general.texi 45.4 KB
Newer Older
1 2 3 4 5 6 7
\input texinfo @c -*- texinfo -*-

@settitle General Documentation
@titlepage
@center @titlefont{General Documentation}
@end titlepage

8 9 10
@top

@contents
11 12 13

@chapter external libraries

14
FFmpeg can be hooked up with a number of external libraries to add support
15 16 17
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}.

18
@section OpenCORE AMR
19

20
FFmpeg can make use of the OpenCORE libraries for AMR-NB
21
decoding/encoding and AMR-WB decoding.
22

23
Go to @url{http://sourceforge.net/projects/opencore-amr/} and follow the instructions for
24 25 26 27 28 29
installing the libraries. Then pass @code{--enable-libopencore-amrnb} and/or
@code{--enable-libopencore-amrwb} to configure to enable the libraries.

Note that OpenCORE is 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
30
upgrade FFmpeg's license to LGPL version 3 (or if you have enabled
31 32
GPL components, GPL version 3) to use it.

33 34 35

@chapter Supported File Formats and Codecs

Daniel Verkamp's avatar
Daniel Verkamp committed
36
You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
37 38 39

@section File Formats

40
FFmpeg supports the following file formats through the @code{libavformat}
41 42 43
library:

@multitable @columnfractions .4 .1 .1 .4
44
@item Name @tab Encoding @tab Decoding @tab Comments
45
@item 4xm                       @tab   @tab X
46
    @tab 4X Technologies format, used in some games.
47
@item 8088flex TMV              @tab   @tab X
48
@item Adobe Filmstrip           @tab X @tab X
49
@item Audio IFF (AIFF)          @tab X @tab X
50 51
@item American Laser Games MM   @tab   @tab X
    @tab Multimedia format used in games like Mad Dog McCree.
52
@item 3GPP AMR                  @tab X @tab X
53
@item Apple HTTP Live Streaming @tab   @tab X
54 55
@item ASF                       @tab X @tab X
@item AVI                       @tab X @tab X
56
@item AVISynth                  @tab   @tab X
57
@item AVS                       @tab   @tab X
58
    @tab Multimedia format used by the Creature Shock game.
59 60 61
@item Beam Software SIFF        @tab   @tab X
    @tab Audio and video format used in some games by Beam Software.
@item Bethesda Softworks VID    @tab   @tab X
62
    @tab Used in some games from Bethesda Softworks.
Peter Ross's avatar
Peter Ross committed
63 64
@item Bink                      @tab   @tab X
    @tab Multimedia format used by many games.
Peter Ross's avatar
Peter Ross committed
65 66
@item Bitmap Brothers JV        @tab   @tab X
    @tab Used in Z and Z95 games.
67 68 69
@item Brute Force & Ignorance   @tab   @tab X
    @tab Used in the game Flash Traffic: City of Angels.
@item Interplay C93             @tab   @tab X
70
    @tab Used in the game Cyberia from Interplay.
71
@item Delphine Software International CIN @tab   @tab X
72
    @tab Multimedia format used by Delphine Software games.
Michael Tison's avatar
Michael Tison committed
73 74
@item CD+G                      @tab   @tab X
    @tab Video format used by CD+G karaoke disks
Peter Ross's avatar
Peter Ross committed
75 76
@item Core Audio Format         @tab   @tab X
    @tab Apple Core Audio Format
77
@item CRC testing format        @tab X @tab
78
@item Creative Voice            @tab X @tab X
79
    @tab Created for the Sound Blaster Pro.
80 81
@item CRYO APC                  @tab   @tab X
    @tab Audio format used in some games by CRYO Interactive Entertainment.
82
@item D-Cinema audio            @tab X @tab X
83
@item Deluxe Paint Animation    @tab   @tab X
84 85
@item DFA                       @tab   @tab X
    @tab This format is used in Chronomaster game
86
@item DV video                  @tab X @tab X
87
@item DXA                       @tab   @tab X
88 89
    @tab This format is used in the non-Windows version of the Feeble Files
         game and different game cutscenes repacked for use with ScummVM.
90
@item Electronic Arts cdata  @tab    @tab X
91
@item Electronic Arts Multimedia  @tab    @tab X
92
    @tab Used in various EA games; files have extensions like WVE and UV2.
93 94
@item FFM (FFserver live feed)  @tab X @tab X
@item Flash (SWF)               @tab X @tab X
95 96 97
@item Flash 9 (AVM2)            @tab X @tab X
    @tab Only embedded audio is decoded.
@item FLI/FLC/FLX animation     @tab   @tab X
98
    @tab .fli/.flc files
99
@item Flash Video (FLV)         @tab X @tab X
100
    @tab Macromedia Flash video files
101
@item framecrc testing format   @tab X @tab
102 103
@item FunCom ISS                @tab   @tab X
    @tab Audio format used in various games from FunCom like The Longest Journey.
104
@item GIF Animation             @tab X @tab
105
@item GXF                       @tab X @tab X
106
    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
107
         playout servers.
108
@item id Quake II CIN video     @tab   @tab X
109
@item id RoQ                    @tab X @tab X
110
    @tab Used in Quake III, Jedi Knight 2, other computer games.
Anssi Hannula's avatar
Anssi Hannula committed
111
@item IEC61937 encapsulation @tab X @tab X
112
@item IFF                       @tab   @tab X
113
    @tab Interchange File Format
114
@item Interplay MVE             @tab   @tab X
115
    @tab Format used in various Interplay computer games.
116 117
@item IV8                       @tab   @tab X
    @tab A format generated by IndigoVision 8000 video server.
118
@item IVF (On2)                 @tab X @tab X
David Conrad's avatar
David Conrad committed
119
    @tab A format used by libvpx
120
@item LMLM4                     @tab   @tab X
121
    @tab Used by Linux Media Labs MPEG-4 PCI boards
122 123
@item LXF                       @tab   @tab X
    @tab VR native stream format, used by Leitch/Harris' video servers.
124
@item Matroska                  @tab X @tab X
125
@item Matroska audio            @tab X @tab
Anton Khirnov's avatar
Anton Khirnov committed
126
@item FFmpeg metadata           @tab X @tab X
Anton Khirnov's avatar
Anton Khirnov committed
127
    @tab Metadata in text format.
128
@item MAXIS XA                  @tab   @tab X
129
    @tab Used in Sim City 3000; file extension .xa.
130
@item MD Studio                 @tab   @tab X
Anatoly Nenashev's avatar
Anatoly Nenashev committed
131
@item Mobotix .mxg              @tab   @tab X
132
@item Monkey's Audio            @tab   @tab X
133
@item Motion Pixels MVI         @tab   @tab X
134 135
@item MOV/QuickTime/MP4         @tab X @tab X
    @tab 3GP, 3GP2, PSP, iPod variants supported
136 137
@item MP2                       @tab X @tab X
@item MP3                       @tab X @tab X
138 139 140 141 142
@item MPEG-1 System             @tab X @tab X
    @tab muxed audio and video, VCD format supported
@item MPEG-PS (program stream)  @tab X @tab X
    @tab also known as @code{VOB} file, SVCD and DVD format supported
@item MPEG-TS (transport stream) @tab X @tab X
143
    @tab also known as DVB Transport Stream
144
@item MPEG-4                    @tab X @tab X
145
    @tab MPEG-4 is a variant of QuickTime.
146
@item MIME multipart JPEG       @tab X @tab
147
@item MSN TCP webcam            @tab   @tab X
148
    @tab Used by MSN Messenger webcam streams.
149 150 151
@item MTV                       @tab   @tab X
@item Musepack                  @tab   @tab X
@item Musepack SV8              @tab   @tab X
152 153
@item Material eXchange Format (MXF) @tab X @tab X
    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
154 155
@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
    @tab SMPTE 386M, D-10/IMX Mapping.
156 157
@item NC camera feed            @tab   @tab X
    @tab NC (AVIP NC4600) camera streams
158 159
@item NTT TwinVQ (VQF)          @tab   @tab X
    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
160
@item Nullsoft Streaming Video  @tab   @tab X
161
@item NuppelVideo               @tab   @tab X
162
@item NUT                       @tab X @tab X
163
    @tab NUT Open Container Format
164
@item Ogg                       @tab X @tab X
165
@item Playstation Portable PMP  @tab   @tab X
166
@item TechnoTrend PVA           @tab   @tab X
167
    @tab Used by TechnoTrend DVB PCI boards.
Kenan Gillet's avatar
Kenan Gillet committed
168
@item QCP                       @tab   @tab X
169
@item raw ADTS (AAC)            @tab X @tab X
170
@item raw AC-3                  @tab X @tab X
171
@item raw Chinese AVS video     @tab X @tab X
172 173 174 175 176 177 178 179 180 181 182
@item raw CRI ADX               @tab X @tab X
@item raw Dirac                 @tab X @tab X
@item raw DNxHD                 @tab X @tab X
@item raw DTS                   @tab X @tab X
@item raw E-AC-3                @tab X @tab X
@item raw FLAC                  @tab X @tab X
@item raw GSM                   @tab   @tab X
@item raw H.261                 @tab X @tab X
@item raw H.263                 @tab X @tab X
@item raw H.264                 @tab X @tab X
@item raw Ingenient MJPEG       @tab   @tab X
183
@item raw MJPEG                 @tab X @tab X
184 185 186 187 188 189
@item raw MLP                   @tab   @tab X
@item raw MPEG                  @tab   @tab X
@item raw MPEG-1                @tab   @tab X
@item raw MPEG-2                @tab   @tab X
@item raw MPEG-4                @tab X @tab X
@item raw NULL                  @tab X @tab
Diego Biurrun's avatar
Diego Biurrun committed
190
@item raw video                 @tab X @tab X
191 192
@item raw id RoQ                @tab X @tab
@item raw Shorten               @tab   @tab X
Ramiro Polla's avatar
Ramiro Polla committed
193
@item raw TrueHD                @tab X @tab X
194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214
@item raw VC-1                  @tab   @tab X
@item raw PCM A-law             @tab X @tab X
@item raw PCM mu-law            @tab X @tab X
@item raw PCM signed 8 bit      @tab X @tab X
@item raw PCM signed 16 bit big-endian  @tab X @tab X
@item raw PCM signed 16 bit little-endian  @tab X @tab X
@item raw PCM signed 24 bit big-endian  @tab X @tab X
@item raw PCM signed 24 bit little-endian  @tab X @tab X
@item raw PCM signed 32 bit big-endian  @tab X @tab X
@item raw PCM signed 32 bit little-endian  @tab X @tab X
@item raw PCM unsigned 8 bit    @tab X @tab X
@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
215
@item RDT                       @tab   @tab X
216
@item REDCODE R3D               @tab   @tab X
Baptiste Coudurier's avatar
Baptiste Coudurier committed
217
    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
218
@item RealMedia                 @tab X @tab X
219
@item Redirector                @tab   @tab X
220
@item Renderware TeXture Dictionary @tab   @tab X
221
@item RL2                       @tab   @tab X
222
    @tab Audio and video format used in some games by Entertainment Software Partners.
223
@item RPL/ARMovie               @tab   @tab X
224
@item Lego Mindstorms RSO       @tab X @tab X
225 226
@item RTMP                      @tab X @tab X
    @tab Output is performed by publishing stream to RTMP server
227
@item RTP                       @tab X @tab X
Martin Storsjö's avatar
Martin Storsjö committed
228
@item RTSP                      @tab X @tab X
Martin Storsjö's avatar
Martin Storsjö committed
229
@item SAP                       @tab X @tab X
230
@item SDP                       @tab   @tab X
231
@item Sega FILM/CPK             @tab   @tab X
232
    @tab Used in many Sega Saturn console games.
233
@item Sierra SOL                @tab   @tab X
234
    @tab .sol files used in Sierra Online games.
235
@item Sierra VMD                @tab   @tab X
236
    @tab Used in Sierra CD-ROM games.
237
@item Smacker                   @tab   @tab X
238
    @tab Multimedia format used by many games.
239 240 241
@item Sony OpenMG (OMA)         @tab   @tab X
    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
@item Sony PlayStation STR      @tab   @tab X
Daniel Verkamp's avatar
Daniel Verkamp committed
242
@item Sony Wave64 (W64)         @tab   @tab X
243
@item SoX native format         @tab X @tab X
244
@item SUN AU format             @tab X @tab X
Peter Ross's avatar
Peter Ross committed
245
@item Text files                @tab   @tab X
246
@item THP                       @tab   @tab X
247
    @tab Used on the Nintendo GameCube.
248 249
@item Tiertex Limited SEQ       @tab   @tab X
    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
250 251
@item True Audio                @tab   @tab X
@item VC-1 test bitstream       @tab X @tab X
252
@item WAV                       @tab X @tab X
253
@item WavPack                   @tab   @tab X
James Zern's avatar
James Zern committed
254
@item WebM                      @tab X @tab X
255
@item Windows Televison (WTV)   @tab   @tab X
256
@item Wing Commander III movie  @tab   @tab X
257
    @tab Multimedia format used in Origin's Wing Commander III computer game.
258 259 260 261
@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.
Max Horn's avatar
Max Horn committed
262 263
@item xWMA                      @tab   @tab X
    @tab Microsoft audio container used by XAudio 2.
264
@item YUV4MPEG pipe             @tab X @tab X
265
@item Psygnosis YOP             @tab   @tab X
266 267 268 269 270 271 272 273 274 275
@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
following image formats are supported:

@multitable @columnfractions .4 .1 .1 .4
276
@item Name @tab Encoding @tab Decoding @tab Comments
277 278 279 280
@item .Y.U.V       @tab X @tab X
    @tab one raw file per component
@item animated GIF @tab X @tab X
    @tab Only uncompressed GIFs are generated.
281 282
@item BMP          @tab X @tab X
    @tab Microsoft BMP image
Peter Ross's avatar
Peter Ross committed
283
@item DPX          @tab X @tab X
284
    @tab Digital Picture Exchange
285 286 287 288
@item JPEG         @tab X @tab X
    @tab Progressive JPEG is not supported.
@item JPEG 2000    @tab   @tab E
    @tab decoding supported through external library libopenjpeg
289 290 291
@item JPEG-LS      @tab X @tab X
@item LJPEG        @tab X @tab
    @tab Lossless JPEG
292
@item PAM          @tab X @tab X
293
    @tab PAM is a PNM extension with alpha support.
294
@item PBM          @tab X @tab X
295
    @tab Portable BitMap image
296
@item PCX          @tab X @tab X
297
    @tab PC Paintbrush
298
@item PGM          @tab X @tab X
299
    @tab Portable GrayMap image
300
@item PGMYUV       @tab X @tab X
301
    @tab PGM with U and V components in YUV 4:2:0
Peter Ross's avatar
Peter Ross committed
302 303
@item PIC          @tab @tab X
    @tab Pictor/PC Paint
304 305
@item PNG          @tab X @tab X
    @tab 2/4 bpp not supported yet
306
@item PPM          @tab X @tab X
307
    @tab Portable PixelMap image
308 309 310 311
@item PTX          @tab   @tab X
    @tab V.Flash PTX format
@item SGI          @tab X @tab X
    @tab SGI RGB image format
312 313
@item Sun Rasterfile  @tab   @tab X
    @tab Sun RAS image format
314 315
@item TIFF         @tab X @tab X
    @tab YUV, JPEG and some extension is not supported yet.
316 317
@item Truevision Targa  @tab X @tab X
    @tab Targa (.TGA) image format
318 319 320 321
@end multitable

@code{X} means that encoding (resp. decoding) is supported.

322 323
@code{E} means that support is provided through an external library.

324 325 326
@section Video Codecs

@multitable @columnfractions .4 .1 .1 .4
327
@item Name @tab Encoding @tab Decoding @tab Comments
328
@item 4X Movie               @tab     @tab  X
329
    @tab Used in certain computer games.
330
@item 8088flex TMV           @tab     @tab  X
331 332
@item 8SVX exponential       @tab     @tab  X
@item 8SVX fibonacci         @tab     @tab  X
333 334
@item A64 multicolor         @tab  X  @tab
    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
335
@item American Laser Games MM  @tab    @tab X
336
    @tab Used in games like Mad Dog McCree.
337
@item AMV Video              @tab     @tab  X
338
    @tab Used in Chinese MP3 players.
Peter Ross's avatar
Peter Ross committed
339
@item ANSI/ASCII art         @tab     @tab  X
340 341
@item Apple MJPEG-B          @tab     @tab  X
@item Apple QuickDraw        @tab     @tab  X
342
    @tab fourcc: qdrw
343
@item Asus v1                @tab  X  @tab  X
344
    @tab fourcc: ASV1
345
@item Asus v2                @tab  X  @tab  X
346
    @tab fourcc: ASV2
347
@item ATI VCR1               @tab     @tab  X
348
    @tab fourcc: VCR1
349
@item ATI VCR2               @tab     @tab  X
350
    @tab fourcc: VCR2
351
@item Auravision Aura        @tab     @tab  X
352
@item Auravision Aura 2      @tab     @tab  X
353
@item Autodesk Animator Flic video  @tab     @tab  X
354
@item Autodesk RLE           @tab     @tab  X
355
    @tab fourcc: AASC
356
@item AVS (Audio Video Standard) video  @tab     @tab  X
357
    @tab Video encoding used by the Creature Shock game.
358
@item Beam Software VB       @tab     @tab  X
359
@item Bethesda VID video     @tab     @tab  X
360
    @tab Used in some games from Bethesda Softworks.
Kostya Shishkov's avatar
Kostya Shishkov committed
361
@item Bink Video             @tab     @tab  X
Peter Ross's avatar
Peter Ross committed
362
@item Bitmap Brothers JV video  @tab   @tab X
363 364
@item Brute Force & Ignorance   @tab   @tab X
    @tab Used in the game Flash Traffic: City of Angels.
365
@item C93 video              @tab     @tab  X
366
    @tab Codec used in Cyberia game.
367
@item CamStudio              @tab     @tab  X
368
    @tab fourcc: CSCD
Michael Tison's avatar
Michael Tison committed
369 370
@item CD+G                   @tab     @tab  X
    @tab Video codec for CD+G karaoke disks
371 372
@item Chinese AVS video      @tab  E  @tab  X
    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
373 374
@item Delphine Software International CIN video  @tab     @tab  X
    @tab Codec used in Delphine Software International games.
375 376
@item Cinepak                @tab     @tab  X
@item Cirrus Logic AccuPak   @tab     @tab  X
377
    @tab fourcc: CLJR
378
@item Creative YUV (CYUV)    @tab     @tab  X
379 380
@item DFA                    @tab     @tab  X
    @tab Codec used in Chronomaster game.
381
@item Dirac                  @tab  E  @tab  E
382
    @tab supported through external libdirac/libschroedinger libraries
383
@item Deluxe Paint Animation @tab     @tab  X
384 385
@item DNxHD                  @tab   X @tab  X
    @tab aka SMPTE VC3
386
@item Duck TrueMotion 1.0   @tab     @tab  X
387
    @tab fourcc: DUCK
388
@item Duck TrueMotion 2.0    @tab     @tab  X
389
    @tab fourcc: TM20
390 391
@item DV (Digital Video)     @tab  X  @tab  X
@item Feeble Files/ScummVM DXA  @tab     @tab  X
392
    @tab Codec originally used in Feeble Files game.
393
@item Electronic Arts CMV video  @tab     @tab  X
394
    @tab Used in NHL 95 game.
395
@item Electronic Arts Madcow video  @tab     @tab  X
396 397 398 399
@item Electronic Arts TGV video  @tab     @tab  X
@item Electronic Arts TGQ video  @tab     @tab  X
@item Electronic Arts TQI video  @tab     @tab  X
@item Escape 124             @tab     @tab  X
400
@item FFmpeg video codec #1  @tab  X  @tab  X
401
    @tab experimental lossless codec (fourcc: FFV1)
402
@item Flash Screen Video v1  @tab  X  @tab  X
403
    @tab fourcc: FSV1
404
@item Flash Screen Video v2  @tab  X
405
@item Flash Video (FLV)      @tab  X  @tab  X
406
    @tab Sorenson H.263 used in Flash
407
@item Fraps                  @tab     @tab  X
408
@item H.261                  @tab  X  @tab  X
409 410 411
@item H.263 / H.263-1996     @tab  X  @tab  X
@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
412
    @tab encoding supported through external library libx264
413
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration)  @tab  E  @tab  X
414
@item HuffYUV                @tab  X  @tab  X
415
@item HuffYUV FFmpeg variant @tab  X  @tab  X
416
@item IBM Ultimotion         @tab     @tab  X
417
    @tab fourcc: ULTI
418
@item id Cinematic video     @tab     @tab  X
419
    @tab Used in Quake II.
420
@item id RoQ video           @tab  X  @tab  X
421
    @tab Used in Quake III, Jedi Knight 2, other computer games.
Peter Ross's avatar
Peter Ross committed
422 423 424 425
@item IFF ILBM               @tab     @tab  X
    @tab IFF interlaved bitmap
@item IFF ByteRun1           @tab     @tab  X
    @tab IFF run length encoded bitmap
426 427
@item Intel H.263            @tab     @tab  X
@item Intel Indeo 2          @tab     @tab  X
428
@item Intel Indeo 3          @tab     @tab  X
Kostya Shishkov's avatar
Kostya Shishkov committed
429
@item Intel Indeo 5          @tab     @tab  X
430
@item Interplay C93          @tab     @tab  X
431
    @tab Used in the game Cyberia from Interplay.
432
@item Interplay MVE video    @tab     @tab  X
433
    @tab Used in Interplay .MVE files.
434
@item Karl Morton's video codec  @tab     @tab  X
435
    @tab Codec used in Worms games.
436 437
@item Kega Game Video (KGV1) @tab      @tab  X
    @tab Kega emulator screen capture codec.
438
@item Lagarith               @tab     @tab  X
439 440
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
441 442 443
@item LOCO                   @tab     @tab  X
@item lossless MJPEG         @tab  X  @tab  X
@item Microsoft RLE          @tab     @tab  X
444
@item Microsoft Video 1      @tab     @tab  X
445
@item Mimic                  @tab     @tab  X
446
    @tab Used in MSN Messenger Webcam streams.
447
@item Miro VideoXL           @tab     @tab  X
448
    @tab fourcc: VIXL
449
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
anatoly's avatar
anatoly committed
450
@item Mobotix MxPEG video    @tab     @tab  X
451 452 453 454 455 456 457
@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.
458
@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
459 460
@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
461
@item Nintendo Gamecube THP video  @tab     @tab  X
462 463
@item NuppelVideo/RTjpeg     @tab     @tab  X
    @tab Video encoding used in NuppelVideo files.
464
@item On2 VP3                @tab     @tab  X
465
    @tab still experimental
466
@item On2 VP5                @tab     @tab  X
467
    @tab fourcc: VP50
468
@item On2 VP6                @tab     @tab  X
469
    @tab fourcc: VP60,VP61,VP62
David Conrad's avatar
David Conrad committed
470 471
@item VP8                    @tab  E  @tab  X
    @tab fourcc: VP80, encoding supported through external library libvpx
472
@item planar RGB             @tab     @tab  X
473
    @tab fourcc: 8BPS
474
@item Q-team QPEG            @tab     @tab  X
475
    @tab fourccs: QPEG, Q1.0, Q1.1
476
@item QuickTime 8BPS video   @tab     @tab  X
477 478 479 480 481 482
@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
Zhou Zongyi's avatar
Zhou Zongyi committed
483
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
484
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
485
@item Raw Video              @tab  X  @tab  X
486 487
@item RealVideo 1.0          @tab  X  @tab  X
@item RealVideo 2.0          @tab  X  @tab  X
Kostya Shishkov's avatar
Kostya Shishkov committed
488 489
@item RealVideo 3.0          @tab     @tab  X
    @tab still far from ideal
Kostya Shishkov's avatar
Kostya Shishkov committed
490
@item RealVideo 4.0          @tab     @tab  X
491
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
492
    @tab Texture dictionaries used by the Renderware Engine.
493 494
@item RL2 video              @tab     @tab  X
    @tab used in some games by Entertainment Software Partners
495 496
@item Sierra VMD video       @tab     @tab  X
    @tab Used in Sierra VMD files.
497
@item Smacker video          @tab     @tab  X
498
    @tab Video encoding used in Smacker.
499
@item SMPTE VC-1             @tab     @tab  X
500
@item Snow                   @tab  X  @tab  X
501
    @tab experimental wavelet codec (fourcc: SNOW)
502
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
503
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
504
    @tab fourcc: SVQ1
505
@item Sorenson Vector Quantizer 3  @tab     @tab  X
506
    @tab fourcc: SVQ3
507
@item Sunplus JPEG (SP5X)    @tab     @tab  X
508
    @tab fourcc: SP5X
509
@item TechSmith Screen Capture Codec  @tab     @tab  X
510
    @tab fourcc: TSCC
511
@item Theora                 @tab  E  @tab  X
512
    @tab encoding supported through external library libtheora
513
@item Tiertex Limited SEQ video  @tab     @tab  X
514
    @tab Codec used in DOS CD-ROM FlashBack game.
515
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
516
@item VMware Screen Codec / VMware Video  @tab     @tab  X
517
    @tab Codec used in videos captured by VMware.
518
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
519
@item Windows Media Video 7  @tab  X  @tab  X
520
@item Windows Media Video 8  @tab  X  @tab  X
521 522
@item Windows Media Video 9  @tab     @tab  X
    @tab not completely working
523 524
@item Wing Commander III / Xan  @tab     @tab  X
    @tab Used in Wing Commander III .MVE files.
Kostya Shishkov's avatar
Kostya Shishkov committed
525 526
@item Wing Commander IV / Xan  @tab     @tab  X
    @tab Used in Wing Commander IV.
527 528
@item Winnov WNV1            @tab     @tab  X
@item WMV7                   @tab  X  @tab  X
529
@item YAMAHA SMAF            @tab  X  @tab  X
530
@item Psygnosis YOP Video    @tab     @tab  X
531
@item ZLIB                   @tab  X  @tab  X
532
    @tab part of LCL, encoder experimental
533
@item Zip Motion Blocks Video  @tab   X @tab  X
534
    @tab Encoder works only in PAL8.
535 536 537 538
@end multitable

@code{X} means that encoding (resp. decoding) is supported.

539 540
@code{E} means that support is provided through an external library.

541 542
@section Audio Codecs

543
@multitable @columnfractions .4 .1 .1 .4
544
@item Name @tab Encoding @tab Decoding @tab Comments
545
@item 8SVX audio             @tab     @tab  X
546
@item AAC                    @tab  E  @tab  X
547
    @tab encoding supported through external library libfaac and libvo-aacenc
548
@item AC-3                   @tab IX  @tab  X
549 550 551 552 553 554 555 556 557 558 559 560
@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
Martin Storsjö's avatar
Martin Storsjö committed
561
@item ADPCM G.722            @tab  X  @tab  X
562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592
@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
593
@item AMR-NB                 @tab  E  @tab  X
594
    @tab encoding supported through external library libopencore-amrnb
595 596
@item AMR-WB                 @tab  E  @tab  X
    @tab encoding supported through external library libvo-amrwbenc
597
@item Apple lossless audio   @tab  X  @tab  X
598
    @tab QuickTime fourcc 'alac'
599
@item Atrac 1                @tab     @tab  X
600
@item Atrac 3                @tab     @tab  X
Peter Ross's avatar
Peter Ross committed
601 602
@item Bink Audio             @tab     @tab  X
    @tab Used in Bink and Smacker files in many games.
603 604
@item CELT (Opus)            @tab     @tab  E
    @tab decoding supported through external library libcelt
605
@item Delphine Software International CIN audio  @tab     @tab  X
606
    @tab Codec used in Delphine Software International games.
607 608
@item COOK                   @tab     @tab  X
    @tab All versions except 5.1 are supported.
Alexander E. Patrakov's avatar
Alexander E. Patrakov committed
609
@item DCA (DTS Coherent Acoustics)  @tab  X  @tab  X
610 611 612 613 614 615 616 617
@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
618
    @tab Used in Origin's Wing Commander IV AVI files.
619 620
@item DSP Group TrueSpeech   @tab     @tab  X
@item DV audio               @tab     @tab  X
621
@item Enhanced AC-3          @tab     @tab  X
622
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
623 624 625 626
@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
627 628 629
@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
630 631
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
    @tab Used in DVD-Audio discs.
632
@item Monkey's Audio         @tab     @tab  X
633
    @tab Only versions 3.97-3.99 are supported.
634 635 636 637
@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
638
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
639 640
@item Musepack SV7           @tab     @tab  X
@item Musepack SV8           @tab     @tab  X
641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656
@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
657
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
658 659 660 661 662 663 664 665
@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
666
@item QCELP / PureVoice      @tab     @tab  X
667
@item QDesign Music Codec 2  @tab     @tab  X
668
    @tab There are still some distortions.
669
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
670
    @tab Real 14400 bit/s codec
671
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
672
    @tab Real 28800 bit/s codec
673
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
674
    @tab Real low bitrate AC-3 codec
675
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
676
@item Shorten                @tab     @tab  X
677 678
@item Sierra VMD audio       @tab     @tab  X
    @tab Used in Sierra VMD files.
679
@item Smacker audio          @tab     @tab  X
680
@item SMPTE 302M AES3 audio  @tab     @tab  X
681 682 683 684
@item Sonic                  @tab  X  @tab  X
    @tab experimental codec
@item Sonic lossless         @tab  X  @tab  X
    @tab experimental codec
685
@item Speex                  @tab     @tab  E
686
    @tab supported through external library libspeex
687
@item True Audio (TTA)       @tab     @tab  X
688 689
@item TrueHD                 @tab     @tab  X
    @tab Used in HD-DVD and Blu-Ray discs.
Vitor Sessak's avatar
Vitor Sessak committed
690
@item TwinVQ (VQF flavor)    @tab     @tab  X
691
@item Vorbis                 @tab  E  @tab  X
692
    @tab A native but very primitive encoder exists.
693
@item WavPack                @tab     @tab  X
694 695 696
@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
697
@item Windows Media Audio Pro @tab    @tab  X
Ronald S. Bultje's avatar
Ronald S. Bultje committed
698
@item Windows Media Audio Voice @tab  @tab  X
699 700 701 702
@end multitable

@code{X} means that encoding (resp. decoding) is supported.

703 704
@code{E} means that support is provided through an external library.

705 706 707
@code{I} means that an integer-only version is available, too (ensures high
performance on systems without hardware floating point support).

708 709
@section Subtitle Formats

710
@multitable @columnfractions .4 .1 .1 .1 .1
711
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
712
@item SSA/ASS      @tab X @tab X @tab X @tab X
713 714
@item DVB          @tab X @tab X @tab X @tab X
@item DVD          @tab X @tab X @tab X @tab X
715
@item MicroDVD     @tab X @tab X @tab   @tab
716
@item PGS          @tab   @tab   @tab   @tab X
Aurelien Jacobs's avatar
Aurelien Jacobs committed
717
@item SubRip (SRT) @tab X @tab X @tab X @tab X
718
@item XSUB         @tab   @tab   @tab X @tab X
719 720 721 722
@end multitable

@code{X} means that the feature is supported.

723 724
@section Network Protocols

725
@multitable @columnfractions .4 .1
726
@item Name         @tab Support
727
@item Apple HTTP Live Streaming @tab X
728 729 730
@item file         @tab X
@item Gopher       @tab X
@item HTTP         @tab X
731
@item MMS          @tab X
732 733 734 735 736 737 738 739 740
@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.


741 742 743 744 745 746 747
@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
748
@item JACK              @tab X      @tab
749 750 751 752 753 754 755 756
@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

757
@code{X} means that input/output is supported.
758 759


760 761
@chapter Platform Specific information

762 763 764 765 766 767
@section DOS

Using a cross-compiler is preferred for various reasons.

@subsection DJGPP

768
FFmpeg cannot be compiled because of broken system headers, add
769 770 771
@code{--extra-cflags=-U__STRICT_ANSI__} to the configure options as a
workaround.

772 773
@section OS/2

774
For information about compiling FFmpeg on OS/2 see
775 776 777 778
@url{http://www.edm2.com/index.php/FFmpeg}.

@section Unix-like

779
Some parts of FFmpeg cannot be built with version 2.15 of the GNU
780 781 782 783 784 785 786 787 788 789 790 791
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.

792
@subsection BSD
793

794
BSD make will not build FFmpeg, you need to install and use GNU Make
795 796
(@file{gmake}).

797
@subsection (Open)Solaris
798

799
GNU Make is required to build FFmpeg, so you have to invoke (@file{gmake}),
800
standard Solaris Make will not work. When building with a non-c99 front-end
801
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
802 803 804 805 806 807 808 809 810
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
811

812 813 814 815
@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
816
assembler functions. Just download the Perl script and put it somewhere
817
in your PATH, FFmpeg's configure will pick it up automatically.
818

819 820
@section Windows

821
To get help and instructions for building FFmpeg under Windows, check out
822
the FFmpeg Windows Help Forum at
823
@url{http://ffmpeg.arrozcru.org/}.
824 825 826

@subsection Native Windows compilation

827
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
828 829
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
You can find detailed installation
830 831
instructions in the download section and the FAQ.

832
FFmpeg does not build out-of-the-box with the packages the automated MinGW
833 834 835 836 837 838 839
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)
840
@item w32api 3.13
841 842 843
@item mingw-runtime 3.15
@end itemize

844
FFmpeg automatically passes @code{-fno-common} to the compiler to work around
845 846
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).

847
Within the MSYS shell, configure and make with:
848

849
@example
850
./configure --enable-memalign-hack
851 852 853
make
make install
@end example
854

855 856 857
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}.
858

859
Notes:
860

861
@itemize
862

863 864 865 866 867 868
@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}).

869 870 871 872 873
@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.
874

875
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
876
you can build libavutil, libavcodec and libavformat as DLLs.
877 878 879

@end itemize

880
@subsection Microsoft Visual C++ compatibility
881

882
As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you
883 884 885 886 887 888
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.
889

890
This description of how to use the FFmpeg libraries with MSVC++ is based on
891 892
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
you might have to modify the procedures slightly.
893

894
@subsubsection Using static libraries
895

896
Assuming you have just built and installed FFmpeg in @file{/usr/local}.
897 898 899 900 901 902 903 904 905

@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
906
that MSVC++ has already created for you. For example, you can copy
907
@file{libavformat/output-example.c} from the FFmpeg distribution.
908 909 910 911 912

@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
913
Directories" setting to contain the path where the FFmpeg includes were
914
installed (i.e. @file{c:\msys\1.0\local\include}).
915 916
Do not add MinGW's include directory here, or the include files will
conflict with MSVC's.
917 918 919 920

@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}
921
directory where FFmpeg was installed (i.e. @file{c:\msys\1.0\local\lib}),
922 923 924 925 926 927 928
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".
929 930 931 932 933 934 935

@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".

936 937
@item Click "OK" to close the "Project / Properties" dialog box.

938
@item MSVC++ lacks some C99 header files that are fundamental for FFmpeg.
939 940 941 942 943
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
944
FFmpeg, so you must add this line before @code{#include}ing libav*:
945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976
@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}
977
is on the path and will be used by FFmpeg to create
978 979
MSVC++-compatible import libraries.

980
@item Build FFmpeg with
981 982 983 984 985 986 987 988 989

@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.
990 991 992

@end enumerate

993 994 995 996
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
997 998
installed in the @file{bin} directory. And instead of adding the static
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
999
(@file{avcodec.lib}, @file{avformat.lib}, and
1000 1001 1002
@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},
1003 1004 1005 1006 1007 1008
@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}).

1009
FFmpeg headers do not declare global data for Windows DLLs through the usual
1010 1011 1012 1013 1014 1015 1016 1017
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

1018 1019 1020 1021 1022 1023
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.

1024 1025 1026 1027 1028
@subsection Cross compilation for Windows with Linux

You must use the MinGW cross compilation tools available at
@url{http://www.mingw.org/}.

1029
Then configure FFmpeg with the following options:
1030 1031 1032 1033 1034 1035
@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).

1036
Then you can easily test FFmpeg with Wine
1037 1038 1039 1040
(@url{http://www.winehq.com/}).

@subsection Compilation under Cygwin

1041 1042
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
llrint() in its C library.
1043

1044
Install your Cygwin with all the "Base" packages, plus the
1045 1046
following "Devel" ones:
@example
1047
binutils, gcc4-core, make, git, mingw-runtime, texi2html
1048 1049 1050 1051 1052
@end example

And the following "Utils" one:
@example
diffutils
1053 1054 1055 1056 1057
@end example

Then run

@example
1058
./configure --enable-static --disable-shared
1059 1060
@end example

1061 1062 1063 1064
to make a static build.

The current @code{gcc4-core} package is buggy and needs this flag to build
shared libraries:
1065 1066

@example
1067
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
1068 1069
@end example

1070
If you want to build FFmpeg with additional libraries, download Cygwin
1071 1072 1073 1074 1075 1076
"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
1077
(@url{http://sourceware.org/cygwinports/}) :
1078 1079

@example
Måns Rullgård's avatar
Måns Rullgård committed
1080
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
1081 1082 1083 1084 1085 1086
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.
1087

1088 1089 1090
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.

1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113
@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