X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=doc%2Fgeneral.texi;h=cda79c07b4c02bc174138dc60901f52fde86e72a;hb=dd6d3b0e025cb2a16022665dbb8ab1be18dc05e8;hp=395660185935ca7ea76bae78584ffc2949360764;hpb=54dab567ba510957b8eeb985f660defeed225789;p=ffmpeg diff --git a/doc/general.texi b/doc/general.texi index 39566018593..cda79c07b4c 100644 --- a/doc/general.texi +++ b/doc/general.texi @@ -2,32 +2,88 @@ @settitle General Documentation @titlepage -@sp 7 @center @titlefont{General Documentation} -@sp 3 @end titlepage +@top -@chapter external libraries +@contents -FFmpeg can be hooked up with a number of external libraries to add support +@chapter External libraries + +Libav can be hooked up with a number of external libraries to add support for more formats. None of them are used by default, their use has to be explicitly requested by passing the appropriate flags to @file{./configure}. -@section OpenCORE AMR - -FFmpeg can make use of the OpenCORE libraries for AMR-NB -decoding/encoding and AMR-WB decoding. +@section OpenCORE and VisualOn libraries -Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for -installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or -@code{--enable-libopencore-amrwb} to configure to enable the libraries. +Spun off Google Android sources, OpenCore and VisualOn libraries provide +encoders for a number of audio codecs. -Note that OpenCORE is under the Apache License 2.0 (see -@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is +@float NOTE +OpenCORE and VisualOn libraries are under the Apache License 2.0 +(see @url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is incompatible with the LGPL version 2.1 and GPL version 2. You have to -upgrade FFmpeg's license to LGPL version 3 (or if you have enabled +upgrade Libav's license to LGPL version 3 (or if you have enabled GPL components, GPL version 3) to use it. +@end float + +@subsection OpenCORE AMR + +Libav can make use of the OpenCORE libraries for AMR-NB +decoding/encoding and AMR-WB decoding. + +Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the +instructions for installing the libraries. +Then pass @code{--enable-libopencore-amrnb} and/or +@code{--enable-libopencore-amrwb} to configure to enable them. + +@subsection VisualOn AAC encoder library + +Libav can make use of the VisualOn AACenc library for AAC encoding. + +Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the +instructions for installing the library. +Then pass @code{--enable-libvo-aacenc} to configure to enable it. + +@subsection VisualOn AMR-WB encoder library + +Libav can make use of the VisualOn AMR-WBenc library for AMR-WB encoding. + +Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the +instructions for installing the library. +Then pass @code{--enable-libvo-amrwbenc} to configure to enable it. + +@section LAME + +Libav can make use of the LAME library for MP3 encoding. + +Go to @url{http://lame.sourceforge.net/} and follow the +instructions for installing the library. +Then pass @code{--enable-libmp3lame} to configure to enable it. + +@section libvpx + +Libav can make use of the libvpx library for VP8 encoding. + +Go to @url{http://www.webmproject.org/} and follow the instructions for +installing the library. Then pass @code{--enable-libvpx} to configure to +enable it. + +@section x264 + +Libav can make use of the x264 library for H.264 encoding. + +Go to @url{http://www.videolan.org/developers/x264.html} and follow the +instructions for installing the library. Then pass @code{--enable-libx264} to +configure to enable it. + +@float NOTE +x264 is under the GNU Public License Version 2 or later +(see @url{http://www.gnu.org/licenses/old-licenses/gpl-2.0.html} for +details), you must upgrade Libav's license to GPL in order to use it. +@end float + @chapter Supported File Formats and Codecs @@ -36,7 +92,7 @@ You can use the @code{-formats} and @code{-codecs} options to have an exhaustive @section File Formats -FFmpeg supports the following file formats through the @code{libavformat} +Libav supports the following file formats through the @code{libavformat} library: @multitable @columnfractions .4 .1 .1 .4 @@ -49,6 +105,7 @@ library: @item American Laser Games MM @tab @tab X @tab Multimedia format used in games like Mad Dog McCree. @item 3GPP AMR @tab X @tab X +@item Apple HTTP Live Streaming @tab @tab X @item ASF @tab X @tab X @item AVI @tab X @tab X @item AVISynth @tab @tab X @@ -60,8 +117,14 @@ library: @tab Used in some games from Bethesda Softworks. @item Bink @tab @tab X @tab Multimedia format used by many games. +@item Bitmap Brothers JV @tab @tab X + @tab Used in Z and Z95 games. @item Brute Force & Ignorance @tab @tab X @tab Used in the game Flash Traffic: City of Angels. +@item BWF @tab X @tab X +@item CRI ADX @tab X @tab X + @tab Audio-only format used in console video games. +@item Discworld II BMV @tab @tab X @item Interplay C93 @tab @tab X @tab Used in the game Cyberia from Interplay. @item Delphine Software International CIN @tab @tab X @@ -77,6 +140,8 @@ library: @tab Audio format used in some games by CRYO Interactive Entertainment. @item D-Cinema audio @tab X @tab X @item Deluxe Paint Animation @tab @tab X +@item DFA @tab @tab X + @tab This format is used in Chronomaster game @item DV video @tab X @tab X @item DXA @tab @tab X @tab This format is used in the non-Windows version of the Feeble Files @@ -84,13 +149,13 @@ library: @item Electronic Arts cdata @tab @tab X @item Electronic Arts Multimedia @tab @tab X @tab Used in various EA games; files have extensions like WVE and UV2. -@item FFM (FFserver live feed) @tab X @tab X +@item FFM (AVserver live feed) @tab X @tab X @item Flash (SWF) @tab X @tab X @item Flash 9 (AVM2) @tab X @tab X @tab Only embedded audio is decoded. @item FLI/FLC/FLX animation @tab @tab X @tab .fli/.flc files -@item Flash Video (FLV) @tab @tab X +@item Flash Video (FLV) @tab X @tab X @tab Macromedia Flash video files @item framecrc testing format @tab X @tab @item FunCom ISS @tab @tab X @@ -102,20 +167,28 @@ library: @item id Quake II CIN video @tab @tab X @item id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. -@item IEC61937 encapsulation @tab X @tab +@item IEC61937 encapsulation @tab X @tab X @item IFF @tab @tab X @tab Interchange File Format @item Interplay MVE @tab @tab X @tab Format used in various Interplay computer games. @item IV8 @tab @tab X @tab A format generated by IndigoVision 8000 video server. +@item IVF (On2) @tab X @tab X + @tab A format used by libvpx +@item LATM @tab X @tab X @item LMLM4 @tab @tab X @tab Used by Linux Media Labs MPEG-4 PCI boards +@item LXF @tab @tab X + @tab VR native stream format, used by Leitch/Harris' video servers. @item Matroska @tab X @tab X @item Matroska audio @tab X @tab +@item FFmpeg metadata @tab X @tab X + @tab Metadata in text format. @item MAXIS XA @tab @tab X @tab Used in Sim City 3000; file extension .xa. @item MD Studio @tab @tab X +@item Mobotix .mxg @tab @tab X @item Monkey's Audio @tab @tab X @item Motion Pixels MVI @tab @tab X @item MOV/QuickTime/MP4 @tab X @tab X @@ -149,12 +222,13 @@ library: @item NUT @tab X @tab X @tab NUT Open Container Format @item Ogg @tab X @tab X +@item Playstation Portable PMP @tab @tab X @item TechnoTrend PVA @tab @tab X @tab Used by TechnoTrend DVB PCI boards. @item QCP @tab @tab X @item raw ADTS (AAC) @tab X @tab X @item raw AC-3 @tab X @tab X -@item raw Chinese AVS video @tab @tab X +@item raw Chinese AVS video @tab X @tab X @item raw CRI ADX @tab X @tab X @item raw Dirac @tab X @tab X @item raw DNxHD @tab X @tab X @@ -207,10 +281,12 @@ library: @item RL2 @tab @tab X @tab Audio and video format used in some games by Entertainment Software Partners. @item RPL/ARMovie @tab @tab X +@item Lego Mindstorms RSO @tab X @tab X @item RTMP @tab X @tab X @tab Output is performed by publishing stream to RTMP server -@item RTP @tab @tab X +@item RTP @tab X @tab X @item RTSP @tab X @tab X +@item SAP @tab X @tab X @item SDP @tab @tab X @item Sega FILM/CPK @tab @tab X @tab Used in many Sega Saturn console games. @@ -220,12 +296,15 @@ library: @tab Used in Sierra CD-ROM games. @item Smacker @tab @tab X @tab Multimedia format used by many games. -@item Sony OpenMG (OMA) @tab @tab X +@item SMJPEG @tab X @tab X + @tab Used in certain Loki game ports. +@item Sony OpenMG (OMA) @tab X @tab X @tab Audio format used in Sony Sonic Stage and Sony Vegas. @item Sony PlayStation STR @tab @tab X @item Sony Wave64 (W64) @tab @tab X @item SoX native format @tab X @tab X @item SUN AU format @tab X @tab X +@item Text files @tab @tab X @item THP @tab @tab X @tab Used on the Nintendo GameCube. @item Tiertex Limited SEQ @tab @tab X @@ -234,20 +313,27 @@ library: @item VC-1 test bitstream @tab X @tab X @item WAV @tab X @tab X @item WavPack @tab @tab X +@item WebM @tab X @tab X +@item Windows Televison (WTV) @tab @tab X @item Wing Commander III movie @tab @tab X @tab Multimedia format used in Origin's Wing Commander III computer game. @item Westwood Studios audio @tab @tab X @tab Multimedia format used in Westwood Studios games. @item Westwood Studios VQA @tab @tab X @tab Multimedia format used in Westwood Studios games. +@item XMV @tab @tab X + @tab Microsoft video container used in Xbox games. +@item xWMA @tab @tab X + @tab Microsoft audio container used by XAudio 2. @item YUV4MPEG pipe @tab X @tab X +@item Psygnosis YOP @tab @tab X @end multitable @code{X} means that encoding (resp. decoding) is supported. @section Image Formats -FFmpeg can read and write images for each frame of a video sequence. The +Libav can read and write images for each frame of a video sequence. The following image formats are supported: @multitable @columnfractions .4 .1 .1 .4 @@ -258,7 +344,7 @@ following image formats are supported: @tab Only uncompressed GIFs are generated. @item BMP @tab X @tab X @tab Microsoft BMP image -@item DPX @tab @tab X +@item DPX @tab X @tab X @tab Digital Picture Exchange @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. @@ -277,6 +363,8 @@ following image formats are supported: @tab Portable GrayMap image @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 +@item PIC @tab @tab X + @tab Pictor/PC Paint @item PNG @tab X @tab X @tab 2/4 bpp not supported yet @item PPM @tab X @tab X @@ -291,6 +379,8 @@ following image formats are supported: @tab YUV, JPEG and some extension is not supported yet. @item Truevision Targa @tab X @tab X @tab Targa (.TGA) image format +@item XWD @tab X @tab X + @tab X Window Dump image format @end multitable @code{X} means that encoding (resp. decoding) is supported. @@ -306,11 +396,15 @@ following image formats are supported: @item 8088flex TMV @tab @tab X @item 8SVX exponential @tab @tab X @item 8SVX fibonacci @tab @tab X +@item A64 multicolor @tab X @tab + @tab Creates video suitable to be played on a commodore 64 (multicolor mode). @item American Laser Games MM @tab @tab X @tab Used in games like Mad Dog McCree. @item AMV Video @tab @tab X @tab Used in Chinese MP3 players. +@item ANSI/ASCII art @tab @tab X @item Apple MJPEG-B @tab @tab X +@item Apple ProRes @tab @tab X @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw @item Asus v1 @tab X @tab X @@ -332,7 +426,7 @@ following image formats are supported: @item Bethesda VID video @tab @tab X @tab Used in some games from Bethesda Softworks. @item Bink Video @tab @tab X - @tab Support for version 'b' is missing. +@item Bitmap Brothers JV video @tab @tab X @item Brute Force & Ignorance @tab @tab X @tab Used in the game Flash Traffic: City of Angels. @item C93 video @tab @tab X @@ -341,14 +435,17 @@ following image formats are supported: @tab fourcc: CSCD @item CD+G @tab @tab X @tab Video codec for CD+G karaoke disks -@item Chinese AVS video @tab @tab X - @tab AVS1-P2, JiZhun profile +@item Chinese AVS video @tab E @tab X + @tab AVS1-P2, JiZhun profile, encoding through external library libxavs @item Delphine Software International CIN video @tab @tab X @tab Codec used in Delphine Software International games. +@item Discworld II BMV Video @tab @tab X @item Cinepak @tab @tab X -@item Cirrus Logic AccuPak @tab @tab X +@item Cirrus Logic AccuPak @tab X @tab X @tab fourcc: CLJR @item Creative YUV (CYUV) @tab @tab X +@item DFA @tab @tab X + @tab Codec used in Chronomaster game. @item Dirac @tab E @tab E @tab supported through external libdirac/libschroedinger libraries @item Deluxe Paint Animation @tab @tab X @@ -359,6 +456,7 @@ following image formats are supported: @item Duck TrueMotion 2.0 @tab @tab X @tab fourcc: TM20 @item DV (Digital Video) @tab X @tab X +@item Dxtory capture format @tab @tab X @item Feeble Files/ScummVM DXA @tab @tab X @tab Codec originally used in Feeble Files game. @item Electronic Arts CMV video @tab @tab X @@ -372,6 +470,7 @@ following image formats are supported: @tab experimental lossless codec (fourcc: FFV1) @item Flash Screen Video v1 @tab X @tab X @tab fourcc: FSV1 +@item Flash Screen Video v2 @tab @tab X @item Flash Video (FLV) @tab X @tab X @tab Sorenson H.263 used in Flash @item Fraps @tab @tab X @@ -390,12 +489,13 @@ following image formats are supported: @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 + @tab IFF interleaved 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 4 @tab @tab X @item Intel Indeo 5 @tab @tab X @item Interplay C93 @tab @tab X @tab Used in the game Cyberia from Interplay. @@ -405,6 +505,7 @@ following image formats are supported: @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 @@ -416,6 +517,7 @@ following image formats are supported: @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 @@ -423,7 +525,7 @@ following image formats are supported: @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 X @tab X +@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 @@ -435,6 +537,8 @@ following image formats are supported: @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 @@ -446,6 +550,7 @@ following image formats are supported: @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 @@ -477,19 +582,26 @@ following image formats are supported: @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 Ut Video @tab @tab X +@item v210 QuickTime uncompressed 4:2:2 10-bit @tab X @tab X +@item v410 QuickTime uncompressed 4:4:4 10-bit @tab X @tab X +@item VBLE Lossless Codec @tab @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 Image @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 @@ -506,7 +618,7 @@ following image formats are supported: @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 + @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 @@ -520,6 +632,7 @@ following image formats are supported: @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 @@ -553,8 +666,8 @@ following image formats are supported: @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 @tab E - @tab decoding supported through external library libopencore-amrwb +@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 @@ -563,6 +676,7 @@ following image formats are supported: @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 Discworld II BMV Audio @tab @tab X @item COOK @tab @tab X @tab All versions except 5.1 are supported. @item DCA (DTS Coherent Acoustics) @tab @tab X @@ -577,13 +691,12 @@ following image formats are supported: @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 @tab X +@item Enhanced AC-3 @tab X @tab X @item FLAC (Free Lossless Audio Codec) @tab X @tab IX -@item G.729 @tab @tab X -@item GSM @tab E @tab E - @tab supported through external library libgsm -@item GSM Microsoft variant @tab E @tab E - @tab supported through external library libgsm +@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 @@ -622,11 +735,11 @@ following image formats are supported: @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 PCM Zork @tab @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 @tab X +@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 @@ -637,11 +750,8 @@ following image formats are supported: @item Sierra VMD audio @tab @tab X @tab Used in Sierra VMD files. @item Smacker audio @tab @tab X -@item Sonic @tab X @tab X - @tab experimental codec -@item Sonic lossless @tab X @tab X - @tab experimental codec -@item Speex @tab @tab E +@item SMPTE 302M AES3 audio @tab @tab X +@item Speex @tab E @tab E @tab supported through external library libspeex @item True Audio (TTA) @tab @tab X @item TrueHD @tab @tab X @@ -668,10 +778,11 @@ performance on systems without hardware floating point support). @multitable @columnfractions .4 .1 .1 .1 .1 @item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding -@item SSA/ASS @tab X @tab X +@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 @@ -681,9 +792,11 @@ performance on systems without hardware floating point support). @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 @@ -698,12 +811,12 @@ performance on systems without hardware floating point support). @multitable @columnfractions .4 .1 .1 @item Name @tab Input @tab Output @item ALSA @tab X @tab X -@item BEOS audio @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 Pulseaudio @tab X @tab @item Video4Linux @tab X @tab @item Video4Linux2 @tab X @tab @item VfW capture @tab X @tab @@ -712,305 +825,4 @@ performance on systems without hardware floating point support). @code{X} means that input/output is supported. - -@chapter Platform Specific information - -@section BSD - -BSD make will not build FFmpeg, you need to install and use GNU Make -(@file{gmake}). - -@subsection FreeBSD - -FreeBSD will not compile out-of-the-box due to broken system headers. -Passing @code{--extra-cflags=-D__BSD_VISIBLE} to configure will work -around the problem. This may have unexpected sideeffects, so use it at -your own risk. If you care about FreeBSD, please make an attempt at -getting the system headers fixed. - -@section Windows - -To get help and instructions for building FFmpeg under Windows, check out -the FFmpeg Windows Help Forum at -@url{http://ffmpeg.arrozcru.org/}. - -@subsection Native Windows compilation - -FFmpeg can be built to run natively on Windows using the MinGW tools. Install -the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}. -You can find detailed installation -instructions in the download section and the FAQ. - -FFmpeg does not build out-of-the-box with the packages the automated MinGW -installer provides. It also requires coreutils to be installed and many other -packages updated to the latest version. The minimum version for some packages -are listed below: - -@itemize -@item bash 3.1 -@item msys-make 3.81-2 (note: not mingw32-make) -@item w32api 3.13 -@item mingw-runtime 3.15 -@end itemize - -FFmpeg automatically passes @code{-fno-common} to the compiler to work around -a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}). - -Within the MSYS shell, configure and make with: - -@example -./configure --enable-memalign-hack -make -make install -@end example - -This will install @file{ffmpeg.exe} along with many other development files -to @file{/usr/local}. You may specify another install path using the -@code{--prefix} option in @file{configure}. - -Notes: - -@itemize - -@item Building natively using MSYS can be sped up by disabling implicit rules -in the Makefile by calling @code{make -r} instead of plain @code{make}. This -speed up is close to non-existent for normal one-off builds and is only -noticeable when running make for a second time (for example in -@code{make install}). - -@item In order to compile FFplay, you must have the MinGW development library -of SDL. Get it from @url{http://www.libsdl.org}. -Edit the @file{bin/sdl-config} script so that it points to the correct prefix -where SDL was installed. Verify that @file{sdl-config} can be launched from -the MSYS command line. - -@item By using @code{./configure --enable-shared} when configuring FFmpeg, -you can build libavutil, libavcodec and libavformat as DLLs. - -@end itemize - -@subsection Microsoft Visual C++ compatibility - -As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you -want to use the libav* libraries in your own applications, you can still -compile those applications using MSVC++. But the libav* libraries you link -to @emph{must} be built with MinGW. However, you will not be able to debug -inside the libav* libraries, since MSVC++ does not recognize the debug -symbols generated by GCC. -We strongly recommend you to move over from MSVC++ to MinGW tools. - -This description of how to use the FFmpeg libraries with MSVC++ is based on -Microsoft Visual C++ 2005 Express Edition. If you have a different version, -you might have to modify the procedures slightly. - -@subsubsection Using static libraries - -Assuming you have just built and installed FFmpeg in @file{/usr/local}. - -@enumerate - -@item Create a new console application ("File / New / Project") and then -select "Win32 Console Application". On the appropriate page of the -Application Wizard, uncheck the "Precompiled headers" option. - -@item Write the source code for your application, or, for testing, just -copy the code from an existing sample application into the source file -that MSVC++ has already created for you. For example, you can copy -@file{libavformat/output-example.c} from the FFmpeg distribution. - -@item Open the "Project / Properties" dialog box. In the "Configuration" -combo box, select "All Configurations" so that the changes you make will -affect both debug and release builds. In the tree view on the left hand -side, select "C/C++ / General", then edit the "Additional Include -Directories" setting to contain the path where the FFmpeg includes were -installed (i.e. @file{c:\msys\1.0\local\include}). -Do not add MinGW's include directory here, or the include files will -conflict with MSVC's. - -@item Still in the "Project / Properties" dialog box, select -"Linker / General" from the tree view and edit the -"Additional Library Directories" setting to contain the @file{lib} -directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}), -the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}), -and the directory where MinGW's GCC libs are installed -(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select -"Linker / Input" from the tree view, and add the files @file{libavformat.a}, -@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a}, -@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a}) -to the end of "Additional Dependencies". - -@item Now, select "C/C++ / Code Generation" from the tree view. Select -"Debug" in the "Configuration" combo box. Make sure that "Runtime -Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in -the "Configuration" combo box and make sure that "Runtime Library" is -set to "Multi-threaded DLL". - -@item Click "OK" to close the "Project / Properties" dialog box. - -@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg. -Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list} -and install it in MSVC++'s include directory -(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}). - -@item MSVC++ also does not understand the @code{inline} keyword used by -FFmpeg, so you must add this line before @code{#include}ing libav*: -@example -#define inline _inline -@end example - -@item Build your application, everything should work. - -@end enumerate - -@subsubsection Using shared libraries - -This is how to create DLL and LIB files that are compatible with MSVC++: - -@enumerate - -@item Add a call to @file{vcvars32.bat} (which sets up the environment -variables for the Visual C++ tools) as the first line of @file{msys.bat}. -The standard location for @file{vcvars32.bat} is -@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, -and the standard location for @file{msys.bat} is @file{C:\msys\1.0\msys.bat}. -If this corresponds to your setup, add the following line as the first line -of @file{msys.bat}: - -@example -call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat" -@end example - -Alternatively, you may start the @file{Visual Studio 2005 Command Prompt}, -and run @file{c:\msys\1.0\msys.bat} from there. - -@item Within the MSYS shell, run @code{lib.exe}. If you get a help message -from @file{Microsoft (R) Library Manager}, this means your environment -variables are set up correctly, the @file{Microsoft (R) Library Manager} -is on the path and will be used by FFmpeg to create -MSVC++-compatible import libraries. - -@item Build FFmpeg with - -@example -./configure --enable-shared --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 @file{libxx.a} -files, you should add @file{avcodec.lib}, @file{avformat.lib}, and -@file{avutil.lib}. 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}). - -@subsection Cross compilation for Windows with Linux - -You must use the MinGW cross compilation tools available at -@url{http://www.mingw.org/}. - -Then configure FFmpeg with the following options: -@example -./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- -@end example -(you can change the cross-prefix according to the prefix chosen for the -MinGW tools). - -Then you can easily test FFmpeg with Wine -(@url{http://www.winehq.com/}). - -@subsection Compilation under Cygwin - -Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack -llrint() in its C library. - -Install your Cygwin with all the "Base" packages, plus the -following "Devel" ones: -@example -binutils, gcc4-core, make, subversion, 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 FFmpeg with additional libraries, download Cygwin -"Devel" packages for Ogg and Vorbis from any Cygwin packages repository: -@example -libogg-devel, libvorbis-devel -@end example - -These library packages are only available from Cygwin Ports -(@url{http://sourceware.org/cygwinports/}) : - -@example -yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-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 - -@section BeOS - -BeOS support is broken in mysterious ways. - -@section OS/2 - -For information about compiling FFmpeg on OS/2 see -@url{http://www.edm2.com/index.php/FFmpeg}. - @bye