (resp. decoding) is supported.
 | |
| 
 | |
| @code{E} means that support is provided through an external library.
 | |
| 
 | |
| @section Audio Codecs
 | |
| 
 | |
| @multitable @columnfractions .4 .1 .1 .4
 | |
| @item Name @tab Encoding @tab Decoding @tab Comments
 | |
| @item 8SVX audio             @tab     @tab  X
 | |
| @item AAC                    @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libfaac and libvo-aacenc
 | |
| @item AC-3                   @tab IX  @tab  X
 | |
| @item ADPCM 4X Movie         @tab     @tab  X
 | |
| @item ADPCM CDROM XA         @tab     @tab  X
 | |
| @item ADPCM Creative Technology @tab     @tab  X
 | |
|     @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
 | |
| @item ADPCM Electronic Arts  @tab     @tab  X
 | |
|     @tab Used in various EA titles.
 | |
| @item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
 | |
|     @tab Used in Sim City 3000.
 | |
| @item ADPCM Electronic Arts R1  @tab     @tab  X
 | |
| @item ADPCM Electronic Arts R2  @tab     @tab  X
 | |
| @item ADPCM Electronic Arts R3  @tab     @tab  X
 | |
| @item ADPCM Electronic Arts XAS @tab     @tab  X
 | |
| @item ADPCM G.722            @tab  X  @tab  X
 | |
| @item ADPCM G.726            @tab  X  @tab  X
 | |
| @item ADPCM IMA AMV          @tab     @tab  X
 | |
|     @tab Used in AMV files
 | |
| @item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
 | |
| @item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
 | |
| @item ADPCM IMA Funcom       @tab     @tab  X
 | |
| @item ADPCM IMA QuickTime    @tab  X  @tab  X
 | |
| @item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
 | |
| @item ADPCM IMA WAV          @tab  X  @tab  X
 | |
| @item ADPCM IMA Westwood     @tab     @tab  X
 | |
| @item ADPCM ISS IMA          @tab     @tab  X
 | |
|     @tab Used in FunCom games.
 | |
| @item ADPCM IMA Duck DK3     @tab     @tab  X
 | |
|     @tab Used in some Sega Saturn console games.
 | |
| @item ADPCM IMA Duck DK4     @tab     @tab  X
 | |
|     @tab Used in some Sega Saturn console games.
 | |
| @item ADPCM Microsoft        @tab  X  @tab  X
 | |
| @item ADPCM MS IMA           @tab  X  @tab  X
 | |
| @item ADPCM Nintendo Gamecube THP  @tab     @tab  X
 | |
| @item ADPCM QT IMA           @tab  X  @tab  X
 | |
| @item ADPCM SEGA CRI ADX     @tab  X  @tab  X
 | |
|     @tab Used in Sega Dreamcast games.
 | |
| @item ADPCM Shockwave Flash  @tab  X  @tab  X
 | |
| @item ADPCM SMJPEG IMA       @tab     @tab  X
 | |
|     @tab Used in certain Loki game ports.
 | |
| @item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
 | |
| @item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
 | |
| @item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
 | |
| @item ADPCM Westwood Studios IMA @tab     @tab  X
 | |
|     @tab Used in Westwood Studios games like Command and Conquer.
 | |
| @item ADPCM Yamaha           @tab  X  @tab  X
 | |
| @item AMR-NB                 @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libopencore-amrnb
 | |
| @item AMR-WB                 @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libvo-amrwbenc
 | |
| @item Apple lossless audio   @tab  X  @tab  X
 | |
|     @tab QuickTime fourcc 'alac'
 | |
| @item Atrac 1                @tab     @tab  X
 | |
| @item Atrac 3                @tab     @tab  X
 | |
| @item Bink Audio             @tab     @tab  X
 | |
|     @tab Used in Bink and Smacker files in many games.
 | |
| @item Delphine Software International CIN audio  @tab     @tab  X
 | |
|     @tab Codec used in Delphine Software International games.
 | |
| @item COOK                   @tab     @tab  X
 | |
|     @tab All versions except 5.1 are supported.
 | |
| @item DCA (DTS Coherent Acoustics)  @tab     @tab  X
 | |
| @item DPCM id RoQ            @tab  X  @tab  X
 | |
|     @tab Used in Quake III, Jedi Knight 2, other computer games.
 | |
| @item DPCM Interplay         @tab     @tab  X
 | |
|     @tab Used in various Interplay computer games.
 | |
| @item DPCM Sierra Online     @tab     @tab  X
 | |
|     @tab Used in Sierra Online game audio files.
 | |
| @item DPCM Sol               @tab     @tab  X
 | |
| @item DPCM Xan               @tab     @tab  X
 | |
|     @tab Used in Origin's Wing Commander IV AVI files.
 | |
| @item DSP Group TrueSpeech   @tab     @tab  X
 | |
| @item DV audio               @tab     @tab  X
 | |
| @item Enhanced AC-3          @tab  X  @tab  X
 | |
| @item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
 | |
| @item GSM                    @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libgsm
 | |
| @item GSM Microsoft variant  @tab  E  @tab  X
 | |
|     @tab encoding supported through external library libgsm
 | |
| @item IMC (Intel Music Coder)  @tab     @tab  X
 | |
| @item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
 | |
| @item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
 | |
| @item MLP (Meridian Lossless Packing)  @tab     @tab  X
 | |
|     @tab Used in DVD-Audio discs.
 | |
| @item Monkey's Audio         @tab     @tab  X
 | |
|     @tab Only versions 3.97-3.99 are supported.
 | |
| @item MP1 (MPEG audio layer 1)  @tab     @tab IX
 | |
| @item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
 | |
| @item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
 | |
|     @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
 | |
| @item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
 | |
| @item Musepack SV7           @tab     @tab  X
 | |
| @item Musepack SV8           @tab     @tab  X
 | |
| @item Nellymoser Asao        @tab  X  @tab  X
 | |
| @item PCM A-law              @tab  X  @tab  X
 | |
| @item PCM mu-law             @tab  X  @tab  X
 | |
| @item PCM 16-bit little-endian planar  @tab     @tab  X
 | |
| @item PCM 32-bit floating point big-endian  @tab  X  @tab  X
 | |
| @item PCM 32-bit floating point little-endian  @tab  X  @tab  X
 | |
| @item PCM 64-bit floating point big-endian  @tab  X  @tab  X
 | |
| @item PCM 64-bit floating point little-endian  @tab  X  @tab  X
 | |
| @item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
 | |
| @item PCM signed 8-bit       @tab  X  @tab  X
 | |
| @item PCM signed 16-bit big-endian  @tab  X  @tab  X
 | |
| @item PCM signed 16-bit little-endian  @tab  X  @tab  X
 | |
| @item PCM signed 24-bit big-endian  @tab  X  @tab  X
 | |
| @item PCM signed 24-bit little-endian  @tab  X  @tab  X
 | |
| @item PCM signed 32-bit big-endian  @tab  X  @tab  X
 | |
| @item PCM signed 32-bit little-endian  @tab  X  @tab  X
 | |
| @item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
 | |
| @item PCM unsigned 8-bit     @tab  X  @tab  X
 | |
| @item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
 | |
| @item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
 | |
| @item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
 | |
| @item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
 | |
| @item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
 | |
| @item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
 | |
| @item PCM Zork               @tab  X  @tab  X
 | |
| @item QCELP / PureVoice      @tab     @tab  X
 | |
| @item QDesign Music Codec 2  @tab     @tab  X
 | |
|     @tab There are still some distortions.
 | |
| @item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
 | |
|     @tab Real 14400 bit/s codec
 | |
| @item RealAudio 2.0 (28.8K)  @tab     @tab  X
 | |
|     @tab Real 28800 bit/s codec
 | |
| @item RealAudio 3.0 (dnet)   @tab IX  @tab  X
 | |
|     @tab Real low bitrate AC-3 codec
 | |
| @item RealAudio SIPR / ACELP.NET @tab     @tab  X
 | |
| @item Shorten                @tab     @tab  X
 | |
| @item Sierra VMD audio       @tab     @tab  X
 | |
|     @tab Used in Sierra VMD files.
 | |
| @item Smacker audio          @tab     @tab  X
 | |
| @item SMPTE 302M AES3 audio  @tab     @tab  X
 | |
| @item Speex                  @tab     @tab  E
 | |
|     @tab supported through external library libspeex
 | |
| @item True Audio (TTA)       @tab     @tab  X
 | |
| @item TrueHD                 @tab     @tab  X
 | |
|     @tab Used in HD-DVD and Blu-Ray discs.
 | |
| @item TwinVQ (VQF flavor)    @tab     @tab  X
 | |
| @item Vorbis                 @tab  E  @tab  X
 | |
|     @tab A native but very primitive encoder exists.
 | |
| @item WavPack                @tab     @tab  X
 | |
| @item Westwood Audio (SND1)  @tab     @tab  X
 | |
| @item Windows Media Audio 1  @tab  X  @tab  X
 | |
| @item Windows Media Audio 2  @tab  X  @tab  X
 | |
| @item Windows Media Audio Pro @tab    @tab  X
 | |
| @item Windows Media Audio Voice @tab  @tab  X
 | |
| @end multitable
 | |
| 
 | |
| @code{X} means that encoding (resp. decoding) is supported.
 | |
| 
 | |
| @code{E} means that support is provided through an external library.
 | |
| 
 | |
| @code{I} means that an integer-only version is available, too (ensures high
 | |
| performance on systems without hardware floating point support).
 | |
| 
 | |
| @section Subtitle Formats
 | |
| 
 | |
| @multitable @columnfractions .4 .1 .1 .1 .1
 | |
| @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
 | |
| @item SSA/ASS      @tab X @tab X @tab X @tab X
 | |
| @item DVB          @tab X @tab X @tab X @tab X
 | |
| @item DVD          @tab X @tab X @tab X @tab X
 | |
| @item PGS          @tab   @tab   @tab   @tab X
 | |
| @item SubRip (SRT) @tab X @tab X @tab   @tab X
 | |
| @item XSUB         @tab   @tab   @tab X @tab X
 | |
| @end multitable
 | |
| 
 | |
| @code{X} means that the feature is supported.
 | |
| 
 | |
| @section Network Protocols
 | |
| 
 | |
| @multitable @columnfractions .4 .1
 | |
| @item Name         @tab Support
 | |
| @item Apple HTTP Live Streaming @tab X
 | |
| @item file         @tab X
 | |
| @item Gopher       @tab X
 | |
| @item HTTP         @tab X
 | |
| @item MMS          @tab X
 | |
| @item pipe         @tab X
 | |
| @item RTP          @tab X
 | |
| @item TCP          @tab X
 | |
| @item UDP          @tab X
 | |
| @end multitable
 | |
| 
 | |
| @code{X} means that the protocol is supported.
 | |
| 
 | |
| 
 | |
| @section Input/Output Devices
 | |
| 
 | |
| @multitable @columnfractions .4 .1 .1
 | |
| @item Name              @tab Input  @tab Output
 | |
| @item ALSA              @tab X      @tab X
 | |
| @item BKTR              @tab X      @tab
 | |
| @item DV1394            @tab X      @tab
 | |
| @item JACK              @tab X      @tab
 | |
| @item LIBDC1394         @tab X      @tab
 | |
| @item OSS               @tab X      @tab X
 | |
| @item Video4Linux       @tab X      @tab
 | |
| @item Video4Linux2      @tab X      @tab
 | |
| @item VfW capture       @tab X      @tab
 | |
| @item X11 grabbing      @tab X      @tab
 | |
| @end multitable
 | |
| 
 | |
| @code{X} means that input/output is supported.
 | |
| 
 | |
| 
 | |
| @chapter Platform Specific information
 | |
| 
 | |
| @section DOS
 | |
| 
 | |
| Using a cross-compiler is preferred for various reasons.
 | |
| 
 | |
| @section OS/2
 | |
| 
 | |
| For information about compiling Libav on OS/2 see
 | |
| @url{http://www.edm2.com/index.php/FFmpeg}.
 | |
| 
 | |
| @section Unix-like
 | |
| 
 | |
| Some parts of Libav cannot be built with version 2.15 of the GNU
 | |
| assembler which is still provided by a few AMD64 distributions. To
 | |
| make sure your compiler really uses the required version of gas
 | |
| after a binutils upgrade, run:
 | |
| 
 | |
| @example
 | |
| $(gcc -print-prog-name=as) --version
 | |
| @end example
 | |
| 
 | |
| If not, then you should install a different compiler that has no
 | |
| hard-coded path to gas. In the worst case pass @code{--disable-asm}
 | |
| to configure.
 | |
| 
 | |
| @subsection BSD
 | |
| 
 | |
| BSD make will not build Libav, you need to install and use GNU Make
 | |
| (@file{gmake}).
 | |
| 
 | |
| @subsection (Open)Solaris
 | |
| 
 | |
| GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
 | |
| standard Solaris Make will not work. When building with a non-c99 front-end
 | |
| (gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
 | |
| or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
 | |
| since the libc is not c99-compliant by default. The probes performed by
 | |
| configure may raise an exception leading to the death of configure itself
 | |
| due to a bug in the system shell. Simply invoke a different shell such as
 | |
| bash directly to work around this:
 | |
| 
 | |
| @example
 | |
| bash ./configure
 | |
| @end example
 | |
| 
 | |
| @subsection Darwin (MacOS X, iPhone)
 | |
| 
 | |
| MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
 | |
| @url{http://github.com/yuvi/gas-preprocessor} to build the optimized
 | |
| assembler functions. Just download the Perl script and put it somewhere
 | |
| in your PATH, Libav's configure will pick it up automatically.
 | |
| 
 | |
| @section Windows
 | |
| 
 | |
| @subsection Native Windows compilation
 | |
| 
 | |
| Libav can be built to run natively on Windows using the MinGW tools. Install
 | |
| the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
 | |
| You can find detailed installation
 | |
| instructions in the download section and the FAQ.
 | |
| 
 | |
| Libav does not build out-of-the-box with the packages the automated MinGW
 | |
| installer provides. It also requires coreutils to be installed and many other
 | |
| packages updated to the latest version. The minimum version for some packages
 | |
| are listed below:
 | |
| 
 | |
| @itemize
 | |
| @item bash 3.1
 | |
| @item msys-make 3.81-2 (note: not mingw32-make)
 | |
| @item w32api 3.13
 | |
| @item mingw-runtime 3.15
 | |
| @end itemize
 | |
| 
 | |
| Libav automatically passes @code{-fno-common} to the compiler to work around
 | |
| a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
 | |
| 
 | |
| Notes:
 | |
| 
 | |
| @itemize
 | |
| 
 | |
| @item Building natively using MSYS can be sped up by disabling implicit rules
 | |
| in the Makefile by calling @code{make -r} instead of plain @code{make}. This
 | |
| speed up is close to non-existent for normal one-off builds and is only
 | |
| noticeable when running make for a second time (for example in
 | |
| @code{make install}).
 | |
| 
 | |
| @item In order to compile FFplay, you must have the MinGW development library
 | |
| of SDL. Get it from @url{http://www.libsdl.org}.
 | |
| Edit the @file{bin/sdl-config} script so that it points to the correct prefix
 | |
| where SDL was installed. Verify that @file{sdl-config} can be launched from
 | |
| the MSYS command line.
 | |
| 
 | |
| @item By using @code{./configure --enable-shared} when configuring Libav,
 | |
| you can build libavutil, libavcodec and libavformat as DLLs.
 | |
| 
 | |
| @end itemize
 | |
| 
 | |
| @subsection Microsoft Visual C++ compatibility
 | |
| 
 | |
| As stated in the FAQ, Libav will not compile under MSVC++. However, if you
 | |
| want to use the libav* libraries in your own applications, you can still
 | |
| compile those applications using MSVC++. But the libav* libraries you link
 | |
| to @emph{must} be built with MinGW. However, you will not be able to debug
 | |
| inside the libav* libraries, since MSVC++ does not recognize the debug
 | |
| symbols generated by GCC.
 | |
| We strongly recommend you to move over from MSVC++ to MinGW tools.
 | |
| 
 | |
| This description of how to use the Libav libraries with MSVC++ is based on
 | |
| Microsoft Visual C++ 2005 Express Edition. If you have a different version,
 | |
| you might have to modify the procedures slightly.
 | |
| 
 | |
| @subsubsection Using static libraries
 | |
| 
 | |
| Assuming you have just built and installed Libav in @file{/usr/local}.
 | |
| 
 | |
| @enumerate
 | |
| 
 | |
| @item Create a new console application ("File / New / Project") and then
 | |
| select "Win32 Console Application". On the appropriate page of the
 | |
| Application Wizard, uncheck the "Precompiled headers" option.
 | |
| 
 | |
| @item Write the source code for your application, or, for testing, just
 | |
| copy the code from an existing sample application into the source file
 | |
| that MSVC++ has already created for you. For example, you can copy
 | |
| @file{libavformat/output-example.c} from the Libav distribution.
 | |
| 
 | |
| @item Open the "Project / Properties" dialog box. In the "Configuration"
 | |
| combo box, select "All Configurations" so that the changes you make will
 | |
| affect both debug and release builds. In the tree view on the left hand
 | |
| side, select "C/C++ / General", then edit the "Additional Include
 | |
| Directories" setting to contain the path where the Libav includes were
 | |
| installed (i.e. @file{c:\msys\1.0\local\include}).
 | |
| Do not add MinGW's include directory here, or the include files will
 | |
| conflict with MSVC's.
 | |
| 
 | |
| @item Still in the "Project / Properties" dialog box, select
 | |
| "Linker / General" from the tree view and edit the
 | |
| "Additional Library Directories" setting to contain the @file{lib}
 | |
| directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
 | |
| the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
 | |
| and the directory where MinGW's GCC libs are installed
 | |
| (i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
 | |
| "Linker / Input" from the tree view, and add the files @file{libavformat.a},
 | |
| @file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
 | |
| @file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
 | |
| to the end of "Additional Dependencies".
 | |
| 
 | |
| @item Now, select "C/C++ / Code Generation" from the tree view. Select
 | |
| "Debug" in the "Configuration" combo box. Make sure that "Runtime
 | |
| Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
 | |
| the "Configuration" combo box and make sure that "Runtime Library" is
 | |
| set to "Multi-threaded DLL".
 | |
| 
 | |
| @item Click "OK" to close the "Project / Properties" dialog box.
 | |
| 
 | |
| @item MSVC++ lacks some C99 header files that are fundamental for Libav.
 | |
| Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
 | |
| and install it in MSVC++'s include directory
 | |
| (i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
 | |
| 
 | |
| @item MSVC++ also does not understand the @code{inline} keyword used by
 | |
| Libav, so you must add this line before @code{#include}ing libav*:
 | |
| @example
 | |
| #define inline _inline
 | |
| @end example
 | |
| 
 | |
| @item Build your application, everything should work.
 | |
| 
 | |
| @end enumerate
 | |
| 
 | |
| @subsubsection Using shared libraries
 | |
| 
 | |
| This is how to create DLL and LIB files that are compatible with MSVC++:
 | |
| 
 | |
| @enumerate
 | |
| 
 | |
| @item Add a call to @file{vcvars32.bat} (which sets up the environment
 | |
| variables for the Visual C++ tools) as the first line of @file{msys.bat}.
 | |
| The standard location for @file{vcvars32.bat} is
 | |
| @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat},
 | |
| and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}.
 | |
| If this corresponds to your setup, add the following line as the first line
 | |
| of @file{msys.bat}:
 | |
| 
 | |
| @example
 | |
| call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"
 | |
| @end example
 | |
| 
 | |
| Alternatively, you may start the @file{Visual Studio 2005 Command Prompt},
 | |
| and run @file{c:\msys\1.0\msys.bat} from there.
 | |
| 
 | |
| @item Within the MSYS shell, run @code{lib.exe}. If you get a help message
 | |
| from @file{Microsoft (R) Library Manager}, this means your environment
 | |
| variables are set up correctly, the @file{Microsoft (R) Library Manager}
 | |
| is on the path and will be used by Libav to create
 | |
| MSVC++-compatible import libraries.
 | |
| 
 | |
| @item Build Libav with
 | |
| 
 | |
| @example
 | |
| ./configure --enable-shared --enable-memalign-hack
 | |
| make
 | |
| make install
 | |
| @end example
 | |
| 
 | |
| Your install path (@file{/usr/local/} by default) should now have the
 | |
| necessary DLL and LIB files under the @file{bin} directory.
 | |
| 
 | |
| @end enumerate
 | |
| 
 | |
| To use those files with MSVC++, do the same as you would do with
 | |
| the static libraries, as described above. But in Step 4,
 | |
| you should only need to add the directory where the LIB files are installed
 | |
| (i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
 | |
| installed in the @file{bin} directory. And instead of adding the static
 | |
| libraries (@file{libxxx.a} files) you should add the MSVC import libraries
 | |
| (@file{avcodec.lib}, @file{avformat.lib}, and
 | |
| @file{avutil.lib}). Note that you should not use the GCC import
 | |
| libraries (@file{libxxx.dll.a} files), as these will give you undefined
 | |
| reference errors. There should be no need for @file{libmingwex.a},
 | |
| @file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
 | |
| statically linked into the DLLs. The @file{bin} directory contains a bunch
 | |
| of DLL files, but the ones that are actually used to run your application
 | |
| are the ones with a major version number in their filenames
 | |
| (i.e. @file{avcodec-51.dll}).
 | |
| 
 | |
| Libav headers do not declare global data for Windows DLLs through the usual
 | |
| dllexport/dllimport interface. Such data will be exported properly while
 | |
| building, but to use them in your MSVC++ code you will have to edit the
 | |
| appropriate headers and mark the data as dllimport. For example, in
 | |
| libavutil/pixdesc.h you should have:
 | |
| @example
 | |
| extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
 | |
| @end example
 | |
| 
 | |
| Note that using import libraries created by dlltool requires
 | |
| the linker optimization option to be set to
 | |
| "References: Keep Unreferenced Data (/OPT:NOREF)", otherwise
 | |
| the resulting binaries will fail during runtime. This isn't
 | |
| required when using import libraries generated by lib.exe.
 | |
| 
 | |
| @subsection Cross compilation for Windows with Linux
 | |
| 
 | |
| You must use the MinGW cross compilation tools available at
 | |
| @url{http://www.mingw.org/}.
 | |
| 
 | |
| Then configure Libav with the following options:
 | |
| @example
 | |
| ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
 | |
| @end example
 | |
| (you can change the cross-prefix according to the prefix chosen for the
 | |
| MinGW tools).
 | |
| 
 | |
| Then you can easily test Libav with Wine
 | |
| (@url{http://www.winehq.com/}).
 | |
| 
 | |
| @subsection Compilation under Cygwin
 | |
| 
 | |
| Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
 | |
| llrint() in its C library.
 | |
| 
 | |
| Install your Cygwin with all the "Base" packages, plus the
 | |
| following "Devel" ones:
 | |
| @example
 | |
| binutils, gcc4-core, make, git, mingw-runtime, texi2html
 | |
| @end example
 | |
| 
 | |
| And the following "Utils" one:
 | |
| @example
 | |
| diffutils
 | |
| @end example
 | |
| 
 | |
| Then run
 | |
| 
 | |
| @example
 | |
| ./configure --enable-static --disable-shared
 | |
| @end example
 | |
| 
 | |
| to make a static build.
 | |
| 
 | |
| The current @code{gcc4-core} package is buggy and needs this flag to build
 | |
| shared libraries:
 | |
| 
 | |
| @example
 | |
| ./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
 | |
| @end example
 | |
| 
 | |
| If you want to build Libav with additional libraries, download Cygwin
 | |
| "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
 | |
| @example
 | |
| libogg-devel, libvorbis-devel
 | |
| @end example
 | |
| 
 | |
| These library packages are only available from Cygwin Ports
 | |
| (@url{http://sourceware.org/cygwinports/}) :
 | |
| 
 | |
| @example
 | |
| yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
 | |
| libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
 | |
| libxvidcore-devel
 | |
| @end example
 | |
| 
 | |
| The recommendation for libnut and x264 is to build them from source by
 | |
| yourself, as they evolve too quickly for Cygwin Ports to be up to date.
 | |
| 
 | |
| Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
 | |
| of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
 | |
| 
 | |
| @subsection Crosscompilation for Windows under Cygwin
 | |
| 
 | |
| With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
 | |
| 
 | |
| Just install your Cygwin as explained before, plus these additional
 | |
| "Devel" packages:
 | |
| @example
 | |
| gcc-mingw-core, mingw-runtime, mingw-zlib
 | |
| @end example
 | |
| 
 | |
| and add some special flags to your configure invocation.
 | |
| 
 | |
| For a static build run
 | |
| @example
 | |
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
 | |
| @end example
 | |
| 
 | |
| and for a build with shared libraries
 | |
| @example
 | |
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
 | |
| @end example
 | |
| 
 | |
| @bye
 |