based on a patch by Michael Kostylev, michael.kostylev gmail com Originally committed as revision 22800 to svn://svn.ffmpeg.org/ffmpeg/trunk
		
			
				
	
	
		
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			1049 lines
		
	
	
		
			42 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@sp 7
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@center @titlefont{General Documentation}
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@sp 3
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@end titlepage
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@chapter external libraries
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FFmpeg 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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@section OpenCORE AMR
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FFmpeg can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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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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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 FFmpeg'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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@chapter Supported File Formats and Codecs
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You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.
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@section File Formats
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FFmpeg supports the following file formats through the @code{libavformat}
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library:
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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 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 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 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   @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
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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 LMLM4                     @tab   @tab X
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    @tab Used by Linux Media Labs MPEG-4 PCI boards
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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 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 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   @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 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   @tab X
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@item RTSP                      @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 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 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 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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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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FFmpeg 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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@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   @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 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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@code{X} means that encoding (resp. decoding) is supported.
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@code{E} means that support is provided through an external library.
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@section Video Codecs
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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 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 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
 | 
						|
    @tab Support for version 'b' is missing.
 | 
						|
@item Brute Force & Ignorance   @tab   @tab X
 | 
						|
    @tab Used in the game Flash Traffic: City of Angels.
 | 
						|
@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
 | 
						|
@item Chinese AVS video      @tab     @tab  X
 | 
						|
    @tab AVS1-P2, JiZhun profile
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						|
@item Delphine Software International CIN video  @tab     @tab  X
 | 
						|
    @tab Codec used in Delphine Software International games.
 | 
						|
@item Cinepak                @tab     @tab  X
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						|
@item Cirrus Logic AccuPak   @tab     @tab  X
 | 
						|
    @tab fourcc: CLJR
 | 
						|
@item Creative YUV (CYUV)    @tab     @tab  X
 | 
						|
@item Dirac                  @tab  E  @tab  E
 | 
						|
    @tab supported through external libdirac/libschroedinger libraries
 | 
						|
@item Deluxe Paint Animation @tab     @tab  X
 | 
						|
@item DNxHD                  @tab   X @tab  X
 | 
						|
    @tab aka SMPTE VC3
 | 
						|
@item Duck TrueMotion 1.0   @tab     @tab  X
 | 
						|
    @tab fourcc: DUCK
 | 
						|
@item Duck TrueMotion 2.0    @tab     @tab  X
 | 
						|
    @tab fourcc: TM20
 | 
						|
@item DV (Digital Video)     @tab  X  @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
 | 
						|
    @tab Used in NHL 95 game.
 | 
						|
@item Electronic Arts Madcow video  @tab     @tab  X
 | 
						|
@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
 | 
						|
@item FFmpeg video codec #1  @tab  X  @tab  X
 | 
						|
    @tab experimental lossless codec (fourcc: FFV1)
 | 
						|
@item Flash Screen Video v1  @tab  X  @tab  X
 | 
						|
    @tab fourcc: FSV1
 | 
						|
@item Flash Video (FLV)      @tab  X  @tab  X
 | 
						|
    @tab Sorenson H.263 used in Flash
 | 
						|
@item Fraps                  @tab     @tab  X
 | 
						|
@item H.261                  @tab  X  @tab  X
 | 
						|
@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
 | 
						|
    @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 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 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  X  @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 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 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 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
 | 
						|
@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.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     @tab  E
 | 
						|
    @tab decoding supported through external library libopencore-amrwb
 | 
						|
@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     @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 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     @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 Sonic                  @tab  X  @tab  X
 | 
						|
    @tab experimental codec
 | 
						|
@item Sonic lossless         @tab  X  @tab  X
 | 
						|
    @tab experimental codec
 | 
						|
@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
 | 
						|
@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 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 file         @tab X
 | 
						|
@item Gopher       @tab X
 | 
						|
@item HTTP         @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 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 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 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}.
 | 
						|
 | 
						|
@section Unix-like
 | 
						|
 | 
						|
Some parts of FFmpeg 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 FFmpeg, you need to install and use GNU Make
 | 
						|
(@file{gmake}).
 | 
						|
 | 
						|
@subsubsection 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.
 | 
						|
 | 
						|
@subsection (Open)Solaris
 | 
						|
 | 
						|
GNU Make is required to build FFmpeg, 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/32/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
 | 
						|
 | 
						|
@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
 | 
						|
 | 
						|
@bye
 |